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Published by Chris Winnower, 2019-07-09 16:34:20

Races Of Eberron

Races Of Eberron

CREDITS

DESIGN ART DIRECTOR

JESSE DECKER, MATTHEW SERNETT, ROBERT RAPER
GWENDOLYN F.M. KESTREL, KEITH BAKER
COVER ARTIST
DEVELOPMENT
WAYNE REYNOLDS
ANDY COLLINS, JAMES WYATT
INTERIOR ARTISTS
EDITORS
DAARKEN, ERIC DESCHAMPS, TOMAS GIORELLO,
MICHELLE LYONS, SCOTT FITZGERALD GRAY, DOUG GREGORY, JOSHUA THE JAMES,
JANICE SELLERS
HOWARD LYON, JOE MADUREIRA, NICK
DESIGN MANAGER PERCIVAL, STEVE PRESCOTT, RYAN SOOK, ANNE

CHRISTOPHER PERKINS STOKES, FRANCIS TSAI, FRANZ VOHWINKEL,
KEV WALKER, ANTHONY WATERS, CHARLIE
DEVELOPMENT MANAGER WEN, RONALD WIMBERLY, JAMES ZHANG

JESSE DECKER GRAPHIC DESIGNER

MANAGING EDITOR DEE BARNETT

KIM MOHAN GRAPHIC PRODUCTION SPECIALIST

SENIOR ART DIRECTOR D&D ERIN DORRIES

STACY LONGSTREET IMAGE TECHNICIAN

DIRECTOR OF RPG R&D SVEN BOLEN

BILL SLAVICSEK PRODUCTION MANAGERS

JOSHUA C.J. FISCHER, RANDALL CREWS

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This product uses updated material from the v.3.5 revision.
This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any
form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.
wizards.com/d20.

U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS
& LATIN AMERICA Wizards of the Coast, Belgium
Wizards of the Coast, Inc. T Hofveld 6d
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(Questions?) 1-800-324-6496 620–17745–001–EN +322-467-3360

987654321
First Printing: April 2005

DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, EBERRON, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Races of
Eberron, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters,
character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional
distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the
Coast, Inc. and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places,
or events is purely coincidental. Printed in the U.S.A. ©2005 Wizards of the Coast, Inc.

Visit our website at www.wizards.com/eberron

Contents Call of the Undying . . . . . . . . . . . . . . . . . . 108 Moonspeaker . . . . . . . . . . . . . . . . . . . . . . . . . . . .143 TABLE OF
Darguun Mauler . . . . . . . . . . . . . . . . . . . . . 108 Quori Nightmare . . . . . . . . . . . . . . . . . . . . . . . .148 CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 Daylight Adaptation . . . . . . . . . . . . . . . . . . 108 Reachrunner. . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Dinosaur Hunter . . . . . . . . . . . . . . . . . . . . . 108 Recaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 5
Chapter 1: Warforged . . . . . . . . . . . . . . . . . . . . . . .7 Dinosaur Wrangler . . . . . . . . . . . . . . . . . . . 108 Reforged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .161
Warforged Racial Traits . . . . . . . . . . . . . . . . . . . .7 Drow Skirmisher. . . . . . . . . . . . . . . . . . . . . 109 Spellcarved Soldier . . . . . . . . . . . . . . . . . . . . . 166
A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . . .9 Heroic Metamagic. . . . . . . . . . . . . . . . . . . . 109
Warforged Psychology . . . . . . . . . . . . . . . . . . . .10 Master Linguist . . . . . . . . . . . . . . . . . . . . . . 109 Chapter 8: Equipment . . . . . . . . . . . . . . . . . . . 171
Warforged Life . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Mror Stalwart . . . . . . . . . . . . . . . . . . . . . . . . 109 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Warforged Society and Culture . . . . . . . . . . . .15 Mutable Body . . . . . . . . . . . . . . . . . . . . . . . . .110 Exotic Weapons . . . . . . . . . . . . . . . . . . . . . . . . . 171
Warforged and Other Races . . . . . . . . . . . . . . .21 Path of Shadows . . . . . . . . . . . . . . . . . . . . . . .110 Wondrous Items . . . . . . . . . . . . . . . . . . . . . . . . 172
Creating Warforged Characters . . . . . . . . . . . .22 Persona Immersion. . . . . . . . . . . . . . . . . . . .110 Universal Items . . . . . . . . . . . . . . . . . . . . . . . . . .175
Warforged Cities and Settlements. . . . . . . . . .24 Quick Change. . . . . . . . . . . . . . . . . . . . . . . . .110 Warforged Components . . . . . . . . . . . . . . . . . .175
Racial Emulation . . . . . . . . . . . . . . . . . . . . . .110 Minor Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . 178
Chapter 2: Shifters. . . . . . . . . . . . . . . . . . . . . . . . .25 Relic Hunter . . . . . . . . . . . . . . . . . . . . . . . . . .111 New Artificer Infusions . . . . . . . . . . . . . . . . . 179
Shifter Racial Traits . . . . . . . . . . . . . . . . . . . . . . .25 Shadow Marches Warmonger . . . . . . . . . .111 New Bard Spells . . . . . . . . . . . . . . . . . . . . . . . . 180
A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . .28 Shaped Splash. . . . . . . . . . . . . . . . . . . . . . . . .111 New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . 180
Shifter Psychology . . . . . . . . . . . . . . . . . . . . . . . .28 Ship Savvy . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 New Cleric Domains . . . . . . . . . . . . . . . . . . . . 180
Shifter Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Soulblade Warrior . . . . . . . . . . . . . . . . . . . . 112 New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . 181
Shifter Society and Culture . . . . . . . . . . . . . . .32 Stable Footing. . . . . . . . . . . . . . . . . . . . . . . . 112 New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . 182
Shifters and Other Races . . . . . . . . . . . . . . . . . .37 Talenta Warrior . . . . . . . . . . . . . . . . . . . . . . 112 New Sorcerer/Wizard Spells . . . . . . . . . . . . 182
Creating Shifter Characters. . . . . . . . . . . . . . . .37 White Scorpion Strike. . . . . . . . . . . . . . . . 112 New Spells and Infusions . . . . . . . . . . . . . . . 182
Sample Community: Rainhaven . . . . . . . . . . .38 Psionic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Aspect of the Werebeast . . . . . . . . . . . . . . 183
Gestalt Anchor . . . . . . . . . . . . . . . . . . . . . . . 112 Construct Essence . . . . . . . . . . . . . . . . . . . 183
Chapter 3: Changelings. . . . . . . . . . . . . . . . . . . .41 Shield of Thought . . . . . . . . . . . . . . . . . . . . 113 Construct Essence, Greater . . . . . . . . . . . 183
Changeling Racial Traits . . . . . . . . . . . . . . . . . .41 Spiritual Force . . . . . . . . . . . . . . . . . . . . . . . 113 Construct Essence, Lesser . . . . . . . . . . . . 184
A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . .42 Strength of Two . . . . . . . . . . . . . . . . . . . . . . 113 Discern Shapechanger. . . . . . . . . . . . . . . . 184
Changeling Psychology . . . . . . . . . . . . . . . . . . .43 Shifter Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Dominate Living Construct . . . . . . . . . . 184
Changeling Life. . . . . . . . . . . . . . . . . . . . . . . . . . .45 Cliffwalk Elite . . . . . . . . . . . . . . . . . . . . . . . 113 Doppelganger Transformation . . . . . . . . 184
Changeling Society and Culture . . . . . . . . . . .49 Dreamsight Elite . . . . . . . . . . . . . . . . . . . . . 113 Enhanced Shifting . . . . . . . . . . . . . . . . . . . 184
Changelings and Other Races . . . . . . . . . . . . .52 Extra Shifter Trait . . . . . . . . . . . . . . . . . . . . .114 Extend Shifting . . . . . . . . . . . . . . . . . . . . . . .185
Sample Community: Freeform. . . . . . . . . . . . .52 Gorebrute Elite. . . . . . . . . . . . . . . . . . . . . . . .114 Force Shapechange . . . . . . . . . . . . . . . . . . . .185
Creating Changeling Characters . . . . . . . . . . .52 Longstride Elite . . . . . . . . . . . . . . . . . . . . . . .114 Furnace Within . . . . . . . . . . . . . . . . . . . . . . .185
Sample NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53 Longtooth Elite . . . . . . . . . . . . . . . . . . . . . . .114 Golem Immunity . . . . . . . . . . . . . . . . . . . . 186
Sample Encounters. . . . . . . . . . . . . . . . . . . . . . . .54 Razorclaw Elite . . . . . . . . . . . . . . . . . . . . . . .114 Humanoid Essence. . . . . . . . . . . . . . . . . . . 186
Reactive Shifting. . . . . . . . . . . . . . . . . . . . . 115 Humanoid Essence, Greater . . . . . . . . . . 186
Chapter 4: Kalashtar. . . . . . . . . . . . . . . . . . . . . . . .7 Shifter Agility. . . . . . . . . . . . . . . . . . . . . . . . 115 Humanoid Essence, Lesser . . . . . . . . . . . 187
Kalashtar Racial Traits. . . . . . . . . . . . . . . . . . . . .55 Shifter Ferocity . . . . . . . . . . . . . . . . . . . . . . 115 Illusion Purge . . . . . . . . . . . . . . . . . . . . . . . . 187
A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . .56 Shifter Instincts. . . . . . . . . . . . . . . . . . . . . . 115 Inflict Light Damage, Mass . . . . . . . . . . . 187
Psychology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57 Shifter Savagery . . . . . . . . . . . . . . . . . . . . . . 115 Inflict Moderate Damage, Mass . . . . . . . 187
Kalashtar Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59 Shifter Stamina . . . . . . . . . . . . . . . . . . . . . . 115 Insidious Insight . . . . . . . . . . . . . . . . . . . . . 187
Kalashtar Society and Culture . . . . . . . . . . . . .62 Swiftwing Elite . . . . . . . . . . . . . . . . . . . . . . .116 Insidious Suggestion . . . . . . . . . . . . . . . . . 187
Kalashtar andOther Races . . . . . . . . . . . . . . . . .67 Truedive Elite . . . . . . . . . . . . . . . . . . . . . . . . .116 Involuntary Shapeshifting. . . . . . . . . . . . 188
Creating Kalashtar Characters . . . . . . . . . . . . .68 Wildhunt Elite . . . . . . . . . . . . . . . . . . . . . . . .116 Irian’s Light . . . . . . . . . . . . . . . . . . . . . . . . . . 188
Kalashtar Communities . . . . . . . . . . . . . . . . . . .68 Tactical Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . .116 Misrepresent Alignment . . . . . . . . . . . . . 188
Sample Community: Stillstone Holt . . . .69 Battleshifter Training . . . . . . . . . . . . . . . . .116 Natural Weapon Augmentation . . . . . . . 188
Brute Fighting . . . . . . . . . . . . . . . . . . . . . . . .116 Natural Weapon Augmentation,
Chapter 5: Other Races . . . . . . . . . . . . . . . . . . . .71 Dancing with Shadows . . . . . . . . . . . . . . . 117 Greater . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71 Disturbing Visage . . . . . . . . . . . . . . . . . . . . 117 Natural Weapon Augmentation,
Elf, Aerenal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74 Kalashtar Thoughtshifter . . . . . . . . . . . . . .118 Lesser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Elf, Drow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76 Ragewild Fighting. . . . . . . . . . . . . . . . . . . . .118 Natural Weapon Augmentation,
Elf, Khorvaire. . . . . . . . . . . . . . . . . . . . . . . . . . . . .79 Warforged Feats. . . . . . . . . . . . . . . . . . . . . . . . . .118 Personal . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Elf, Valenar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 Adamantine Body . . . . . . . . . . . . . . . . . . . . .118 Reachwalker’s Wariness . . . . . . . . . . . . . . 189
Gnomes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83 Cold Iron Tracery . . . . . . . . . . . . . . . . . . . . 119 Repair Light Damage, Mass . . . . . . . . . . . 189
Goblinoids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Construct Lock . . . . . . . . . . . . . . . . . . . . . . 119 Repair Moderate Damage, Mass. . . . . . . 189
Half-Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89 Improved Resiliency . . . . . . . . . . . . . . . . . 119 Ride of the Valenar . . . . . . . . . . . . . . . . . . . 189
Half-Orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92 Ironwood Body. . . . . . . . . . . . . . . . . . . . . . . 119 Scorpion Tail. . . . . . . . . . . . . . . . . . . . . . . . . 190
Halfling, Khorvaire . . . . . . . . . . . . . . . . . . . . . . .94 Jaws of Death. . . . . . . . . . . . . . . . . . . . . . . . . 119 Shifter Prowess . . . . . . . . . . . . . . . . . . . . . . 190
Halflings, Talenta . . . . . . . . . . . . . . . . . . . . . . . . .95 Mithral Body. . . . . . . . . . . . . . . . . . . . . . . . . 119 Touch of Jorasco. . . . . . . . . . . . . . . . . . . . . . 190
The Inspired . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98 Second Slam . . . . . . . . . . . . . . . . . . . . . . . . . 120 True Seeing, Mass . . . . . . . . . . . . . . . . . . . . 190
Orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Silver Tracery . . . . . . . . . . . . . . . . . . . . . . . . 120 Unfettered Heroism . . . . . . . . . . . . . . . . . . 190
Spiked Body . . . . . . . . . . . . . . . . . . . . . . . . . 120 Unseen Crafter. . . . . . . . . . . . . . . . . . . . . . . 191
Chapter 6: Character Options . . . . . . . . . . . 103 Unarmored Body. . . . . . . . . . . . . . . . . . . . . 120 Wild Instincts . . . . . . . . . . . . . . . . . . . . . . . 191
Racial Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 Racial Substitution Levels . . . . . . . . . . . . . . . 120 Psionic Powers . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Aerenal BeastMaster. . . . . . . . . . . . . . . . . . .105 New Psion/Wilder Powers . . . . . . . . . . . . 192
Ancestral Guidance . . . . . . . . . . . . . . . . . . .105 Chapter 7: Prestige Classes . . . . . . . . . . . . . . 133 New Psychic Warrior Power . . . . . . . . . . 192
Bladebearer of the Valenar . . . . . . . . . . . . 107 Atavist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Primal Fear . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Boomerang Daze . . . . . . . . . . . . . . . . . . . . . 108 Cabinet Trickster . . . . . . . . . . . . . . . . . . . . . . . 139 Suggestion, Implanted. . . . . . . . . . . . . . . . 192
Boomerang Ricochet . . . . . . . . . . . . . . . . . 108

Introduction In addition to the traditions, roleplaying advice, and
descriptions of shifter attitudes that you’ll find in this
Races of Eberron is a rules supplement for the DUNGEONS chapter, it includes four new shifter traits, providing

& DRAGONS® Roleplaying Game. It is primarily a player even more options for this powerful race.

resource focusing on new options and expanded Changelings (Chapter 3): Chapter 3 delves into the

rules for D&D players whose characters are shift- difficulties of changeling life, highlighting the ways

ers, changelings, kalashtar, or warforged. DMs can in which they deal with the distrust that others often

use this book as a resource for creating NPCs and show them. Changelings deal with their abilities and

INTRODUCTION adventures, either in the EBERRON campaign setting the mistrust they engender in remarkably diverse ways,

or in any setting of their own creation that includes and this chapter provides detailed advice on the ways

these unique and interesting races. This book also that changelings express their abilities.

includes the basic descriptions of the races that it Kalashtar (Chapter 4): The thoughtful kalashtar

covers, making it possible to make and play charac- fight an unending struggle against the dreaming dark

ters of these races even if you don’t own the EBERRON and the forces of the Inspired. The kalashtar have

Campaign Setting book. developed powerful psionic and martial traditions,

and many of these are discussed along with the

WHAT IS A RACE race’s description.
OF EBERRON? Other Races (Chapter 5): A mix of subraces and

cultural writeups appears here, and the humanoid

The four races described in the EBERRON Campaign races from the Player’s Handbook are discussed in terms

Setting—the subtle changelings, the introspective of their role and characteristics within the EBERRON

kalashtar, the feral shifters, and the mighty warforged— setting. Although this information might seem at first

are all thoroughly described and fleshed out in this applicable only to an EBERRON campaign, the traditions,

book, making them part of the core D&D experience customs, and roleplaying advice described in this

in addition to preserving and accentuating the roles chapter can be adapted to nearly any race, culture,

they play in the world of Eberron. or campaign.

Why is Races of Eberron a core D&D supplement and Character Options (Chapter 6): This chapter offers

not an Eberron-specific book? Changelings, kalashtar, new racial substitution levels and new feats for the

shifters, and warforged are excellent additions to any races of Eberron. The new feat types introduced in

D&D campaign, offering fun and unique play experi- the EBERRON Campaign Setting for warforged and shifter

ences and enriching any setting. However, players characters are greatly expanded, and other feat choices

should check with their DMs before creating such designed for changelings, kalashtars, elves, dwarves,

characters, just to be sure they’re valid options in the and the other races of Eberron abound.

campaign. And, frankly, we’re so pleased with these Prestige Classes (Chapter 7): This chapter provides

new races that we want all DMs and players to think eight prestige classes, two for each of the main races

about including them in their games. described in this book.

Equipment (Chapter 8): Included here are magic

WHAT’S IN THIS BOOK? items and exotic gear that enhance the abilities of the
races described in this book.

This book contains information for players and DMs, Magic and Psionics (Chapter 9): The final chapter

showcasing new options for characters and creatures of Races of Eberron offers new arcane and divine spells,

with a connection to these races. artificer infusions, and psionic powers.

Warforged (Chapter 1): This chapter goes beyond

the warforged description in Chapter 2 of the EBERRON WHAT YOU NEED TO PLAY
Campaign Setting, detailing warforged psychology, with Races of Eberron makes use of the information in the

its emphasis on the strange mindset that these living three D&D core rulebooks—Player’s Handbook, Dungeon

constructs have, the limitations inherent in their recent Master’s Guide, and Monster Manual. In addition, it

creation, and many of their traditions and abilities. includes references to material in the EBERRON Campaign

This chapter also discusses how to act and talk like a Setting, the Expanded Psionics Handbook, Complete Divine,

warforged and describes what it’s like to spend time Complete Arcane, Monster Manual III, and Manual of

immersed in warforged culture. the Planes. Although possession of any or all of these

Shifters (Chapter 2): Swift and feral humanoids with supplements will enhance your enjoyment of this book,

a trace of lycanthrope blood in their lineage, shifters they are not strictly necessary.

6 can take on animalistic characteristics for a short time.

Illus. by D. Gregory

orn from the strife of the Last War, warforged RACWIAARLFTORRAGIETDS
remain as constant reminders of that terrible Living Construct Subtype (Ex): Warforged are
time. To look upon one is to see an instrument
of destruction, a heartless killing machine, a constructs with the living construct subtype. A
siege engine in the shape of a man. Despite the pur-
poses for which House Cannith built them, however, living construct is a created being given sentience
warforged can choose to be peaceful. When given
thinking minds, warforged were granted the ability and free will through powerful and complex
to surpass the limited uses for which their creators
had designed them. creation enchantments. Warforged are living con-
When peace finally came, the nations of Khor-
vaire agreed to free the warforged, granting them structs who combine aspects of both constructs
their first opportunity to make their own choices.
Although tireless creations, the warforged had long and living creatures, as detailed below.
ago become tired of war and chose to live among the
other races. Unlike other veterans of the Last War, Features: As a living construct, a warforged has
however, the warforged have never known peace and
have no homes to which to return. The warforged the following features.
thus live uneasily among the other races of the
world, seeking to create a place for themselves in • A warforged derives its Hit Dice, base attack
unwelcoming lands.
This chapter expands on the description of bonus progression, saving throws, and skill
warforged found in the EBERRON Campaign Setting,
offering insights into warforged life, personality, points from the class it selects.
and habits.
Traits: A warforged possesses the following

traits.

• Unlike other constructs, a warforged has a

Constitution score.

• Unlike other constructs, a warforged does

not have low-light vision or darkvision.

• Unlike other constructs, a warforged is

not immune to mind-affecting spells and

abilities.

• Immunity to poison, sleep effects, paraly- 7
sis, disease, nausea, fatigue, exhaustion,

CHAPTER 1 effects that cause the sickened condition, and are less than 0 and greater than –10, a warforged is
energy drain. inert. He is unconscious and helpless, and cannot
WARFORGED • A warforged cannot heal lethal damage naturally. perform any actions. An inert warforged does not
• Unlike other constructs, warforged are subject lose additional hit points unless more damage is
to critical hits, nonlethal damage, stunning, dealt to him, however, as with a living creature that
ability damage, ability drain, death effects, and has become stable.
necromancy effects. • As a living construct, a warforged can be raised
• As living constructs, warforged can be affected by or resurrected.
spells that target living creatures as well as by those • A warforged does not need to eat, sleep, or breathe,
that target constructs. Damage dealt to a warforged but he can still benefit from the effects of con-
can be healed by a cure light wounds spell or a repair sumable spells and magic items such as heroes’ feast
light damage spell, for example, and a warforged is and potions.
vulnerable to disable construct and harm. However, • Although living constructs do not need to sleep,
spells from the healing subschool and supernatu- a warforged wizard must rest for 8 hours before
ral abilities that cure hit point damage or ability preparing spells.
damage provide only half their normal effects to • +2 Constitution, –2 Wisdom, –2 Charisma: War-
a warforged. forged are resilient and powerful, but their difficulty
• The unusual physical construction of warforged in relating to other creatures makes them seem aloof
makes them vulnerable to certain spells and or even hostile.
effects that normally don’t affect living creatures. • Medium: As Medium constructs, warforged have no
A warforged takes damage from heat metal and chill special bonuses or penalties due to their size.
metal as if he were wearing metal armor. Likewise, • Warforged base land speed is 30 feet.
a warforged is affected by repel metal or stone as if he • Composite Plating: The plating used to build a
were wearing metal armor. A warforged is repelled warforged provides a +2 armor bonus. This plating
by repel wood. The iron in the body of a warforged is not natural armor and does not stack with other
makes him vulnerable to rusting grasp, taking 2d6 effects that give an armor bonus (other than natural
points of damage from the spell (Reflex half; save armor). This composite plating occupies the same
DC 14 + caster’s ability modifier). A warforged takes space on the body as a suit of armor or a robe, and
the same damage from a rust monster’s touch (Reflex thus a warforged cannot benefit from the effects of
DC 17 half). Spells such as stone to flesh, stone shape, magic armor or magic robes. Composite plating can
warp wood, and wood shape affect objects only and gain a magic enhancement bonus and magic armor
thus cannot be used on a warforged. properties as armor can, using the Craft Magic Arms
• A warforged responds slightly differently from other and Armor feat. The character must be present for
living creatures when reduced to 0 hit points. A war- the entire time it takes to add this enhancement. In
forged with 0 hit points is disabled, as with a living addition, spells and infusions that normally target
creature. He can take only a single move action or armor, such as magic vestment and armor enhancement,
standard action in each round, but strenuous activity can be cast with the composite plating of a warforged
does not risk further injury. When his hit points character as the target.

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WARFORGED IN D&D can be an effective way of including the warforged in the
Although warforged were created for use in the EBERRON action and getting around any seeming invulnerability the
campaign setting, they make an excellent character race race might have.
for any D&D® game. Warforged are particularly appro-
priate in a high-magic setting where war has been an Warforged are perennial outsiders, longing to be ac-
ongoing feature in the land. They might be relics from cepted but forever the “other.” How do various races in
ancient times, only recently reactivated, or they might your campaign regard warforged? Are they part of a larger
be new creations still in service for various powerful society, or are they too scarce to form any concerted move-
nations or organizations. ment? Do they even want to live among other races, or do
they look down on those who wish to be something other
When warforged are used, DMs should be mindful of than what they are?
potential controversies regarding the warforged: Do they
have a soul? How are they affected by being unable to The answers to these questions should provide role-
heal? They are affected as both a construct and a living playing opportunities for warforged throughout your
being, so including aspects or effects that target constructs campaign.

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Composite plating also provides a warforged with Watcher rarely sees them. A few work in the mines CHAPTER 1
a 5% arcane spell failure chance, similar to the outside town, some are part of the city watch, and
penalty for wearing light armor. Any class ability several work as salvagers when ships run aground on WARFORGED
that allows a warforged to ignore the arcane spell the reefs in the bay.
failure chance for light armor lets him ignore this 9
penalty as well. As Watcher contemplates these things, his hands
• Light Fortification (Ex): When a critical hit or sneak work with a knife and a piece of wood. With swift
attack is scored on a warforged, there is a 25% chance and deft cuts, he whittles almost unconsciously,
that the critical hit or sneak attack is negated and carving a small block of wood into the shape of
damage is instead rolled normally. a lizardlike creature he once saw flying over the
• A warforged has a natural weapon in the form of a battlefield, its rider casting lightning down with a
slam attack that deals 1d4 points of damage. forked wand. When finished, he places the wooden
• Automatic Languages: Common. Bonus Languages: monster against the side of the building and picks
None. up another block of wood, never taking his eyes off
• Favored Class: Fighter. A multiclass warforged’s the shadowy street.
fighter class does not count when determining
whether he takes an experience point penalty for Inevitably, the sun rises. Watcher gazes impassively
multiclassing. as the first morning travelers go about their business.
Most passersby deliberately ignore him, which is a
A DAY IN THE LIFE vast improvement over when he first started work
at the warehouse. Some people spit on him as they
Watcher detects a light blue tint in the windows across passed, calling him a job stealer. Watcher could do
the road and knows that only a few more hours remain the jobs of two or three humans, so the hostility made
before dawn. He has learned from a thousand similar sense, but he had to work somewhere to pay off his
nights that the blue tone will gradually brighten, first debt for the repairs done on him when he arrived in
to gray and then to a pale yellow. The sky over the build- the city.
ing behind his back won’t grow bright enough to offer a
true reflection in the paned glass until just after dawn, A dwarf dockworker Watcher had spoken to once
when his human employer will awaken and begin to gives the warforged a habitual nod as he passes and
stir. Watcher ponders this as he stands motionless in Watcher nods in return, pleased by even this small
the doorway on the dark street, eyes and ears ever alert affirmation of his presence. As usual, the neighbor-
for threats to his employer’s warehouse. hood children come squealing up to the building to
gather up his night’s carvings. One of them surprises
Despite the darkness and the danger of his nightly Watcher by having the courage to thank him instead
vigils, Watcher looks to the coming day with resig- of simply grabbing a toy and running away.
nation rather than anticipation. Daylight brings the
hustle and bustle of city life, and it will no doubt In an hour, the coach of his employer arrives, and
bring the hollered commands of his employer and she and her sons step down to enter the building.
her sons. Although the night can bring confronta- Watcher follows them in, and when there is a break in
tions with thieves, daytime life is more complicated, their morning chatter, he gives his report of the night.
more troublesome. At night, this part of the ware- Afterward, Watcher steps back outside to await other
house district can be so still and quiet that for hours commands, hopeful that they’ll require his services
at a time Watcher feels as though he’s the only living elsewhere in the city. Instead, one of the sons comes
thing in the city. to tell him to stand ready in the warehouse to unload
wagons. Watcher thinks the man’s name is Barro, but
On such nights, Watcher thinks about the Last War his employer has six sons, and they all look too similar
and of his former comrades in arms who now work in for him to tell them apart.
other parts of the city. All of them were adrift after
the Treaty of Thronehold declared them free. When Watcher unloads wagons for a time. It’s simple work,
their unit was told of the treaty’s meaning, they simply and Watcher’s mind is free to wander. After a while,
stood waiting in the rain for three days until their the sons and other workers sit down to eat, signaling
human commander returned and ordered them to to Watcher that it is sometime after noon. They return
disperse. For months they wandered the roads and to work shortly, and everyone works hard and fast. As
traveled through the wilderness aimlessly. Eventually the light outside the warehouse doors dims, Watcher
Watcher suggested that they try doing what humans notes that the activity in the warehouse does not
do in peacetime. All of them have jobs now, and diminish. The other workers are sweating and doing
the curious things typical of humans becoming tired.
They yawn more frequently and become clumsier
as the evening wears on, and eventually Watcher’s

CHAPTER 1 employer orders them to go home. “Watcher can heavily regulated regimens of instruction for warforged.
finish the rest,” she says with some satisfaction—and At their core was the understanding that a warforged
WARFORGED Watcher does. was not entitled to choose for itself. It was created for
one purpose: to be obedient to and fight for whomever
It takes him several more hours to stack the unloaded bought it.
barrels and crates, but he does so without comment
or complaint. Standing in place or lugging heavy This simple concept required months of instruction.
cargo—it makes little difference to Watcher, as long Although fighting came naturally enough, warforged
as he has something to do. had to be taught the use of weapons and tactics. They
were instructed in how to recognize enemies, know
Watcher checks one last time to make certain he has allies, and improvise when left without commands.
done all that his employer asked him to, and then he Most of this training took the form of elaborate war
steps out of the warehouse into the cool predawn air. games in which warforged fought one another with
After locking the door behind him, Watcher turns his real weapons while artificers and magewrights stood
back to the door and steps into the doorway, assuming on hand to heal them. The victors received praise and
his customary post as guardian. saw the exultation on the faces of their human com-
manders, while the losers were berated.
Watcher notes the yellow tone in the windows of
the building across the road. In an hour or two, the At this point most warforged felt their first emo-
dwarf will walk by again and another day’s labor will tions. For most it was a single feeling: pride or shame,
begin. Watcher spends the time before his employer joy or jealousy. From then on, the warforged fought to
returns wondering what it might be like to be a preserve or quell that feeling through combat. It was
dockworker or to join his old comrades in salvaging better to feel nothing than to be jealous of others or
cargo from the sea. Perhaps next year, he thinks, or shameful, and to maintain joy or pride, a warforged
maybe tomorrow. had to succeed constantly in battle. This simple view
of the world served the warforged’s creators and
WARFORGED PSYCHOLOGY buyers well.

The technology used to create warforged began with the Next came fear. Although sometimes it is magically
methods used to create mindless constructs. Although induced, most warforged first experience fear not in
true sentience was a goal, there was little thought given the face of overwhelming odds or terrible carnage, but
to what the effects of sentience would be or how to best when they realize that death means an end to experi-
prepare those minds for their new existence. ence. For a warforged, this is a traumatic revelation.

At the moment of a warforged’s first awakening to Warforged were designed not to require sleep;
the living world, it can understand the language of its they don’t have any reckoning of a time when they
creator and instinctively knows how to move its body, aren’t able to experience what happens around them.
but in all other respects the newly created warforged is When a warforged was awakened from incapacity,
a blank slate. At this early stage, any creature has great it saw for the first time that the world moved with-
power to mold the future psychology of a warforged. out its input, things changed over which it had no
It has no knowledge of the world, no understanding control, and time passed without its knowledge. At
of falsehood, and no feelings about good or evil. Lies this point, House Cannith trainers explained death
told to it then might be considered truth forever, or at to the warforged as equivalent to oblivion. Once that
least until disproved. information had been implanted, fear could then
be used as a motivator to get warforged to do their
Most warforged were created in the forges of House creators’ bidding.
Cannith. During the Last War, House Cannith had

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GENDER AND PERSONALITY adopted a male or female personality to which they
Warforged were created without gender—a living con- adhere in their daily lives. Those who attempt to fit into
struct with no need to reproduce or form a gender identity. the societies of the races around them might choose
Their only purpose was to fight for their owners and fall clothing that traditionally applies to their gender of
on the battlefield if necessary in pursuit of larger goals. It choice and pursue socially approved occupations for
was something of a surprise, then, when warforged began their chosen genders.
adopting gender identities on their own, without direction
from any of their owners. When you create a warforged character, decide at
the time of creation whether the character will have a
While some warforged are comfortable with thinking male or a female personality. This decision cannot be
of themselves as genderless beings, many have instead changed later.

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CHAPTER 1

WARFORGED

While his comrades ger their rest, a warforged passes the time by sharpening their weapons for them Illus. by S. Prescott

Warforged learned about other emotions on the facets of their free lives discussed below. The ideas

battlefield. Most gained a sense of camaraderie from they formed then about these core facets of their lives

sharing battlefield successes and failures, but few ruled their psychology and influenced the choices

know what real friendship is, and fewer still under- they made.

stand an emotion as complicated as love. Hate comes NEEDS
somewhat more easily to warforged. Warforged who

know jealousy can most easily understand hate, Warforged need little to survive: not sleep, food, or

but any warforged who cares for his comrades and even air to breathe. Warforged need only shelter from

fears for his life can come to hate an enemy that extremes of cold and heat, and to repair damage done

threatens both. to their bodies. With such minimal requirements, one

When the Last War ended and the Treaty of Throne- might think a warforged could travel to a temperate

hold declared warforged to be free beings, warforged clime and then do nothing but simply exist, stand-

lost the structure of their existence. Suddenly thou- ing in place like a statue. Yet warforged are thinking

sands of warforged were left bereft of leadership or creatures, and as such they require activities to occupy

purpose. This bewildering freedom led to a profusion their thoughts.

of lifestyle choices. When House Cannith first created thinking war-

In Thrane and Karrnath, most warforged became forged, it experimented with sensory deprivation (often

indentured servants, tireless workers who could by simply burying warforged alive). Such experiments

rebuild the lands ruined by war. In other lands, showed that, although warforged could maintain their

many warforged stood on the mustering fields for sanity far longer than humans could, warforged left

days or weeks, waiting for orders that would never with nothing to do eventually became insane.

come. Some warforged then banded together to Warforged always seek something to do or to pursue

decide what to do, while others looked to one of some purpose. They look for a place in the world

their own for a leader. Still others immediately set or to make their mark on it. Some warforged are

out in search of a life free of war. In those chaotic content to have a meager existence, working only for

days that followed their freedom, warforged made materials to repair themselves and taking shelter only

their choices based on their feelings about the four in the worst weather, but the vast majority pursue 11

some profession or activity to give purpose to their boundaries. Feelings about freedom can impose

constantly working minds. themselves on even the smallest decisions. A warforged

Roleplaying Application: Your warforged character offered the choice of several colors of cloaks to wear

should have some goal. You don’t need much, so you might take them all, choose a color he has seen others

should decide what your character wants and why. If choose, or beg off choosing entirely.

your goal is something specific that your character can Roleplaying Application: Some warforged embrace

feasibly accomplish, think about what she will want their construct nature and their warrior purpose.

when she’s finished. Others reject all ties to the past and seek experiences

CHAPTER 1 BATTLE that they were not built to know. Most are lost some-
where between these extremes, trying to find a place
WARFORGED
Born into a warring world, warforged were divorced from in a world that wanted them only to fight and die, and

everything they understood when the Last War ended. now has no need of them.

Some warforged were relieved by the end of the conflict, When you roleplay a warforged, remember that the

some were angry, and others were frightened. world has changed. Your character was created for

All warforged have opinions about war, and their feel- war and spent every moment of life in preparation for

ings about it help dictate their current actions. War and or in the act of fighting. Her new life is strange and

violence are closely linked in the warforged mind—you filled with unexpected pitfalls and hidden rules. At the

can’t have one without the other. A warforged witness- same time, your character has a tremendous amount of

ing a tavern brawl or a scuffle in the street inevitably freedom to determine her fate, and the world is filled

sees it as part of a larger conflict. He might attempt to with experiences, sights, and sounds she never before

discover which side he should fight for or what tactical thought possible.

advantage he might gain by allowing what could be Have your character take pleasure in small things.

enemies to wear one another down. Consider the depth and breadth of her experiences;

The inability to think of violence on a small scale or when you confront something new, take note and

as an isolated incident often causes problems for war- decide how your character would react.

forged in the settlements of their creators and former SOLDIER MINDSET
masters. For this reason, many warforged either seek

peaceful lands or take up lives in which the purpose Warforged were sold to each of the Five Nations,

of violence is clearly defined. and each individual owed allegiance to one of those

Roleplaying Application: Your character should states. Even so, a warforged was beholden not to all

have an outlook about war, but he might have mixed the people of that nation but to its army leaders.

feelings about it all. Look for larger conflicts in the Freed warforged do not consider other creatures

acts of violence your character witnesses and try to their masters but instead tend to view them through

define these in terms of a war. Your character might the filter of their old lives, placing them in one or

make strange associations between people or leaps more of five categories: commander, comrade, ally,

of logic about alliances and chains of command that civilian, and foe.

others think are ridiculous, but don’t be afraid: War is Warforged consider an individual to be their com-

naturally on your character’s mind, and your strategic mander if they take orders from that person. Taught

thinking might cut to the core of a conflict others are to recognize the marks of authority on the battlefield,

too emotional about to see clearly. warforged also categorize others’ commanders and

FREEDOM look for their place in the chain of command.
Comrades are those who work or fight alongside

Freedom is wonderful, but it can also be terrifying. the warforged on a consistent basis. The term “com-

Warforged were created to fight and trained to follow rade” is a label that a warforged uses to indicate that

orders; lacking a war to win or a leader to follow, many experience. Warforged feel camaraderie for a group or

warforged are intimidated by the possibilities of free- individual after going through trying times, but it is

dom and seek comfort in roles where expectations are only now, among the humanoids in peaceful times, that

clear. Although some of the indentured warforged of warforged are beginning to understand the concept of

Thrane and Karrnath bristle under the yoke of servi- true friendship.

tude, many are pleased by the safety and simplicity of Allies are creatures with the same goals as the

their roles as builders and workers. warforged. Warforged always view allies with some

A warforged may revel in freedom and despise suspicion. During the Last War, alliances were fre-

authority, look for someone to serve, or test the waters quently broken, and warforged learned not to trust

12 of freedom by creeping slowly across self-imposed allies to remain true.

A warforged considers anyone with whom it does not any other race, as determined according to the Craft

have a quarrel or common goal a civilian. Civilians and skill description in the Player’s Handbook.

noncombatants were to be ignored unless a warforged Some places, particularly Karrnath and Thrane,

was ordered to do otherwise. Thus, warforged have embrace the warforged’s ability to perform multiple

difficulty relating to others now that they have no tasks and use them to dominate production of goods.

masters to tell them how to do so, and many people This causes tensions between nations and houses. In

see warforged as disrespectful, rude, and cold. places where humanoid workers are abundant, it gives

A warforged chooses its foes based on its goals. A common workers a reason to despise the presence of

foe need not be attacked, but a foe is someone to be warforged. In areas where the population was more

defeated. When labeling someone a foe, a warforged severely depleted by a century of warfare, however, CHAPTER 1

also looks to see who that person’s allies are and what warforged simply help make up for a real shortage in WARFORGED

position the individual occupies in a chain of com- the workforce.

mand. Of course, foes often became allies during the Despite being officially integrated into society,

Last War, and warforged often attach less rancor to the warforged are always outsiders. They live lives that

words “foe” and “enemy” than do most creatures. are wholly different from the lives of any other crea-

Roleplaying Application: Your character should tures. To understand how a warforged lives, one must

have a goal and should define others based upon that understand what it is like not to breathe, eat, sleep, or

goal. Other members of your adventuring party should even dream.

be considered comrades, but if one betrays your trust, LEISURE
you might downgrade your association to that of ally.

Also, although created for action, your character was Warforged never tire and rarely allow themselves to

also made to take orders. If no course of action seems grow bored. Their lack of need to sleep, eat, or fear the

clear to your character, consider simply waiting until passage of time gives them almost unending patience.

one becomes apparent or taking a cue from others. It’s Yet a hard life as constant soldiers has accustomed

not that your character is indecisive or wishy-washy, them to endless toil, and any long period of inactivity

it’s just that she can often afford to wait—either for tends to make them anxious. A warforged without

the situation to be clarified or for someone with more a specific task to complete or one forced to wait to

experience or knowledge to make the decision. complete the task at hand usually creates a new task for

himself, a hobby of sorts that gives his mind or body

WARFORGED LIFE something to do.
Individual warforged choose different hobbies,

Across the continent of Khorvaire, warforged begin but such activities tend to be either repetitious or

new lives in the aftermath of the Last War. In an effort unending. A warforged might count objects nearby,

to find their place in what seems to them to be a new particularly if there are many of them, such as blades

world, warforged take up all kinds of professions and of grass. Another warforged might carry with her

lifestyles. Some settle down in pastoral lands, taking strips of leather that she braids into intricate patterns

up the simple lives of peasants and emulating their and then unbraids so she can create new patterns.

neighbors’ dress and habits. Others accept that they Many warforged do the tasks given them when they

cannot live as the other races do and drift from town were required to wait before a battle; these include

to town, aimless wanderers in search of purpose. Par- sharpening weapons, cleaning accouterments, and

ticularly selfless warforged do what other races cannot checking and rechecking equipment. Such tasks can

or what is dangerous for their former masters; they hold endless fulfillment for a warforged when she has

mine, they salvage sunken ships, they work twenty nothing else to do.

or more hours a day. Yet as creatures without a need for leisure, warforged

It is important to note that although warforged often take Craft skills and create things endlessly. A

are tireless physically, they are still subject to mental warforged who has taken up the life of a smith is likely

fatigue, just as other races are. Too much time spent to hammer at his work from dawn to dusk and would

concentrating on the same mental task is wearying hammer and weld on into the night were others not

to them, and this is one of the primary motivations disturbed by the clamor. In the dark hours, a warforged

behind their wish to change tasks every few hours—to smith might take up some quiet endeavor such as

keep their minds occupied. Because of this, warforged sewing or basket weaving. An adventuring warforged

are limited to working no more than 8 hours per day in might whittle carvings as his comrades sleep, creat-

creating or repairing a given object. The time it takes ing intricate sculptures that are the results of years of

for a warforged to create an object is no less than for nightly practice. 13

Few warforged actively pursue leisure activities certain individuals in other nations have a fondness

that require another creature’s participation. During for it.

their lives among other races, they find that they have Roleplaying Application: If your warforged has a

time on their hands when other races pause to eat or Craft skill as a hobby, consider whether your character

sleep. Thus left alone, most warforged pursue solitary creates lasting items, what they are, and how your

activities. Still, warforged who are invited to partake character values them. Your character might draw a

in some leisure activity that involves other creatures picture of everyone who speaks to her each day, whittle

take to it with the gusto typical of the race. Many war- holes through sticks, or bend wire into chain links.

forged greatly enjoy games of strategy, such as chess, Your character might discard the “art” she creates or

CHAPTER 1 or gambling. obsessively collect and store it as a record of her actions

WARFORGED Roleplaying Application: Consider giving your and the passage of time.

warforged character a rank or two in a Craft skill and If your character lacks a Craft skill, she still might

a hobby such as those described above. Armorsmith- enjoy more abstract pastimes. She could collect small

ing, blacksmithing, gemcutting, and sculpting make objects in a satchel during her travels, pulling them

excellent choices because you can also use those Craft out and reviewing them when other characters sleep

skills to repair yourself. If you choose not to take a Craft or eat.

skill, devise some other kind of downtime activity for TECHNOLOGY AND MAGIC
your warforged character.

ART Warforged are constructs, but they are not machines.
Warforged have bodies composed of inorganic materials

For a race not inclined to displays of emotion, warforged but also of living magic. In this way, warforged combine

produce a surprising amount of art in a broad array of technology and magic in an unparalleled manner.

media. Before the end of the Last War, the number of During the Last War, most warforged were discour-

warforged who participated in artistic endeavors could aged from taking any interest in magic or their own

be counted on one hand. Now, many warforged pursue construction. The only practice of magic taught in the

some kind of artistic activity, although few warforged House Cannith training halls was that of the artificer,

would think of it as such. and House Cannith strictly controlled the training of

When warforged create art, they most often do so the few warforged selected for that duty. Thus, most

by mistake. Even warforged bards rarely create new warforged think very little about magic and attach no

music, instead repeating traditional marching songs emotion to it.

and battle ballads. The desire for expression of emotion, Magic and how it interacts with a warforged body

ornamentation, or art to honor another does not often hold no interest for most warforged beyond pure

occur to them. practicality. A warforged values magic that aids him,

Yet many warforged create things without purpose, particularly magic that repairs his body. Warforged

objects that exist for no reason other than a warforged’s enjoy the ability to accept magic into their composite

desire to create them. These objects are created when plating and to graft particular magic items to their

a warforged has little else to do. The indentured war- bodies, but few warforged are curious about how or

forged of Thrane and Karrnath are kept busy with why either process works.

constant toil, but adventuring warforged and those Still, some warforged, mainly those who have taken

who work according to the schedules of the other races up spellcasting classes, are beginning to investigate

around them often have nothing better to do than their pasts and the rumored links between war-

tinker with some hobby. Sometimes this hobby cre- forged and the ancient magic of Xen’drik. These

ates what other races would consider art. Most such few seekers of knowledge see the discovery of the

“warforged art” is portable, something a warforged means to create warforged and docent components as

can easily carry and tinker with while others sleep a strategic goal.

or eat. Woodcarving, sketching, and weaving are Roleplaying Application: Magic is rarely a source

popular pastimes. of wonder for your character. She is made of magic,

Warforged art tends to be wholly abstract or com- and since her creation she has witnessed a world full

pletely representational; it rarely displays emotion or of magic. Even so, your character likely has a healthy

analysis of any kind. A warforged rarely attaches any respect for what magic can accomplish.

emotion to the objects he creates; the “art” is merely WAR
something to occupy his hands and mind while he

waits. Despite this, a small but fervent collector’s For warforged, the purpose of life was to fight battles,

14 market for warforged art exists in Breland, and and in the peace after the Last War, many warforged

continue to exist as warriors. Whether as constables, The relative peace in Khorvaire mystifies most war- CHAPTER 1
bodyguards, pirates, bounty hunters, gladiators, sol- forged. The problems that caused the Last War seem
diers, or adventurers, some warforged continue to live unsettled, and the reasons for the Treaty of Thronehold WARFORGED
their lives in the old way. Other warforged have chosen are foreign to them. Warforged continue to see battles
or been forced to take up other lives and new purposes. fought between nations, and conflicts of all kinds rage 15
Regardless, all warforged have opinions about war, but all over the world, so the “peace” after the war simply
their reasoning about it tends to mystify members of seems to be a new way of fighting.
other races.
A small number of warforged actively seek a return
Warforged were made for warfare, a fact reinforced to the state of war. Some of these warforged find their
every time the name of their race is spoken. They services prized by those who think the Treaty of
view much of life in terms of battles and objectives, Thronehold left some unsettled business, but most
combatants and noncombatants, enemies and allies. disaffected warforged seek out the Lord of Blades in
Even warforged who did not have the opportunity the Mournland, looking to join his rumored army.
to participate in the battles have been indoctrinated
through training to have a soldier’s mindset. This Roleplaying Application: Your warforged should
causes most warforged to think of war not as wrong or have an opinion about war, but it doesn’t have to be one
even as a necessary evil, but instead to view it as natural. of those expressed here. Regardless of your opinion,
Violence, an activity they pursued during war and in your warforged likely views the world in terms of
training for war, is not loathsome or terrible—not any strategic goals and battles that must be won. Consider
more than it is to a predatory animal. what your character’s goal is and think about how that
goal might be thought of as related to a war.
A few warforged pacifists exist, mostly stemming
from a dozen or so warforged who were trained as WARFORAGNEDDCSUOLCTIUETRYE
personal aides rather than as warriors. Some warforged
veterans take up quiet and peaceful lives, hoping never The Treaty of Thronehold declared warforged to be free
again to see battle, but such warforged usually keep creatures just two years ago, and the living constructs
their old swords above the mantle, ready and willing have had little time to create a society or culture beyond
for when war breaks out again. the limited soldier culture they possessed during the
Last War. What society exists among warforged is
The warforged view of violence makes many mem- largely a remnant of the command structures of the
bers of other races afraid of them, and it’s a common armies of the Last War.
misconception that warforged themselves are fearless.
In truth, the average warforged fears destruction as Squads of warforged remain together, bound to
much or more than other races fear death, but war- one another by their sense of camaraderie. These
forged do not feel or fear pain in the same way that small groups tackle the challenges of life after war as
most creatures do. Pain is not a fear-laden indicator of a unit, often taking similar jobs and living together.
impending death, but rather a gauge of overall opera- Sometimes a squad commander leads these warforged,
tional status—informative if somewhat unpleasant, serving to help the squad find its place in the new world
bur rarely frightening or debilitating. they all live in.

When a warforged is close to destruction, it can exist Even those without comrades upon whom they can
in that state for as long as it takes for repairs to be made. associate are rarely alone for long, though. Due to their
Warforged know this and rely upon it—as an example, common abilities, warforged without squads often
some warforged now go into battle with self-inflicted find themselves in similar lines of work. Warforged
nonlethal damage, a tactic outlawed by their masters who work together often elect a leader (independent
during the Last War. of the desires of their employer) and become an
impromptu squad.
During that war, warforged learned that most people
ignored fallen warforged, and beasts do not care to eat Warforged who are truly alone often seek camarade-
them. A warforged knocked unconscious can thus exist rie with other groups of creatures. They might be able
in that state indefinitely, waiting for an ally, enemy, to find solace among those of other races with whom
or stranger to make repairs. Warforged who employ they work, but many warforged find that other laborers
this tactic have unusual confidence in their ability are jealous of their tirelessness and distrustful of their
to survive battles. Of course, a warforged repaired warlike natures.
by an enemy must usually serve that enemy or face
destruction, but the warforged who use this tactic The strongest bonds formed by warforged are typi-
often care more for their own survival than the success cally with those who judge them by their actions
of their cause. and abilities rather than their past, so it shouldn’t

CHAPTER 1 be surprising that many warforged take to a life of that destruction meant oblivion and that clerics and
adventure or a mercenary existence. In battle against paladins were simply spellcasters like sorcerers and
WARFORGED a common foe, the prejudice that warforged typically wizards. This approach allowed them to sell warforged
face fades away, and allies rely on them as they would to customers regardless of religious affiliation.
any friend. Yet even among adventurers, some think of
warforged as tools rather than thinking and living crea- In the years since the Last War, warforged have
tures; warforged who manage to find true acceptance learned of religion and gods. The vast majority of war-
and respect among other creatures remain steadfastly forged don’t understand why someone would worship a
loyal to them. deity. It seems to them like choosing to be beholden to
a master who never gives commands. Many warforged
Warforged share a common culture mainly because are offended by the concept of worship, and nearly all
of their outlook. They all seek a place in the world seem to think belief in deities is foolish.
after the Last War. They are all natural warriors,
with little that they fear. Extremes of emotion are Despite their dismissal of gods, however, war-
uncommon, and they are industrious workers. Yet forged recognize the power of clerics and paladins.
from this common ground, warforged diverge to a Many see the value of members of other races devot-
myriad of behaviors leaving little that can be called ing themselves to ideals when it results in power.
culture or society. Although warforged understand this concept, they
see more benefit from the spellcasting of an artificer,
Many warforged adopt the culture of the area they and most who choose to gain magical power take
live in. A warforged might even dress in the clothes that path.
common to folk in the area and emulate the speech pat-
terns and customs of his neighbors. Some warforged The rare warforged who thinks religion has some-
take such efforts to great extremes, exploring their thing to offer is likely a zealous convert and a member of
living nature by engaging in eating, and “sleeping” by the cleric or paladin class. Warforged were not brought
remaining inactive during the night. up with religion, and a warforged who takes a religious
path has thought long and hard about the subject and
Other warforged deny their living nature and instead made a deliberate choice to believe. Warforged who
revel in their differences from humanoids. These war- take up the banner of religion could worship nearly
forged never wear clothes or partake in the celebrations any deity or concept, but some general tendencies are
or rituals of the societies in which they live. They remain seen throughout the small population.
active constantly, taking pride in their tireless strength.
Such warforged often take up professions where their The Sovereign Host: Warforged who follow the
construct nature gives them a great advantage, such as Sovereign Host often think of them more as comrades
mining and underwater salvaging. than as entities to honor with worship. The gods travel
with their warforged worshiper and help in various
RELIGION ways. Many clerics of other races are offended by the
warforged thinking of the Sovereign Host in such a
In the warforged training halls, members of House familiar manner and consider it blasphemous when a
Cannith kept talk of religion to a minimum. War- warforged refers to the deities as walking and speaking
forged were informed of the capabilities of clerics and to him on a daily basis.
paladins and taught how to recognize them on the
battlefield, but their trainers conspicuously avoided When warforged single out a particular deity to wor-
discussion about the nature of religion or the afterlife. ship, they most often choose Dol Arrah, Dol Dorn, or
Uncertain whether warforged even possess souls, the Onatar, with Onatar being a clear favorite. The other
House Cannith trainers hammered home the concept deities of the host have spheres of influence that rarely
concern a warforged. For instance, a warforged devoted

pqqqqqqqqqqqqqqqqqqqqrs

THE QUESTION OF SOULS must have souls. Of course, House Cannith and Thrane
The Treaty of Thronehold gave warforged their freedom, countered that no warforged brought back from death told
but only after great debate. House Cannith and Thrane tales of any kind of afterlife.
argued ardently that warforged were not living creatures
because they do not possess souls. Their evidence for this In the end, the Question of Souls, as that portion of
was that warforged cannot become undead by any known the negotiations came to be known, was left unanswered.
method, not even ghosts or shadows. They are immune Warforged were freed because they could exhibit thought
to energy drain, and no one knows of a warforged soul and free will. Today many people continue to think of war-
in Dolurrh, the Realm of the Dead. Breland argued that forged as creatures without souls, and citizens of Thrane
because warforged can be raised and resurrected, they often refer to warforged as “the soulless.”

16 pqqqqqqqqqqqqqqqqqqqqrs

to nature is more likely a druid than a cleric of Arawai Other Concepts: Warforged clerics or paladins

or Balinor. might also worship ideals or concepts impor-

The Dark Six: Most warforged who follow the Dark tant to their lives. Such things tend to be ideas

Six despise their former masters and pay homage to the central to the struggles of all warforged, such as

evil deities as forces that can destroy the other races. truth, acceptance, camaraderie, craftsmanship, and

Warforged who favor a particular deity often wor- fighting prowess.

ship the Fury, the Keeper, or the Mockery. Warforged Terrible rumors abound that a group of warforged

filled with rage at their enslavement prefer the Fury. in the Mournland worships the Lord of Blades and

Warforged who fear death often honor the Keeper, somehow receives power from those

hoping to send him enough beliefs. Also, a story circulating CHAPTER 1

souls that they might live among disbelieving warforged WARFORGED

beyond death. Hateful has it that a whole battalion de-

warforged who value serted from Karrnath and now

strength of arms seeks to build a deity some-

or guile prefer where in the Mournland. Such

the Mockery. stories are dismissed by most

The Blood of folk as fantasies.

Vol: Of the small Roleplaying Application:

number of religious As a warforged, your char-

warforged, only acter likely finds religion

a handful join strange. It’s a new concept

the Blood of Vol to you, and unless you play

cult. These few a paladin or cleric, you Illus. by F. Vohwinkel

were most likely probably don’t have a high

tricked into be- opinion of its purpose.

lieving that Vol If you do play a cleric

can grant them or paladin, think about

souls or life af- the options provided

ter death in an above and choose

undead form. one that suits your

The Cults of character’s per-

the Dragon Be- sonality, or feel

low: The Cults of free to simply cre-

the Dragon Below hold A warforged pays homage to his deity at an altar dedicated to Dol Dorn ate your own deity. In

little attraction for war- any case, your charac-

forged. Most warforged think the concept of the three ter’s ignorance of the “rules” of religion can make

dragons, Khyber, Syberis, and Eberron, is as strange a for interesting roleplaying in encounters with more

myth as those associated with the other deities. Still, zealous characters.

it’s possible that a warforged working as a mercenary HISTORY AND FOLKLORE
with a Cult of the Dragon Below might take up the

religion after long association. Thirty-three years ago, Aarren d’Cannith created the

The Path of Light: Some warforged psions and first sentient warforged. Other creatures similar to war-

psychic warriors adopt the kalashtar concept of the forged had been created before, but the warforged that

Path of Light to help them meditate, but few other emerged from the creation forge on that day marked

warforged deal with the kalashtar enough to have time the successful end to a long series of experiments with

to come to grips with their concept of worship. the goal of creating living, thinking constructs.

The Undying Court: Warforged can more easily House Cannith had been creating constructs built

understand worship of the Undying Court than for labor, exploration, and defense for some time before

homage paid to other deities. The Aerenal elves’ gods King Jarot, growing ever more paranoid about threats

and goddesses walk among them, physical proof of the to Galifar, urged Merrix d’Cannith, Aarren’s father, to

afterlife and of their power. Few warforged desire to build constructs designed for war. For armies of con-

bow to such present and temporal masters, though, and structs to march on the fields of battle, the constructs

the Undying Court is not interested in the worship of needed to be able to think for themselves, and up to that

constructs—living or otherwise. point, even the most intelligent constructs to emerge 17

CHAPTER 1

WARFORGED

Illus. by S. Prescott A work crew composed of warforged constructs a temple to the Silver Flame while human overseers look on

18 from the creation forges required minders to give that a captured warforged’s concept of who owned it
them commands and control their actions. The new was often easy to change. Many battles during the
intelligent constructs also needed to be inexpensive to Last War were fought for the sole purpose of captur-
build; although an army of intelligent golems would be ing an enemy’s warforged. Such battles imperiled the
unstoppable, Merrix d’Cannith realized the kingdom capturing force, since the need to use nonlethal tactics
of Galifar lacked the resources to pay his house to build against constructs that were under no such constraints
such an army. made combat doubly deadly.

After the kingdom split, Merrix devoted all his As the war progressed, new types of warforged
energy to the concept of sentient construct soldiers, emerged from the creation forges. Most were made
but his son made the first breakthrough, using docu- by request in limited production runs, but some were
ments dating back to Kedran d’Cannith that some say experiments driven by House Cannith. Of these, the
originated in ancient Xen’drik. When the secret of warforged scouts and warforged chargers (see Monster
warforged creation was shared, the creation forges of Manual III) were the most successful products, but
House Cannith began selling warforged to whomever they still paled in comparison to the success and the
could afford them. Breland, Cyre, and Thrane had the numbers of normal warforged that were built to fight
largest forces of warforged, but most of the various the Last War.
factions in the war boasted at least a small contingent
of the soldier constructs. Early in their employment in the Last War, certain
warforged distinguished themselves greatly in battle
Warforged participated in all the important battles of after battle, and their growing skill in the tactics and
the Last War, on the side of at least one of the various strategies of warfare couldn’t be ignored. Aundair
parties in the conflict. Warforged distinguished them- was the first nation to promote a warforged to a true
selves in the Last War due to their speed traveling long command position. Previously, warforged had been
distances, their tirelessness, and their fearlessness in the given only temporary field commands, usually only
face of overwhelming foes. They also surprised many until a human commander could reach the battlefield.
with their rather mutable loyalty. Although warforged (Human commanders often lagged behind warforged
were unquestionably loyal to their owners, it was found forces due to their need for rest.)

The decision to put warforged in permanent com- few common folk tales. Even so, a few rumors that

mand roles was made by General Argus after the circulated among the warforged have taken on lives of

human commander, Lord Major Derge ir’Lain, sent to their own.

marshal the warforged battalions consistently managed
battles more incompetently than the warforged that Bulwark

had been given temporary command. The ousted lord Bulwark, personal servant to King Boranel of Breland

major complained to Queen Aurala, and both General and liberator of the warforged, hasn’t been seen or

Argus and the warforged, named Chase, were demoted. heard from since the Treaty of Thronehold. Many

A year later, Argus had the opportunity to appeal to warforged view Bulwark as their liberator and a

the queen, showing as his evidence the performance great hero, heaping upon him a measure of honor CHAPTER 1

record of the lord major compared to the record of every and respect most people reserve for gods. Some WARFORGED

warforged given temporary command of the same rumors claim he took a new name and personality

forces. Lord Derge ir’Lain left the army in disgrace, and to gain complete freedom from his old life, while

both Argus and Chase were restored to their former others darkly hint that he might have traveled into

command positions. the Mournland to become the Lord of Blades, but no

Soonotherwarforgedweregivenpermanentcommand one knows for certain.

positions. Without the need for human commanders, Adventure Hook: Divination magic cast to learn

Aundair’s armies seemed to race across Khorvaire. about Bulwark fails, but it also fails to prove that

Other nations saw the benefit of warforged command- he is dead. Many warforged would follow him if he

ers, and in a few months every army had promoted returned to lead his people, and the leaders of the

warforged to permanent command roles. Of course, nations of Khorvaire fear that unifying the warforged

due to the protests of the other soldiers, warforged might result in their desire for a separate state.

were given command only of other warforged. Thrane and Karrnath are particularly interested in

During the Last War, some warforged acted as proof of Bulwark’s death to nullify the threat to their

bodyguards and personal attendants to captains indentured labor force.

and higher-ranking members of the various armies
involved in the conflict. In Breland, warforged The Creation Forges

particularly suited to such roles were often given by The creation forges were supposed to have been

their owners as gifts to superior officers. One such destroyed, but rumors persist among the warforged

warforged, named Bulwark, distinguished himself so that some forges were not destroyed and that these

well that he was eventually gifted to King Boranel. secret forges continue to create more of their kind.

Although few but those in the king’s inner circle These rumors seem to have credence, because it is said

know the exact reasons, it’s generally accepted they were started by warforged claiming to have been

knowledge that King Boranel campaigned for the created within the last two years.

freedom of warforged at Thronehold due to the Adventure Hook: Both the Lord of Blades and Lord

influence of Bulwark. Merrix d’Cannith operate creation forges, and both

The freedom of warforged and the destruction of are interested in keeping that fact a secret. Should a

the creation forges were major sticking points in the newly created warforged go rogue from their ranks,

negations at Thronehold, with Thrane offering the most or should rumor strike too closely to the truth, both

resistance. After two weeks of argument and bargaining, will stop at nothing to see that those who suspect their

it was agreed that warforged should be free. involvement are quickly silenced.

When the announcement was made, Bulwark left the
king’s service. King Boranel would have ordered him to The Godforged

remain, not as property but as a subject of his kingdom; The godforged, as they’ve come to be called in stories

however, after arguing for warforged freedom for so told by warforged when other races are resting, are a

long, he felt he could not keep Bulwark in service to group of warforged who heard the call of a deity—a

him if the warforged wanted to leave. Bulwark vanished construct deity. According to tales, they have traveled

from history at this point, although the events that to the Mournland to build a body for this deity so that

led to his freedom happened but two years ago. The he can walk the earth and lead the warforged.

construct largely responsible for warforged freedom Adventure Hook: The persistent rumors of the god-

left Thronehold on foot, walking east, and has not been forged would be laughed off by other races, except that a

seen since. member of an adventuring party sent to the Mournland

With only two years of freedom and little opportu- to look for the Lord of Blades returned with a tale of

nity to share stories before that time, warforged have having seen a vast sculpture on that place’s twisted 19

plains. According to the adventurer, it was a giant head uncover more about the Lord of Blades is easier to gain

of steel, stone, and wood some 30 feet wide. She and in Breland.

her companions were attacked by warforged before LANGUAGE
they could learn more, and only she survived their

harried flight back to Sharn. She might have seen the Warforged speak Common, which is the language

Lord of Blades’ base of operations, she might have been of their creators and most of their former owners.

tricked by the strange and hallucinatory nature of the Unlike most characters, warforged don’t have bonus

Mournland, or she might have actually encountered starting languages due to their race. A wizard, druid,

the godforged. or cleric warforged has bonus starting languages due

CHAPTER 1 The Lord of Blades to class, but few warforged take these classes. Most

WARFORGED warforged must spend skill points to learn new lan-

Some warforged honor the Lord of Blades as a savior guages. Warforged who learn languages other than

of their people, while others revile him as an abomina- Common do so for the tactical advantage it can grant

tion, but all warforged have heard of him and his call them or simply to get along among others who speak

to overthrow the other races. It’s unclear just when the different tongues.

Lord of Blades started his campaign for the domina- Due to their training and their limited use of lan-

tion of other races or where he came from. It is said in guage on the battlefield, warforged tend to have small

some tales that he was the last warforged created, and vocabularies except in the area of items and terms

in others that he was the first. Others say he was the related to war. A typical warforged would be perplexed

leader of Cyre’s army when that nation was destroyed, by words such as “morose,” “sauté,” and “till,” and even

and other stories suggest he and Bulwark are one and by simpler words such as “depressed,” “fry,” and “plow,”

the same. but the warforged would know every term describing

Adventure Hook: The possibility that Bulwark is the parts of a castle wall and could rattle off the names

Illus. by S. Prescott the Lord of Blades constantly gnaws at King Boranel’s of a hundred different kinds of polearms.

conscience, but he doesn’t want to give credence to Warforged who care to improve their somewhat

the rumor by openly pursuing the truth. Doing so sour relations with other

secretly is a different matter, and adventuring groups races find that language

and individuals find that funding for their efforts to can be a barrier

20 A newly constructed warforged emerges from its creation forge

even when both speakers use the same tongue, since Points north: This command indicates that soldiers CHAPTER 1
warforged often pepper their speech with battlefield should aim ranged attacks or spells at an indicated
terminology. One might refer to a group of children enemy commander. WARFORGED
playing on a street corner as “that squad of seven cadets
training at the crossroads.” Other creatures often find Points south: This command indicates that soldiers 21
this habit annoying and sometimes take great offense at should aim their ranged attacks or offensive spells at
such liberal application of wartime words for peaceful an indicated spellcaster.
pursuits. Some warforged try to improve their vocabu-
laries, but this too can bring frustration. Battlefield Repair: Although often shouted like a command,
terms tend to be more specific and exclusive, so when this word is really a request for aid. Once used only
confronted with a word such as “love,” a warforged has when a warforged was in danger of being destroyed
little capability to understand the various ways people by damage, it indicates the need for repairing magic
use the word. and for another soldier to take the warforged’s place
in the fight.
Roleplaying Application: Your character learned
language under the incredibly demanding situations Rush: This word means “attack” and is usually fol-
inherent to combat training. Ambiguity and lengthy lowed by a single-word descriptor, such as “north”
explanation mean death and defeat on the battlefield, for an indicated enemy commander or “south” for
so warforged take clarity and brevity to new heights an indicated spellcaster. This command does not
in their speech. You should endeavor to make your necessarily indicate a charge, only what the focus of
character’s speech patterns different from those of a unit’s or soldier’s melee attacks should be. Thus, a
other races. warforged in an adventuring party fighting a spell-
caster with a charmed ogre minion might call to the
The phrasebook presented below shows how to cap- fighter, “Rush ogre,” while to the others he says, “Points
ture the unique speech habits of a warforged character, rush south!”
but the key to this kind of roleplaying technique is con-
sistency. It’s much better to practice and consistently Scarce: Usually whispered, this command indicates
use just a few of your character’s phrases than it is to that soldiers should immediately hide.
occasionally dabble in elements of the phrasebook.
Don’t be afraid to expand upon the examples given WARFORGED AND
below, which demonstrate the ways that warforged OTHER RACES
shorten their speech to accommodate the demands of
the battlefield. Warforged find it difficult to relate to other races. A
warforged’s face is capable of few expressions, and his
Warforged Phrasebook voice is often hollow and monotonal. These facts alone
Although most of the language difficulties that would make many people dislike dealing with them,
warforged experience come from their narrow back- but warforged are also stymied by the habits and emo-
ground, they also use phrases and terms that sound tions of other races, and they sometimes find it hard to
foreign to those unfamiliar with warforged training express themselves properly due to a vocabulary based
and battle tactics. Most of these terms were created on aspects of war. To top it all off, their bodies and the
by House Cannith in the warforged training halls very name of their race are constant reminders of the
for use in the war games in which all warforged Last War and its atrocities.
participated, but a few were developed by the war-
forged themselves. Despite the prejudice they face, most warforged do
Dis: A shortened way of saying “dispel magic,” this try to get along with other races. Warforged rarely form
word indicates that a spellcaster should dispel the opinions about creatures they meet on the basis of race.
magic on an indicated friend, foe, object, or area. The Instead, they consider a creature’s nation to be more
type of dispelling or negating magic is unimportant. significant. A warforged who meets a citizen of a state
A warforged uses “dis” for everything from dispel magic that he considers an enemy might think poorly of that
to remove fear. The command leaves it to the spellcaster person. Similarly, warforged are often taken advantage
to determine the spell needed to negate the effect. of by those from their own country, who know they
Ground: This brief command is usually shouted by can rely on the warforged seeing them as allies.
a member of a unit when ranged attack is imminent.
Warforged understand it to mean that they should Warforged who have too much difficulty relating to
take cover if possible or simply lie prone if cover other creatures often seek solitary professions or the
is unavailable. company of their own kind, but warforged who find
they get along well enough with other races often take
great pains to keep the relationships strong.

Changelings: Warforged tend to be wary of change-
lings. Their employment as spies and assassins in

the Last War ingrained a feeling in warforged that chapter. In particular, remember that you can’t benefit

all changelings are deceptive and treacherous. At from armor or magic robes. If you plan on playing a

the same time, warforged understand that the war character who engages in melee fairly often, you should

is over, and some feel a sort of sympathy for change- take Adamantine Body, Ironwood Body, or Mithral

lings, seeing them as creatures similarly defined by Body as your first feat.

their past. As an adventurer, your warforged character is impor-

Dwarves: Warforged most easily enjoy the com- tant to the party because of his living construct nature.

pany of dwarves. Warforged rarely covet the dwarves’ Consider taking ranks in Spot and Listen, because your

fortunes, and the typically gruff and dour nature of character will likely be called on to maintain the watch

CHAPTER 1 dwarves seems fine company to the often emotionally while the rest of the party sleeps. Remember that you

WARFORGED cold warforged. can safely engage poison-bearing foes and brave poison-

Elves: Warforged respect elves as fierce warriors ous traps and areas. Similarly, energy drain attacks are

and intelligent tacticians, but see their airy ways and of no concern, but remember that many undead attacks

flighty passions as mystifying. The Aerenal relation- drain or damage ability scores, attacks to which you

ship with death fascinates some warforged. Without are susceptible.

knowledge of their own fates after death, some war- Not needing to breathe allows you to swim without

forged become obsessed with Aerenal elves—much fear of drowning, and the penalty to Swim checks

to the elves’ displeasure. from taking feats such as Adamantine Body does

Gnomes: A gnome’s insatiable curiosity mirrors a not double as do normal armor check penalties.

warforged’s search to learn more about the world he Even so, you should consider taking ranks in Swim

lives in, but gnomes tend to be annoyed by how little if you want to be able to navigate anything but still

warforged know about subjects gnomes consider to be water, since you do not sink or float any more easily

basic or elementary knowledge. than a human. Finally, remember that when you

Half-Elves: Warforged often find it difficult to attack with your natural slam attack, you do not gain

distinguish half-elves from humans or elves, a flaw that multiple attacks for a high base attack bonus. If you

some half-elves relish and others despise. attack with no other weapon in that round, your

Half-Orcs: Warforged admire the strength of half- slam attack deals 1-1/2 times your Strength bonus

orcs, but they otherwise don’t distinguish them from in extra damage.

humans. Finally, even though warforged technically have no

Halflings: Warforged admire the halflings’ adaptabil- gender, each warforged character must have either a

ity and skill at blending into the societies of others. On male personality or a female personality. Make this

a personal level, most warforged find the glib-tongued decision during character creation, at the same time

halflings to be confusing. that you would decide the gender of another kind

Humans: Warforged know that humans were of character.

their creators, and it’s difficult for them to forget that. SPECIAL WARFORGED OPTIONS
How a warforged handles that association depends

on the individual, but most warforged at least respect As a warforged, your character qualifies for some

humanity’s potential and drive. warforged-specific feats and prestige classes unavailable

Kalashtar: Warforged do not dream, and it’s hard to PCs of other races. The feats and prestige classes

for them to come to grips with the idea that the rare listed below are described in Chapters 6 and 7, respec-

kalashtar is anything more than a strange-looking tively, except for those marked with an asterisk, which

human. appear in the EBERRON Campaign Setting.

Shifters: In general, warforged harbor no bad feel- Feats: Adamantine Body, Brute Fighting, Cold Iron

ings for shifters, nor do they find them frightening, Tracery, Construct Lock, Improved Damage Reduc-

but the shifters’ animallike habits and emotional tion*, Improved Fortification*, Improved Resiliency,

shifts are even more alien to warforged than those Ironwood Body, Jaws of Death, Mithral Body, Mithral

of other races. Fluidity*, Second Slam, Silver Tracery, Spiked Body,

Stable Footing, Unarmored Body.

CREATINGCWHAARRFAOCRTGEERDS Prestige Classes: Reforged, spellcarved soldier,
warforged juggernaut*.

Warforged characters obey all the rules for characters WARFORGED AS CHARACTERS
described in the Player’s Handbook, as well as the special Warforged make excellent fighters and barbarians, but

22 rules regarding warforged racial traits described in this they can excel in any class.

Artificer: Although some of an artificer’s effective- Fighter: Fighter is the favored class of warforged; CHAPTER 1
ness relies on Charisma, the class is a natural choice for with good feat selection, a warforged character can
warforged. A warforged artificer can apply infusions to excel at the role. If you plan on playing a skill-using WARFORGED
himself, he has ready access to repair infusions and fighter of high Dexterity and speed, be aware that
the Craft skill to repair damage he sustains, and the you can’t benefit from armor, and taking either the 23
craft reserve and retain essence class features grant Adamantine Body or Mithral Body feat is a necessity.
warforged the ability to build magic into their bodies With such a warforged fighter, concentrate on feats
at much less cost. The artificer’s magic is neither such as Dodge and Mobility at low levels, and as you
arcane nor divine, and the Adamantine Body feat is gain power, look to imbue your body with enhance-
a natural choice. ment bonuses to Armor Class.

For alternative options for a warforged artificer, see For alternative options for the warforged fighter, see
the warforged racial substitution levels, page 129. the warforged racial substitution levels, page 130.

Barbarian: Warforged have no culture of bar- Monk: Monk is a good class choice for a warforged
barism aside from a few bands of warforged that character. Monks do not normally wear armor, so the
roam the Mournland, but the idea of a warforged armor bonus inherent to the race is a great advantage.
consumed by rage in the stress of battle is easy to You can choose to increase that advantage with Ada-
reconcile. Warforged make excellent barbarians. As mantine Body or Mithral Body, but both of those feats
a warforged, your Constitution bonus allows you to cause you to take penalties to skills important to most
rage longer, your immunity to fatigue means you monks. Consider taking Cold Iron Tracery or Silver
suffer no ill effects when your rage ends, and the Ada- Tracery. These feats allow your unarmed strikes to
mantine Body feat grants you excellent protection overcome types of damage reduction that you must
that barbarians cannot normally gain. The barbarian normally find monk weapons of the right material to
speed bonus offsets the slower speed imposed by defeat. Unlike your natural slam attack, your unarmed
that feat, and the damage reduction barbarians gain strikes do not deal 1-1/2 times your Strength bonus in
at higher levels is better than that provided by Ada- extra damage. If you wish to do that, you must forgo
mantine Body. If you’d prefer a higher Dexterity and your unarmed strike damage and monk abilities,
better use of your skills, the Mithral Body feat is an making only a single slam attack.
excellent choice.
When a warforged monk gains the wholeness of
Bard: Bard is a good choice for warforged characters body ability, he can use that ability to repair damage
despite their racial Charisma penalty. A warforged he has taken.
bard can be tremendously effective as support for
other characters. The bard’s ability to wear light Paladin: A warforged paladin can be fun to play
armor and not suffer arcane spell failure applies to because the class offers you the ability to be a strong
the warforged racial 5% arcane spell failure chance melee combatant while still allowing you the power to
and the 15% spell failure chance provided by the repair your damage during combat. A paladin’s special
Mithral Body feat, but not the 35% spell failure chance mount also offsets the speed penalty imposed by the
provided by Adamantine Body (since it is considered Adamantine Body feat, which is a strong choice for
heavy armor). any warforged who regularly engages in melee.

Cleric: The Wisdom penalty that warforged suffer When a warforged paladin gains the lay on hands
might give you pause, but consider playing a warforged ability, he can use that ability to repair damage or to
cleric. The Adamantine Body and Mithral Body feats cure wounds, as appropriate to the target.
are excellent choices that improve your durability
without affecting your spellcasting. Cleric spells such For alternative options for the warforged paladin,
as magic vestment can further increase your Armor see the warforged racial substitution levels, page 130.
Class, allowing you to engage in melee and support
the party with ease. Psionic Classes: If you use the Expanded Psionics
Handbook in your game, consider playing a warforged
Druid: The rare warforged druid can be a formidable soulknife or psychic warrior. Since the arcane spell
character. The Adamantine Body and Mithral Body failure chance of warforged and warforged feats does
feats negate your druid abilities, so consider Ironwood not apply to psionic powers, nearly any psionic class is
Body as an option. The wild shape ability and the good- a good choice, but the soulknife and psychic warrior
berry spell both allow you to regain hit points without make strong choices due to their melee focus.
halving the benefit of healing magic, and you retain
your armor bonus as well as all your immunities when Rogue: If you play a warforged rogue, you face the
in animal form. dilemma of whether to take the Adamantine Body
feat or the Mithral Body feat. Both entail skill check
penalties, and you might be tempted to take Mithral
Body due to its smaller penalties. Unless you plan on

CHAPTER 1 playing a rogue who doesn’t often use the skills that do not need food and do not procreate, interpersonal
take an armor check penalty, you’re probably better off contact is unnecessary.
WARFORGED not taking either feat. You could take Mithral Body and
plan on taking Mithral Fluidity several times at later Even so, as warforged attempt to find their places
levels, but at high levels you can enhance your body’s in the world after the Last War, they often remain in
armor with magic, so save your feats for interesting the squads, units, and battalions they were members
skill and combat options. Consider the Ironwood Body of before. Larger groups of warforged have taken up
feat as an alternative. residence near some cities, having built their own
boroughs after their units were officially disbanded.
Sorcerer: Despite the warforged arcane spell
failure chance, sorcerer is an excellent choice for a Immediately after the war, warforged often lived out-
warforged character. With a 5% spell failure chance, side settlements in large tent cities, built in the orderly
a warforged sorcerer suffers only the failure rate and clean fashion the warforged were accustomed to.
that any melee combatant risks by rolling a 1 on an Some of these tent cities still exist, but in other places
attack roll. This small chance of failure is offset by warforged have replaced them with more permanent
the sorcerer’s many spells per day. Be sure to choose structures, usually utilitarian, single-room dwellings
repair light damage as one of your known spells large enough for a few people and a fire.
so that you can heal yourself whenever you have
need. Otherwise, you can probably avoid taking Such warforged boroughs have grown considerably
repair spells. If you must take Adamantine Body or smaller since the first few months after the war, and
Mithral Body, consider taking the Still Spell feat and it seems likely that in a few years they’ll disappear
concentrate on learning spells that lack a somatic entirely. As warforged find jobs, they’re often offered
component. An alternative in the other direction is shelter where they work, which has the benefit of pro-
the Unarmored Body feat, which negates your spell viding their employers with guards at night. Also, some
failure chance while removing your armor bonus, warforged leave in search of adventure or a purpose, or
putting you on an equal footing with sorcerers of they head into the Mournland after hearing rumors
other races. of the Lord of Blades.

Wizard: Warforged immunities and racial traits When considering the racial demographics of com-
can help offset the wizard’s typical fragility, and the munities, consider first whether the community is in a
wizard class grants access to the enormous versatil- country that made much use of warforged during the
ity of arcane spells. Although you can’t benefit from Last War. Breland and Thrane (along with Cyre) fielded
robes, you can improve your racial armor bonus (and the largest armies of warforged. Settlements in these
gain additional armor-based effects) through magic. countries should have a number of warforged similar
Alternatively, as with the warforged sorcerer, you can to the number of half-elves.
take the Unarmored Body feat to remove your armor
check penalty, give up your armor bonus, and gain the If you’re using the Racial Mix of Communities table
ability to benefit from magic robes. on page 139 of the Dungeon Master’s Guide, warforged
should subtract their portion of the percentage from
WANADRFSOERTGTELDEMCEITNITESS the dominant race. Thus, if the racial mix is integrated,
warforged would make up 5% of the population, and
Few permanent warforged settlements exist. War- the dominant race would make up 32% of the popula-
forged require protection from great heat and cold due tion rather than 37%. Of course, if the area’s dominant
to their vulnerability to nonlethal damage, but in most race is half-elf, warforged then take the normal place of
instances shade or a fire provides what is needed with- half-elf on the list, with a base of either 1% in a mixed
out a permanent structure. Similarly, since warforged community or 5% in an integrated community.

In other nations, the warforged are likely lone wan-
derers or a small squad that stuck together after the war.
Such small groups rarely account for a significant per-
centage of the population even in integrated cities.

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WARFORGED AND NONLETHAL DAMAGE its current hit points remains inert until that situation
While warforged can’t naturally heal lethal damage, they changes (either by having some of its hit point damage
do recover from nonlethal damage normally. healed or by naturally healing some of its nonlethal dam-
age). When its hit points are equal to its nonlethal damage,
When a warforged is healed or repaired, each hit point a warforged is staggered.
healed or repaired also heals a point of nonlethal dam-
age. A warforged with nonlethal damage that exceeds

24 pqqqqqqqqqqqqqqqqqqqqrs

Illus. by R. Sook

hifters, sometimes called the weretouched, SHIFTER RACIAL TRAITS
trace their lineage to distant human and lycan- Shapechanger Subtype: Shifters are humanoids
thropic ancestors. Unlike their lycanthropic
ancestors, shifters cannot fully change form. with the shapechanger subtype.
Instead, they can take on animalistic features,
an ability they call shifting. • +2 Dexterity, –2 Intelligence, –2 Charisma: Shifters
A unique species that breeds true, shifters long ago
founded their own culture and traditions. Never numer- are lithe and agile, but their fundamental bestial
ous when compared to the other races of Khorvaire, the
majority of the shifter population lives in small villages nature detracts from both their reasoning ability
and tribes throughout the Eldeen Reaches. Other
shifters live across the continent within communities and their social interaction.
dominated by other races.
Due in part to the fifty-year crusade against lycan- • Medium: As Medium creatures, shifters have no
thropes conducted by the Church of the Silver Flame
more than a century ago, shifters prefer the company special bonuses or penalties due to their size.
of their own kind and often form enclaves or districts
when living within a community dominated by • Shifter base land speed is 30 feet.
another race. This chapter expands on the description
of shifters found in the EBERRON Campaign Setting, • Shifting (Su): A shifter can tap into his
offering insights into shifter culture, personality, and
tradition. In addition, this chapter presents four new lycanthropic heritage to gain short bursts of
shifter traits associated with the signature ability of
the shifter race. physical power. Once per day, a shifter can

enter a state that is superficially similar to a

barbarian’s rage. Each shifter has one of ten

shifter traits—characteristics that manifest

themselves when a character is shifting. Each

shifter trait typically provides a +2 bonus to

one of the character’s physical ability scores

(Strength, Dexterity, or Constitution) and

grants some other advantage as well. Shifter

traits are described in the following section.

Shifting is a free action and lasts for a

number of rounds equal to 3 + the shifter’s 25
Constitution modifier. (If a shifter trait or

CHAPTER 2 other effect increases the character’s Constitution Cliffwalk (Su): While shifting, a cliffwalk shifter
modifier, use the newly improved modifier.) A gains a +2 bonus to Dexterity and has a climb speed
SHIFTERS shifter can take feats to improve this ability. These of 20 feet.
shifter feats are described in Chapter 3 of the EBERRON
Campaign Setting. Dreamsight* (Su): The dreamsight trait is the rarest
of all shifter traits, and many dreamsight shifters
Every shifter feat a character takes increases become druids within shifter communities. Unlike
the duration of his shifting by 1 round. For every other shifter traits, which increase a shifter’s physi-
two shifter feats a character takes, the number of cal abilities, the dreamsight trait sharpens a shifter’s
times per day he can tap into the ability increases instincts and awareness. While shifting, a dreamsight
by one. So, a character with two shifter feats can shifter temporarily gains a +2 bonus to Wisdom and
shift two times per day (instead of the usual one), gains the ability to communicate with animals as if
and each use of the ability lasts for a number of under the effect of a speak with animals spell.
rounds equal to 5 (instead of 3) + the shifter’s
Con modifier. In addition, the shifter gains a +2 bonus on Handle
Animal and wild empathy checks, even while not
Shifting, though related to and developed from shifting.
lycanthropy, is neither an affliction nor a curse.
It is not passed on by bite or claw attacks, and a Gorebrute* (Su): While shifting, a gorebrute shifter
shifter can’t be cured—shifting is a natural ability temporarily gains a +2 bonus to Strength and manifests
for the race. powerful horns that can be used as a natural weapon,
• Low-Light Vision: Shifters can see twice as far as but only during a charge attack. (The horns are too
a human in starlight, moonlight, torchlight, and awkward to use as a natural weapon in any circum-
similar conditions of poor illumination. They retain stance other than a charge.) If a gorebrute shifter uses
the ability to distinguish color and detail under his horns in a charge attack, the horns function as a
these conditions. natural weapon, dealing 2d6 points of damage (plus an
• +2 racial bonus on Balance, Climb, and Jump checks: extra 1 point for every four character levels he has). A
A shifter’s animalistic heritage enhances many of his gorebrute shifter can’t combine a charge attack with his
physical skills. horns with any other attack, even if he has the ability
• Automatic Languages: Common. Bonus Languages: to make more than one attack as part of a charge (such
Elven, Gnome, Halfling, and Sylvan. as from the pounce ability).
• Favored Class: Ranger. A multiclass shifter’s ranger
class does not count when determining whether he Longstride (Su): While shifting, a longstride shifter
takes an experience point penalty for multiclassing. gains a +2 bonus to Dexterity and a bonus of +10 feet
to his base land speed.
SHIFTER TRAITS
Longtooth (Su): While shifting, a longtooth shifter
Each shifter has one of the following special traits, gains a +2 bonus to Strength and grows fangs that can
which is selected when a character is created and be used as a natural weapon, dealing 1d6 points of
cannot be changed thereafter. Traits marked with an damage (plus an extra 1 point for every four character
asterisk (*) are introduced in this book. levels he has) with a successful bite attack. He cannot
attack more than once per round with his bite, even
Beasthide (Su): While shifting, a beasthide shifter if his base attack bonus is high enough to give him
gains a +2 bonus to Constitution and natural armor multiple attacks. He can use his bite as a secondary
that provides a +2 bonus to AC. attack (taking a –5 penalty on his attack roll) while
wielding a weapon.

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SHIFTERS IN D&D to lycanthropes at all; instead, the supernatural ability to
With their unique racial powers and outlook, shifters bring shift their form might stem from some interaction with the
fresh options and character concepts to any D&D world. deities of chaos, great magic wrought in an ancient time,
Although created as part of the EBERRON campaign setting, or some other source of power.
the race fits in seamlessly with any fantasy setting. In
another world, a world of your own creation, they might In Eberron, shifters keep their distance from the rest of
ride side by side with their lycanthrope ancestors, united society. They might live within the great cities of human-
in ways that the history of Eberron does not account for. kind, but they seem ever to be outsiders. The mechanics
They might hate their ancestors, leading others in hunting of the shifter race blend seamlessly into any D&D setting,
lycanthropes in crusades reminiscent of Eberron’s his- so these social concerns are the only issue a DM must
tory. In another world, shifters might have no connection address before including shifters in a campaign setting
other than Eberron.

26 pqqqqqqqqqqqqqqqqqqqqrs

Razorclaw (Su): While shifting, a razorclaw shifter A wildhunt shifter can detect creatures within

gains a +2 bonus to Strength and grows claws that 30 feet by sense of smell. If the creature is upwind,

can be used as natural weapons. These claws deal 1d4 the range increases to 60 feet; if downwind, it drops

points of damage (plus an extra 1 point for every four to 15 feet. Strong scents, such as smoke or rotting

character levels he has) with each successful attack. He garbage, can be detected at twice the ranges noted

can attack with one claw as a standard action or with above.

two claws as a full attack action (as a primary natural Over-

weapon). He cannot attack more than once per round powering

with a single claw, even if his base attack bonus is high scents, such

enough to give him multiple attacks. He can attack as skunk musk or CHAPTER 2

with a claw as a light off-hand weapon while wielding troglodyte stench, can SHIFTERS

a weapon in his primary hand, but all his attacks in be detected at triple nor-

that round take a –2 penalty. mal range. These stronger

Swiftwing* (Su): While shifting, a swift- scents block other scents, so

wing shifter temporarily gains they can sometimes be used

a +2 bonus to Dexterity. to confuse or hamper this

His arms grow leathery shifter trait.

flaps of skin (simi- When a wildhunt shift-

lar to a bat’s wings), er detects a scent, the exact

which grant him a location of the source isn’t

fly speed of 20 feet revealed—only its presence

(average maneuverabil- somewhere within range.

ity). While airborne, the The shifter

shifter can’t use his hands can take a Illus. by J. Zhang

for anything other than fly- move ac-

ing, though he can still tion to note

hold or carry objects. the direc-

A shifter can’t tion of the

fly while carry- scent. When-

ing a medium or ever the shifter

heavy load or while comes with-

wearing medium or in 5 feet of

heavy armor. the source,

Truedive*(Su):While he pinpoints the

shifting, a truedive source’s location.

shifter temporarily While shifting,

gains a +2 bonus a wildhunt shifter

to Constitution and a who has the Track feat can fol-

swim speed of 30 feet. low tracks by smell, making

Gaining a swim speed grants A trio of shifters—a longtooth barbarian, a wizard, and a Survival checks to find or fol-
him a +8 racial bonus on longstride ranger—make up a powerful adventuring party low a trail. The typical DC for

Swim checks. a fresh trail is 10 (regardless of

In addition, the shifter can hold his breath for a the surface that holds the scent). This DC increases

number of rounds equal to 5 × his Constitution score or decreases depending on how strong the quar-

before he risks drowning. A truedive shifter gains ry’s odor is, the number of creatures producing the

this benefit even when he isn’t shifting. odor, and the age of the trail. For each hour that the

Wildhunt (Su): While shifting, a wildhunt shifter trail grows cold, the DC increases by 2. This ability

temporarily gains a +2 bonus to Constitution and otherwise follows the rules for the Track feat. Shift-

the scent ability. This ability allows the shifter ers tracking by scent ignore the effects of surface

to detect approaching creatures, sniff out hidden conditions and poor visibility.

creatures, and track by sense of smell. A wildhunt When not shifting, a wildhunt shifter gains a +2

shifter can identify familiar odors just as a human bonus on Survival checks due to the lingering effects

does familiar sights. of the scent ability.

27

A DAY IN THE LIFE are almost upon her; Morai realizes she’ll never get
a second shot off in time. She turns, the muscles of

Morai Sakala wakes carefully, remaining motionless her legs compacting as her form becomes leaner and

for a few seconds and listening to her surroundings more feral. With a burst of speed made possible only

before she begins to move. After a few slow heartbeats, by her newly strengthened form, Morai puts another

she opens her eyes. Dew coats her thin blanket and fifty feet between herself and the goblins, then turns

most of her clothing, but the slight chill in the air to down another with an arrow.

doesn’t trouble her. Rising to a sitting position, she Seeing the shifter’s blazing speed and deadly accu-

rests on the wide tree branch where she made her bed. racy with the bow, the last goblin turns to run. Without

CHAPTER 2 She takes a quick breakfast of hard bread and cheese, hesitation, Morai puts another arrow to string and fells

SHIFTERS wrapping the remaining portion for the journey yet the fleeing goblin—it can’t be left to menace the nearby

to come. shifter village.

Setting out slowly, Morai checks the two traps she That night, as she settles back into her chosen tree

set yesterday afternoon. As she expected, they are still after the day’s final meal, Morai listens to the sounds

empty, but Morai knows her chances of finding game of the woodlands settle around her. Tomorrow she’ll

will improve as she moves more deeply into the forest try to go even deeper into the forest.

and checks traps that have been in place longer than

these two. SHIFTER PSYCHOLOGY
The freedom of the forest seems to speak to the

young shifter as she moves quickly among the trees. Many shifters carry overt traits associated with their

Keeping a steady gait never enters Morai’s thoughts as animal natures. Some are boorish or crude, while others

she moves in swift bursts, pausing after only a dozen are quiet and shifty. In addition to these behaviors,

strides. She smiles ruefully, thinking of the steady, shifters share three main aspects of their psychology:

plodding steps of the humans she traveled with last a struggle with their powerful emotional responses, a

summer. Morning and midday pass quietly, and one steadfast belief in the virtue of self-reliance, and a deep

of her many short pauses lengthens into a brief stop desire for personal freedom.

for a meal. THE BEAST WITHIN
Early in the afternoon, Morai sets a new trap close

to a clearing in the forest, thinking this might be a Shifters have a raw connection to instinct that

good spot to catch a squirrel or two. Just as she finishes members of other races seldom understand. Fueled

setting the trap, Morai’s ears catch guttural-sounding by their ancient legacy, shifters hold within them

voices coming from the direction of the clearing. Morai extremes of emotion that strive to dominate their

doesn’t understand the words—she has never had a thoughts and actions. This raw inner turmoil

gift for languages—but she recognizes the sound of comes forth in some shifter warriors as a barbaric

goblin voices easily enough. rage, enabling the shifter to perform berserk feats

Slowing her steps to a stealthy crawl, Morai moves of strength when he enters combat. Other shifters

ahead, peering into the clearing from the shelter of suppress all emotion, dealing with their bestial

the trees. Unheard among the soft sounds of the instincts in their own way and remaining stoic in

forest, Morai sees three goblins from across the clear- the face of any situation lest their powerful emotions

ing long before they see her. Her stealth is for naught, overwhelm them.

though, as behind her the newly set trap snaps shut, Roleplaying Application: Shifters are creatures

the sound at once promising a fresh evening meal and of extremes. Emotion makes some shifters mercurial

alerting the goblins to her presence. Morai thinks at and hot-tempered, liable to change moods in swift

first that the encounter need not end in blood, but and dramatic ways. Those who keep their emotions

the goblins, crude spears in hand, come toward her contained do so very obviously, keeping their voices

in a rush. even and their responses controlled, especially in

As always at the beginning of a fight, a rush of emo- extremely stressful situations.

tion rises within her, threatening to drown her vision You should choose one of these extremes during

in a sea of rage. Morai long ago decided never to awaken character creation and attempt to adhere to the

that beast within her, however; she breathes out slowly chosen behavior as closely as possible. However, if

to calm herself as she fits an arrow to her bow. She lets you succeed in maintaining your chosen behavior

it fly, and the first goblin falls. for most of the campaign, consider occasionally

The rest of the goblins run toward her as soon as allowing extremely stressful or emotional events

28 their companion hits the ground. In seconds, they in the campaign to affect your character by forcing

her to exhibit the opposite behavior temporarily As you advance in level, you should gather magic

as a means of coping (or failing to cope) with the items that help you deal with a variety of situations,

campaign’s events. and you should do your best, within the abilities of

THE JOURNEY YET TO COME your class and level, to remain ready for any situation.
Even if you are reserved about the journey yet to come

Self-reliance has long been the most important vir- and the importance your people place on self-reliance,

tue in the shifter mind. The greatest heroes of shifter you should strive to ensure that you (and possibly your

folklore are often described as remaining constantly companions) remain ready for the unexpected.

ready for surprise encounters and THE REMOVAL CHAPTER 2
drawing on great reserves of OF BONDS
inner strength rather than SHIFTERS

asking for help. Shift- Shifters believe that

ers refer to their the reward for

constant state of self-reliance is free-

readiness as “pre- dom. No shifter is

paring for the comfortable with

journey yet to those who forci-

come.” Shifters be- bly impose their

lieve that life can will on others.

change surpris- While shifters

ingly quickly and cannot break

that one should al- free of their own

ways be ready to physical forms in

move on to avoid the way that a true Illus. by J. Zhang

the danger. Al- lycanthrope can,

though they are they still carry a

not nomads, shift- physical remind-

ers prefer simple, er that even one’s

well-made items own form is a

that they can car- mutable thing,

ry with them in a governed as much

pinch. Even when by choice as by na-

they have perma- ture. If self-reliance

nent homes of their remains the great-

own, most shift- est shifter virtue,

ers keep a simple the race’s greatest

pack loaded and treasure is certain-

ready for travel. ly freedom. This is

Roleplaying in part why many

Application: shifters choose the

Individual shift- freedom of life in

ers prepare for the the remote corners

journey yet to come of the Eldeen Reaches

in varying ways. Some A shifter’s inner turmoil manifests itself in a bestial frenzy over a more comfortable

talk about it often; some but more structured exis-

remain reticent. The life of an adventurer is particularly tence in the human cities of the Five Nations.

suited to remaining ready for an unexpected trial or Roleplaying Application: Those who impinge on

journey and particularly prone to having such events the freedoms of others are not worthy of your respect.

occur. Whether you discuss it openly with your travel- As long as you remain ready for the journey yet to

ing companions or not, you should strive to make sure come, you remain ready to exercise your freedom.

that your possessions are portable, and you should favor Independence and the freedom to choose are very

a small number of well-made weapons and armor over important, and you should encourage those you travel

many lower-quality items even if the larger number of with to see their choices as their own rather than the

items equates to more overall value. result of mindlessly following a group or cause. 29

CHAPTER 2 SHIFTER BEHAVORIAL TRAITS obvious utility in developing a young shifter’s stealth
and tracking abilities, the game stresses self-reliance
SHIFTERS Each shifter trait has some associated minor behav- in the wild.
ior that most of its members exhibit. As with other
aspects of shifter psychology, these are general Races: Shifters love to run over short distances.
impressions of the shifter race as a whole rather than Sprints are a favorite form of competition in shifter
strict rules that every individual must adhere to. communities, especially those races that include
Because members of other races often find shifters simple woodland obstacles such as fallen trees or
hard to accept or get along with, these traits have narrow gaps. Whenever shifters gather, contests
negative connotations. of speed follow; few competitors are ever willing
to engage in such competitions in front of other
Beasthide: Beasthide shifters are blunt and rude; races, however.
they often speak loudly and interrupt others.
Hrazhak: Hrazhak is a rough sport played by two
Cliffwalk: Cliffwalk shifters are often shy and teams of six shifters. Each team tries to steal the other
introverted. team’s wooden idol and place it next to its own idol
in the goal area. A hrazhak field is an obstacle course
Dreamsight: Dreamsight shifters are usually calm strewn with trees, streams, fallen logs, and other
and contemplative, especially when compared to difficult terrain, requiring the players to make full
other shifters. use of their racial aptitude for climbing and jumping.
Full body contact is an expected part of the game,
Gorebrute: Gorebrute shifters are loud and aggres- with participants bringing any natural weapons they
sive. They are more likely to threaten violence than possess into play. Most teams include two longstride
most individuals. shifters, two cliffwalkers, and two razorclaws, with
each shifter’s traits dictating his role on the team.
Longstride: Longstride shifters are aloof and
prideful. Roleplaying Application: Consider challenging
other characters to a game of hunter and prey, or
Longtooth: Longtooth shifters are savage and simply assume that others know you’re playing when
almost feral. you hide. The game is an important part of shifter tra-
dition, so don’t take it lightly—inviting a nonshifter
Razorclaw: Razorclaw shifters respect little other into a game is a high compliment and a recognition
than physical power. of that individual’s skills. Hiding is also a sign of
skill; a shifter should always feel triumph when she
Swiftwing: Swiftwing shifters are twitchy and hides successfully and never see such stealth as a sign
nervous. of cowardice.

Truedive: Truedive shifters are remote and some-
what callous.

Wildhunt: Wildhunt shifters are suspicious and
untrusting.

SHIFTER LIFE ART
Shifters emphasize nothing so much as the ability Although shifters have little use for permanent or

to survive. Their games, their training, and even stationary art, they have perfected two art forms

their magic all have at least subtle ties to the shifters’ that accentuate their admiration for self-reliance

keen survival instincts and well-known emphasis and individuality.

on self-reliance. Totem Braids: Shifters often have intricate and

LEISURE unusual braids. The braids are mostly used just for
expression or looks, but sometimes a shifter associates

Shifters enjoy leisure activities that stress self-reliance a certain braid with an oath, a task, or a run of good

and hone much-needed survival skills in a more relaxed luck. In these cases, the shifter keeps the braid for the

environment. Shifter games often stress speed or duration of the task or until the oath is fulfilled, then

stealth; they have little use for purely mental games cuts the braid off cleanly.

such as chess. Shifters might bet on athletic contests, Shifter Tattoos: Shifters often use tattoos to symbol-

especially their own performance, but they almost ize important experiences or ties to other individuals

never gamble on things such as dice or cards, scoffing or groups. Shifter tattoos are intricate affairs that

at games that rely only on luck. differ greatly, but there are two broad categories of

Hunter and Prey: Although children of most cul- tattoos that all shifters recognize: morphic tattoos

tures enjoy some variant of hide-and-seek, the simple and static tattoos.

game is appreciated by shifters of all ages, and many A morphic tattoo is rendered in such a way that its

30 participate in the game well into adulthood. Besides its pattern and appearance change to a new, different

image when a shifter uses his shifting ability. These Shifter crafters are much more likely to spend their CHAPTER 2
tattoos are used to note individual accomplishments, time and effort creating one masterwork weapon or
especially great mental or physical trials that the shifter tool that they plan on using themselves rather than a SHIFTERS
has endured. large number of lesser items to sell. The shifter race
includes merchants and traders, but these individuals Illus. by J. Zhang
A static tattoo is crafted to retain its look and design believe in keeping a small, valuable inventory rather
even when the shifter uses his shifting ability. These than a large or diverse selection of less valuable items.
tattoos are typically used to represent a bond with Even the wealthiest shifter merchants limit their goods
another individual or a binding association with a on hand to a small number of valuable, versatile items
particular group. that they can carry themselves, remaining ready for
the journey yet to come.
Roleplaying Application: Shifters see their form
as an essential and mutable expression of their views Even shifter magic emphasizes the personal and
and experiences. As your character advances in level, portable rather than the grand designs of other
you might reinforce your ties to other characters
by asking them to get related or matching tattoos, spellcasters. Almost all shifter spell-
or you might record specific experiences with a casters are druids, and these
symbolic braid. capable, self-reliant nature
priests focus on craft-
TECHNOLOGY AND MAGIC ing items and spells
that help a single
Shifters believe in nothing as much as shifter survive a
they believe in self-reliance, wide variety of
and they prefer tools they situations and
can carry with them at encounters. A
all times. Their tech- shifter spell-
nology, while not caster rarely
primitive, empha- spends long
sizes the simple periods cre-
and portable ating magic
rather than items. Instead,
the grand he creates one
achievements item that will
of the Five serve in a wide va-
Nations or riety of situations
other cul- and then moves
tures. While on, perfecting
they have his skill with
never reached that item and de-
the heights veloping his own
of magi- skills to comple-
cal power ment the item’s
or architec- powers before
tural skill that creating another.
have allowed Roleplaying
other races and Application: You
cultures to build would rather be able
great cities or cross to survive a wide va-
mighty oceans, they riety of situations than
never regard this as a easily vanquish a single
failing. Instead, they
look to the perfection This shifter’s braids and tattoos foe. As you advance in level, try to acquire
of their own abilities signify his major accomplishments many minor, versatile magic items rather than
and the development a powerful but one-dimensional item. Minor
of the tools an individual needs to survive in the wild
as the greatest possible accomplishments. items that include versatile powers, such as
small amounts of resistance or saving throw
bonuses, are worth acquiring because they’ll 31

CHAPTER 2 help you deal with unexpected dangers, as are skill- look at war as an individual choice. Survival and
boosting items that increase your abilities of stealth self-reliance are the backbone of shifter culture and
SHIFTERS and survival. A shifter spellcaster should think long the center of a shifter’s self-image, and this means
and hard before creating a magic item and should that shifters must decide for themselves whether
32 seldom create more than35 one item at a time, pre- they wish to be involved in a war or whether they’d
ferring to adventure with one item and fully master be better served by just picking up and moving
its powers before creating another. on to a new location untouched by the conflict.
Because much of this process is internal, members
WAR of other races view shifters with suspicion, not
trusting them to stick with a nation or community
Warfare has touched the shifter race in many ways in times of war or conflict. While shifters have a
throughout history, but shifters have yet to be the high degree of personal honor, that honor is tied
driving force behind the conflicts. The fiercely inde- up in the individual’s decisions and self-reliance,
pendent shifter communities of the Eldeen Reaches and they regard the other race’s passionate views
skirmish with each other and with other creatures on of nation and national warfare as somewhat weak
a regular basis, but even these long-brewing conflicts and incomprehensible.
have never gone beyond limited engagements and
guerrilla-style raids. Roleplaying Application: Shifters’ views on war-
fare, like their views on most external issues, tend
War truly came to the shifters sixty years before toward neutrality. Even accomplished, high-level
the start of the Last War, when the Church of shifter characters should be more concerned with
the Silver Flame began its inquisition to destroy their immediate situations and personal survival than
lycanthropes. At first, shifters were lumped in with with the conflicts of nations or the machinations of
lycanthropes, and quite a few fell in the first years powerful organizations.
of the crusade. Three years into the crusade, the
Church recognized shifters as a separate species Involvement in an external conflict is never a given
untouched by the taint of lycanthropy. Some believe for a shifter—each shifter should look at an adventure
that the Church took this step after making a deal or battle as a personal choice. Deciding not to partici-
with some shifters—a deal that required shifters pate is a measure of a shifter’s strength of self, never a
to hunt down and reveal the locations of lycan- sign of cowardice or disloyalty.
thropes to the Church. Though only a few shifters
cooperated with the Church in this manner, all felt SHIAFNTEDRCSUOLCTIUETRYE
shame and guilt over these actions. Whatever people
individually thought of the Church’s crusade, the Spread over many nations and nearly always a minor-
prejudice against lycanthropy spread throughout the ity population, shifters struggle to maintain a sense
continent’s subconscious. Some of this taint became of racial unity and a cohesive view of their society and
associated with shifters, as well, but moreover, culture. Despite the efforts of community leaders and
people saw shifters as betrayers of their own kind, others who work to preserve a uniform vision of
despite the limited number of incidents and the fact shifter society, two distinct types of shifter com-
that shifters and lycanthropes have a distant connec- munities have become prominent. The first, and by
tion at best. Because of this, the crusade affected the far the most numerous, is a small enclave of shifters
thoughts and lives of every shifter in Khorvaire to within a larger community of some other race, most
some extent, leaving a lingering distrust between often humans.
shifters and members of other races that still affects
relations today. These enclaves are welcomed by some shifters,
since they give members of the oft-shunned race a
While no other conflicts dealt as directly with shift- sense of community and belonging much greater
ers as the great crusade against lycanthropes, the great than what they receive from the larger populace.
wars of Khorvaire’s history have almost always featured Others view these enclaves as subtle traps, preserving
shifter scouts. These scouts are in such demand that the rift between shifters and the other races. While
both sides of a given conflict often employ them. these individuals see the virtues of encouraging the
Although they did not participate in the ancient wars natural shifter inclination to associate with others of
that shattered the goblin empire, shifters have been their kind, they also worry that the enclaves encour-
involved in at least some small way in most of the wars age other races to view the shifters as apart from
that have occurred since. the rest of society. In light of the unpleasant effects
of the Church of the Silver Flame’s crusade against
Because they have been touched by so many con-
flicts without having a cohesive racial role, shifters

lycanthropes on the shifter populace, such concerns the fragmented and often distrusted shifters find

are well founded. immensely comforting.

Although shifter parents are as dedicated to raising See the moonspeaker prestige class, page 143, for

their children as members of any race, the family more information.

group is not the core of shifter society as it is among Ragewild Shifters: A fierce breed of specialized

many other civilized races. Instead, shifters form warrior provides protection and guidance to less civi-

their strongest bonds with a group of friends near lized shifter tribes. These warriors blend their shifter

their own age. These groups, although usually made abilities with berserkerlike fury. Legends of their

up of shifters from many families, are often the prowess abound, and they hold themselves as examples

strongest personal bonds that a shifter forms. When of the strength and power of the shifter race. Unlike CHAPTER 2

compared to the social interactions of other races, most tribal warriors, ragewild shifters consider them- SHIFTERS

these peer groups are loose, disorganized affairs that selves defenders of all shifter tribes, refusing to take

emphasize the shifter’s self-reliance and personal part in intertribal skirmishes or disputes. Ragewild

space more than the cohesiveness of the group. In shifters have perfected a unique and brutal fighting

the individualized and reticent society of the shift- technique that has since grown popular among other

ers, however, they stand out as a vital and important groups of shifters.

social norm. Loreguard: Perhaps the greatest secret of the shifter

The second type of shifter community exists apart race, the loreguard serves as the race’s first line of

from the Five Nations, usually sheltered deep within defense against the suspicion and prejudice of other

the forests of the Eldeen Reaches. Whether driven races. Lacking the numbers of other races and fearful

by the inquisition of the Church of the Silver Flame, of powerful forces such as the Church of the Silver

the repercussions of the Last War, their own tradi- Flame, shifters long ago began training some of their

tions, or the simple desire to live free of the nations most gifted individuals to prepare their race to avoid

governed by other races, many shifters have gathered and respond to such suspicion and hatred from other

into barbaric tribes and scattered communities across races. The legacy of this training is the loreguard, a

the wild lands of the Eldeen Reaches. These commu- secretive group of shifters trained to interact with

nities reinforce the shifter’s preference for bonding members of other races, discreetly promote shifter

with fellow shifters rather than members of other interests, and above all ensure that nothing like the

races, and the shifter enclaves in the cities of other Church of the Silver Flame’s inquisition ever targets the

races resemble these shifter-only communities more shifter race again. Consummate spies, well-meaning

than they resemble the surrounding cities. While diplomats, and deadly assassins all have places within

shifters are not isolationists, they greatly prefer the the loreguard, but none is ever admitted without first

company of fellow shifters, for few members of other proving that loyalty to the shifter race comes first

races understand that the shifter’s reticence and and foremost.

personal distance are respectful in their own way, RELIGION
and members of other races often seek out frequent

social interactions—interactions that feel in many Scarred by the suspicion that they endured during the

ways invasive to the shifter’s sense of privacy and crusade against lycanthropes, shifters remain suspi-

self-reliant attitude. cious of outside religions. Knowing their power to

SHIFTER SOCIETAL ROLES motivate members of other races, shifters view intense
or conflict-prone religions as terrifying forces capable

As with any race, shifters include a diverse and inter- of causing great harm. Their own beliefs, perhaps in

esting mix of individuals, but a few important roles in reaction to this mindset, are varied and mild. The most

shifter society are unique to the race. common shifter religion centers on the druid faiths

Moonspeaker: From the rural communities of of the Eldeen Reaches, and the most powerful shifter

the Eldeen Reaches to shifter enclaves in the great religious figures are an order of druids known as the

cities of Khorvaire, the moonspeaker druids guide moonspeakers. The moonspeakers tie great meaning

much of the religious beliefs of the shifter race. The to the movements of the moons, believing that the

moonspeakers perform a valuable role among many moons’ ties to the shifters’ lycanthropic heritage give

shifters: Because they often travel from one shifter them great power over the lives of shifters. Other shift-

community to another, they maintain the bond ers, particularly those living in enclaves within the

between the various communities. Moonspeakers cities of other races, revere Balinor and Boldrei of the

provide a feeling of belonging to a group larger than Sovereign Host, and many shifter adventurers follow

the immediate shifter populace, a racial bond that the ways of the Traveler. 33

Some shifters responded to the inquisition against HISTORY AND FOLKLORE
lycanthropes by adopting the faith of the Church of

the Silver Flame and wholeheartedly participating Recent shifter history has been shaped and tainted

in that crusade of extermination. A lingering sense by the terrible zealotry of the Church of the Silver

of guilt persists in many shifters because of that Flame. When the Church began its great crusade to

complicity. Some shifters still remain active in the rid the world of lycanthropy, it made little distinction

Church of the Silver Flame, their faith standing as a between the rare and powerful true lycanthropes and

bulwark against the scorn of their kin and their own their more civilized offshoots, the shifters. Although

feelings of guilt. the shifters had long since become their own race,

CHAPTER 2 SHIFTER HOLIDAYS their ability to shift their forms, the trappings
of their moon worship, and their relatively small
SHIFTERS
Shifters celebrate several racial holidays, although numbers made them ideal targets of the Church’s

individual shifters and specific communities often zeal. Compared to true lycanthropes, which are

celebrate other holidays linked to their own decidedly difficult to find and track and exceedingly

religious choices. powerful, shifters were easy for the Church to find

Brightfest and attack. It’s little surprise, then, that most of the

Church’s early “successes” were at the expense of the

A unique holiday that celebrates the coming of spring, shifter race.

Brightfest lasts for the first three days of Therendor. The Church used its efforts against the shifters as

During Brightfest, shifters celebrate late into the night, proof that its crusade against lycanthropy was both

usually with song, dance, and athletic competitions. In right and destined for success. Although it reversed

agricultural communities, the shifters use Brightfest its view on shifters in the early years of its crusade and

to blow off steam, celebrate the end of the winter later acknowledged that shifters are a separate race,

season, and ready themselves for the hard work of the the damage was already done. Some of the Church’s

planting season. less than honorable leaders used the crusade as an

Roleplaying Application: Shifter adventurers excuse to pursue private vendettas against shifter

should be very reluctant to adventure during Bright- communities or to gather great profit at the expense

fest, because it’s the one time of year when shifters of shifter lives. In war-torn Khorvaire, it’s unlikely

are accustomed to boisterous social interaction that such pain and suspicion will find healing or

and celebration. resolution soon.

The Reachrace More recently, shifters—as all the peoples of

Khorvaire—were touched by the violence and pain

The Reachrace is at once a celebration and an athletic of the Last War. Whether in small units of their own

contest. During the third week of Lharvion, shifter kind, as individual scouts, or as members of larger

communities hold numerous races and other athletic mixed-race units, shifters fought on the side of every

competitions, culminating in a day-long marathon nation that took part in the war. Even though the

on the last day of the week. Each community has majority of the shifter populace did not take part

different preferences and traditions considering the directly in the battles and sieges, the hundred years

Reachrace, but in general the week begins with trials of strife touched shifter communities within the

of strength and agility and ends with tests of endur- great cities and smaller towns of Khorvaire. Even

ance. Communities celebrate throughout the week, the most sheltered communities in the Eldeen

recognizing winners in individual events, overall Reaches had some of their number involved in the

victors for each day, and a single champion for the distant battles.

week-long celebration. As the conflict grew, shifters were sought more

Roleplaying Application: Shifter adventurers often and more frequently as scouts and trackers. With the

take time away from their travels to participate in the spellcasters of every nation caught between the press-

Reachrace, and those away from shifter communities ing needs of building the magical tools of warfare and

are often restless and competitive during the week of bringing their spells to bear in battle, they had less

the celebration. Adventurers away from shifter com- and less opportunity to spy out enemy troop move-

munities should drive their companions to action and ments with magic, and the role of mundane scouts

encourage intense, physically challenging adventures and outriders became ever more important.

during the week. Much of shifter folklore has been reshaped by

the events of the Last War, but most of the tales and

34 heroes integral to the shifter race deal with either its

CHAPTER 2

SHIFTERS

Illus. by H. Lyon

Shifter druids defend the world from the horrors that lie beyond the Changegate

persecution at the hands of the Church of the Silver Such a triumph, though, was not meant to be. Despite

Flame or its bond to animals and lycanthropes. Each the efforts of powerful diviners beholden to the king-

bit of shifter history described below has an associated dom of Aundair, no word nor trace of the expedition

adventure hook, which describes a possible way you has been found since it set out on the 4th of Vult in

can work the event into an ongoing campaign or a the year 996 CY.

character’s background. Adventure Hook: No one knows the location of

Karmos Render mighty Karmos, but divination magic has revealed

that he still lives. The kingdom of Aundair would like

One of the greatest shifter heroes of the Last War, its powerful champion returned and to once again

Karmos Render was a savage warrior who fought in have his devastating axe at its call. Many influential

the service of Aundair. Throughout the war, Karmos shifters would also like to see Karmos return from

performed many great deeds, including single-handedly the Mournland, because he was effective in raising the

destroying a powerful warforged titan. shifter race in the opinions of others.

After the signing of the Treaty of Thronehold, Aun-
dair gathered several of its most powerful champions The Changegate

and sent them to investigate the growing dangers of The Eldeen Reaches are home to many ancient and

the Mournland. As a skilled tracker and physically powerful druid orders, including the Gatekeepers,

powerful warrior, Karmos was one of the cornerstones a fading cabal of druids tasked with defending the

of the expedition with his mighty axe. The group was world against terrible creatures. Although tales of

considered the best Aundair had to offer, and its quick the druids who fought the powerful hordes of aber-

return was awaited with high hopes. rations in ancient times are fading from modern 35

Khorvaire, a dwindling sect of shifter druids holds and clerics loyal to the Church of the Silver Flame,

to an ancient promise. Bennin traveled deep into the Demon Wastes. The

More than a century ago, a small group of shifter mighty expedition was aimed at a particularly

druids bound themselves and their descendants powerful cult of lycanthropes that had long used its

to a never-ending vigil over a portal known as the distant location and growing numbers to become a

Changegate. For this dedication, the Gatekeeper druids focal point of those opposed to the Church’s efforts

promised the shifters protection and shelter in the face to destroy lycanthropy. Such a lofty goal came at

of the Church of the Silver Flame’s zealotry. Although terrible cost.

the threat of the Church’s inquisition has passed, the Hunger and the dangers of travel decimated the

CHAPTER 2 shifters hold to their ancient oaths. expidition, leaving them vulnerable. By the time

SHIFTERS Adventure Hook: Their numbers thinned by they found the mighty enclave, they also stumbled

the chaos and strife of recent decades, the secretive into a carefully laid ambush that nearly finished the

shifter druids who guard the Changegate are all group for good. One of their number, infected by

but gone. Even without the power or numbers they lycanthropy, led the expedition into the lycanthropes’

once had, the druids nonetheless know that some- trap. Through the efforts of Bennin and the bravery

thing stirs behind the gate, probing their weakened of a few knights, a remnant of the mighty expedition

numbers and preparing to force passage through the escaped the trap.

gateway. While the druids themselves are no match Fueled by his hatred of the lycanthropes and still

for the forces stirring behind the gate, they hope that stinging from the betrayal, Bennin led his small

were the gate opened for a day, they could reconstruct band in a desperate assault on the cult’s stronghold.

the sealing magics, strengthening the gate itself Although the expeditionary force was wiped out

and giving themselves years of peace in which to entirely, the cult was broken by their final efforts. A

recruit new members and rebuild their own power. final sending told of Bennin’s lone battle against the

Unfortunately, with the gate down for an entire day, three most powerful leaders of the cult. Whether the

the druids would be overrun by whatever horrors expedition wiped out the cult entirely might never

lurk behind the gate before they could complete the be known, but Bennin and the other brave warriors

binding ceremony. ensured that it would never again serve as a focal point

Knowing that this desperate plan must succeed, for resistance against the Church.

the druids have sent one of their number out into Adventure Hook: Although Bennin’s final expe-

the world looking for adventurers capable of defend- dition took place more than fifty years before the

ing the gate long enough for the druids to rebuild beginning of the Last War, the Church still speaks of

the gate’s fading magic. No one knows what will his bravery. Shifters and members of the Church of

come out of the gate once it is lowered, but it is a the Silver Flame alike would rejoice in the recovery

risk they must take. of Bennin’s remains, especially the silver claws from

Bennin Silverclaw which Bennin eventually took his name. Travel to the

Demon Wastes is a dangerous undertaking, however,

One of the shifters most responsible for the decision on and it is possible that remnants of the ancient lycan-

the part of the Church of the Silver Flame that shifters thropic cult still linger in the area.

were, in fact, a separate race—not part of the evil that LANGUAGE
was inherent in all lycanthropes according to Silver

Flame doctrine—was a powerful warrior and tracker Although shifters tend to share the language and idiom

named Bennin Silverclaw. of the dominant race in the region they inhabit, a few

When the Church began its crusade against the phrases are more prevalent among shifters than among

werecreatures, Bennin joined in the effort with a zeal other races.

matched by only a few of the most fervent human Silvered: Shifters seldom use this word literally and

converts. Bennin’s extraordinary abilities as a tracker more often use it to indicate a person, weapon, place,

and his claws coated with magical silver made him or thing that has been designed to take advantage of

a terrible foe of all lycanthropes. The annals of the another’s weaknesses.

Church say that he found and killed no fewer than The Journey Yet to Come: Any unforeseen incident,

fifty lycanthropes of various types. the future, or more commonly, a shifter’s destiny.

As with many other crusaders, Bennin found his Grasping the Moons: This phrase, growing less and

end in violence. Attached to a large force of knights less common in its usage, simply means “shifting.”

36

SOHTIFHTEERRRSAACNEDS of the shifter’s unique attitudes and outlook for other
players in the group, as well as for the player with a
shifter character.

Shifters view members of other races with a great deal SPECIAL SHIFTER OPTIONS
of suspicion. They have never felt like an integrated

part of Khorvaire’s human-centric nations, and their As a shifter, your character qualifies for some shifter-

self-reliant nature makes them slow to seek compan- specific feats and prestige classes unavailable to PCs of

ionship or support from members of other races. other races. The feats and prestige classes listed below

Unlike the warforged, who hunger for interaction are described in Chapters 6 and 7, respectively, except

and contact with other races, shifters for the most for those marked with an asterisk, which appear in the CHAPTER 2

part prefer to interact with fellow shifters. While EBERRON Campaign Setting. SHIFTERS

shifters have no natural enemies on a racial level, Feats: Battleshifter Training, Beasthide Elite*,

they view the religions of humans with suspicion and Cliffwalk Elite, Dreamsight Elite, Extra Shifter Trait,

view the creatures from the troubled Demon Wastes Gorebrute Elite, Great Bite*, Great Rend*, Greater

with growing concern. Shifter Defense*, Healing Factor*, Longstride Elite,

Halflings, especially those rough and independent Longtooth Elite, Ragewild Fighting, Razorclaw Elite,

halflings who roam the Talenta Plains, get along well Reactive Shifting, Rejuvenating Spellcaster, Shifter

with shifters, seeing a kindred belief in the importance Agility, Shifter Defense*, Shifter Ferocity, Shifter

of relying on one’s own ability to survive. This bond Instincts, Shifter Multitask*, Shifter Savagery,

is made easier on both peoples because of the great Shifter Stamina, Swiftwing Elite, Truedive Elite,

distance between the bulk of the shifter population in Wildhunt Elite.

the Eldeen Reaches and the eastern plains that the Prestige Classes: moonspeaker, reach runner,

halflings call home. The two races meet infrequently weretouched master*.

enough that they rarely have an opportunity for SHIFTERS AS CHARACTERS
their relations to become strained. Halflings who

have integrated themselves into the Five Nations A shifter’s role in the party depends greatly on his

also get along well with shifters, filling the gaps in choice of shifter trait. A longtooth shifter is more

conversation left by the reticent shifters with their likely to be a front-line character, such as a fighter or

own musings, a situation that members of both races barbarian, while a shifter who prefers mobility, such

seem to find comfortable. as a longstride or swiftwing shifter, often functions

There is little organized effort to improve relations better as a skirmishing ranger or rogue.

between shifters and other races, and most of the Barbarian: Because the bonuses from shifting

progress being made occurs in the form of individual and raging stack, shifters make powerful barbarians.

shifters learning to trust and depend on adventuring When playing a shifter barbarian, emphasize your

companions of other races. As these adventuring independence and freedom of choice at every oppor-

shifters grow in prestige and power, they typically tunity. You have only a limited number of feats, so it’s

interact with influential members of other races, usually most effective to take shifter feats, allowing

and more often than not the shifters slowly win the your shifting ability to improve at the same pace as

respect and admiration of those with whom they your rage ability. Choosing a shifter trait that provides

choose to interact. a natural weapon allows you to take shifter feats that

improve your attacks (as opposed to weapon-oriented

CREATING SHIFTER feats that do not also increase your shifting abilities).
CHARACTERS Choosing a shifter trait that improves your Constitu-
tion extends the duration of your rage ability if you

Because of the feats available only to shifters, shifter use the two in conjunction.

characters usually focus on their racial abilities more Druid: With penalties to their Intelligence and

than characters of other races. The shifting ability and Charisma, shifters rarely become spellcasters. Shifter

the shifter feats that key off it often become the focus druids, however, are a ready exception to this rule. By

of the character’s combat abilities. This emphasis on focusing on spells that enhance their physical abilities,

racial traits and abilities creates many interesting they often become capable melee combatants. Shifter

differences between shifters and other characters, druids are usually best served by choosing early in

differences that enhance roleplaying opportunities their career whether they will focus on their shifting

and further define the shifter’s role in the group. ability or the druid class’s wild shape ability. Those who

These different abilities serve as a constant reminder choose shifting often aim for the moonspeaker prestige 37

class and devote their feat selections to shifter feats, of this, shifter rogues are best served by selecting one

while those who choose wild shape usually take the of the Strength-enhancing traits if they favor melee

Natural Spell feat and wild feats (see Complete Divine combat or one of the Dexterity-enhancing traits if

for a selection of wild feats). they favor ranged combat. With a penalty to their

For alternative options for the shifter druid, see the Intelligence, shifter rogues are more limited in their

shifter racial substitution levels, page 126. skill selection than other rogues and must therefore

Fighter: Although shifter warriors have historically specialize in a narrower set of abilities. Two common

concentrated on the barbarian and ranger classes, archetypes include the athletic rogue who spends

shifter interaction with the other races of Khorvaire skill points on Climb, Balance, Jump, Hide, and Move

CHAPTER 2 in the Last War has produced a larger number of Silently and the more traditional rogue who spends

SHIFTERS shifter fighters in the most recent generation than in skill points on Search, Open Lock, Disable Device,

any previous one. The fighter class offers shifters an Spot, and Listen.

important resource in the form of bonus feats, allow-

ing them to spend the feats they earn for advancing in SAMPLE CORMAIMNHUNAVITEYN:
level on valuable shifter feats while using the bonus
feats for fighter levels to devote to mastering a fighting

style, such as Power Attack and its related feats, the A simple hamlet in the eastern portion of the Eldeen

Point Blank Shot and other bow-oriented feats, or the Reaches, Rainhaven lies about fifteen miles directly

two-weapon feats. north of the small village of Delethorn. The small hamlet

Psionic Classes: If you use the Expanded Psionics includes a mixed population of humans and shifters.

Handbook in your game, shifters fit well thematically The village consists of a loose collection of houses, a

with both the psychic warrior and the egoist (psion) flour mill, and two small tanneries devoted to curing

classes, thanks to their access to powers that alter the hides that the village’s hunters bring in.

the physical form of the user. Despite the shifter’s Rainhaven (hamlet): Conventional; AL N; 100 gp

Charisma penalty, wilder makes another interesting limit; 600 gp on hand; Population 120 adults; Mixed

choice for the character, because the class’s emotional (humans 20%, shifters 78%, other 2%).

zeal meshes nicely with the animalistic shifter. Authority Figures: Palai Longmane (shifter ranger 6),

For alternative options for the shifter wilder, see the Argus Whegg (human druid 5), Morai Allais (shifter

shifter racial substitution levels, page 129. ranger 4)

Ranger: The ranger class plays to the strengths Important Characters: 10 shifter scouts (ranger 2), 8

of the shifter race by providing bonus feats that tribal warriors (shifter barbarian 3), 3 shifter shamans

complement the physical enhancements the shifter (shifter druid 4).

receives from shifting. In addition, the ranger’s SHIFTER SCOUT
excellent skill list and Wisdom-based spellcasting

avoid most of the detriments of the shifter’s penalties The small community depends heavily on a relatively

to Intelligence and Charisma. Choosing a combat large group of shifter scouts to patrol the nearby

style is particularly important for shifter rangers, woodlands, keep in contact with the wandering

because they must ensure that their shifter trait and druids who make their way through the area, and

their combat style complement one another (usually generally keep an observant eye on the surrounding

meaning Dexterity-enhancing traits in conjunction lands. The scouts described below are typical of the

with the ranged combat style and Strength-enhancing region and the training in woodcraft that shifters

traits in conjunction with the two-weapon combat undergo when living close to the land, as they do

style). The ranger class also provides a great deal in Rainhaven.

of roleplaying opportunities, because it highlights Shifter Scout: Female (or male) shifter ranger

the shifter’s belief in self-reliance and the ability to 2; CR 2; Medium humanoid (shapechanger); HD

survive in the wild. 2d8+2; hp 14; Init +3; Spd 30 ft.; AC 16, touch 13,

For alternative options for the shifter ranger, see the flat-footed 13; Base Atk +2; Grp +4; Atk +5 melee

shifter racial substitution levels, page 128. (1d8+2/19–20, masterwork longsword) or +6 ranged

Rogue: As with shifters from other classes, shifter (1d8+2/×3, masterwork composite longbow); Full

rogues must decide early in their career whether they Atk +5 melee (1d8+2/19–20, masterwork longsword)

wish to devote their feat choices to improving their or +6 ranged (1d8+2/×3, masterwork composite

shifting or developing their other abilities. High-level longbow) or +4/+4 ranged (1d8+2/×3, masterwork

rogues deal plenty of damage in combat, but they often composite longbow); SA favored enemy (humans

38 have problems hitting heavily armored foes. Because +2); SQ low-light vision, racial substitution level,

shifting (longstride) 1/day, wild empathy; AL N; Rage (Ex): A tribal warrior can rage once per day

SV Fort +4, Ref +6, Will +1; Str 15, Dex 16, Con 13, for up to 5 rounds. When raging, he has the follow-

Int 8, Wis 12, Cha 6. ing characteristics: hp increase by 6; AC 14, touch

Skills and Feats: Balance +5, Climb +4, Hide +8, Jump 10, flat-footed 12; Grp +7; Atk +8 melee (1d12+6/×3,

+4, Listen +6, Move Silently +8, Spot +6, Survival +6; masterwork greataxe); Full Atk +8 melee (1d12+6/×3,

Longstride Elite, Rapid Shot, Track. masterwork greataxe); SV Fort +7, Will +4; Str 19,

Favored Enemy (Ex): A shifter scout gains a +2 bonus Con 18.

on Bluff, Listen, Sense Motive, Spot, and Survival Shifting (Su): A tribal warrior can shift twice

checks when using these skills against humans. The per day for 5 rounds each time. When shifting,

scout gains the same bonus on weapon damage rolls he has the following characteristics: Grp +6; Atk CHAPTER 2

against humans. +7 melee (1d12+4/×3, masterwork greataxe) or +6 SHIFTERS

Racial Substitution Level: Shifter ranger 1st. melee (1d4+3, claw); Full Atk +7 melee (1d12+4/×3,

Shifting (Su): A shifter scout can shift once per day masterwork greataxe) or +4/+4 melee (1d4+3, claw);

for 5 rounds. When shifting, a scout has the following Str 17.

characteristics: Spd 40 ft.; AC 17, touch 14, flat-footed When both shifting and raging, a tribal warrior

13; Atk +7 ranged (1d8+2/×3, masterwork longbow); has the following characteristics: hp increase by

Full Atk +7 ranged (1d8+2/×3, masterwork longbow) 6; AC 14, touch 10, flat-footed 12; Grp +8; Atk +9

or +5/+5 ranged (1d8+2/×3, masterwork longbow); SV melee (1d12+7/×3, masterwork greataxe) or +8

Ref +7; Dex 18. melee (1d4+5, claw); Full Atk +9 melee (1d12+7/×3,

Wild Empathy (Ex): A shifter scout can improve the masterwork greataxe) or +6/+6 melee (1d4+5, claw);

attitude of an animal in the same way that a Diplo- SV Fort +7, Will +4; Str 21, Con 18. A tribal warrior

macy check can improve the attitude of a sentient can use both abilities at the same time once per day

being. The scout rolls 1d20+3, or 1d20–1 if attempting for up to 7 rounds.

to influence a magical beast with an Intelligence score Uncanny Dodge (Ex): A tribal warrior retains his Dex-

of 1 or 2. terity bonus to AC even if caught flat-footed or struck

Possessions: Masterwork studded leather, masterwork by an invisible attacker. A tribal warrior still loses his

longsword, masterwork composite longbow (+2 Str Dexterity bonus to AC if immobilized.

bonus) with 20 arrows, potion of cure moderate wounds. Possessions: +1 studded leather, masterwork greataxe,

TRIBAL WARRIOR masterwork composite longbow (+2 Str bonus) with
20 arrows, potion of cure moderate wounds.

Rainhaven is home to a dozen fierce shifter warriors, SHIFTER SHAMAN
who combine their shifting ability with the wild fight-

ing style of the barbarian tribes. These tribal warriors Although still relatively low level, the shifter shaman

are members of the community, but they often spend described here makes an interesting encounter,

long weeks away from the small town hunting and especially when paired with some of the scouts and

trapping food. When needed, they also serve as the tribal warriors described above. The stat block is

town’s most intimidating group of warriors. While they representative of the junior druids who roam the

lack the stealth and subtlety of the shifter scouts who Eldeen Reaches in the service of either the moon-

share in the town’s defense, their fearsome rage and speakers or the Ashbound order of druids. When

powerful melee abilities make them the most capable they are not wandering on their own, these druids

warriors in the town. spend more time than druids of other races within

Tribal Warrior: Male shifter barbarian 3; CR 3; the small thorps and hamlets that dot the reaches,

Medium humanoid (shapechanger); HD 3d12+6; hp serving as teachers, advisors, healers, and guardians

31; Init +2; Spd 40 ft.; AC 16, touch 12, flat-footed to the local shifters.

14; Base Atk +3; Grp +5; Atk or Full Atk +6 melee Shifter Shaman: Female shifter druid 4; CR 4;

(1d12+3/×3, masterwork greataxe); SA rage 1/day; Medium humanoid (shapechanger); HD 4d8+4; hp

SQ low-light vision, shifting (razorclaw) 2/day, trap 25; Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed

sense +1, uncanny dodge; AL CN; SV Fort +5, Ref 15; Base Atk +3; Grp +5; Atk or Full Atk +6 melee

+3, Will +2; Str 15, Dex 15, Con 14, Int 8, Wis 12, (1d6+2/18–20, masterwork scimitar); SQ animal com-

Cha 6. panion (wolf), animal companion benefits, nature

Skills and Feats: Balance +4, Climb +9, Jump +9, Listen sense, resist nature’s lure, shifting (beasthide) 2/day,

+6; Healing Factor*, Shifter Ferocity. trackless step, wild empathy, woodland stride; AL N;

*Feat described in Chapter 3 of the EBERRON Campaign SV Fort +5, Ref +3, Will +7; Str 14, Dex 15, Con 12,

Setting. Int 8, Wis 16, Cha 6. 39

Skills and Feats: Balance +4, Climb +4, Concentration +6 melee (1d6+3, bite); SA trip; SQ evasion, low-light

+8, Handle Animal +6, Jump +4, Knowledge (nature) vision, scent, tricks (attack, down, stay, track); AL N;

+6, Survival +7 (+9 in aboveground natural environ- SV Fort +6, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int

ments); Beasthide Elite, Healing Factor*. 2, Wis 12, Cha 6.

*Feat described in Chapter 3 of the EBERRON Campaign Skills and Feats: Hide +3, Listen +3, Move Silently

Setting. +4, Spot +5, Survival +1*; Dodge, Track, Weapon

Animal Companion (Ex): A shifter shaman has a wolf Focus (bite).

as an animal companion. Its abilities and characteristics Trip (Ex): A wolf that hits with a bite attack can

are given below. attempt to trip the opponent (+1 check modifier) as a

CHAPTER 2 Animal Companion Benefits (Ex): A shifter shaman and free action without making a touch attack or provok-

SHIFTERS her wolf companion enjoy the link and share spells ing an attack of opportunity. If the attempt fails, the

special qualities. opponent cannot react to trip the wolf.

Link (Ex): The shaman can handle the wolf as a free Evasion (Ex): If a wolf is exposed to any effect that

action. She also gains a +4 circumstance bonus on all normally allows it to attempt a Reflex saving throw

wild empathy checks and Handle Animal checks made for half damage, it takes no damage with a successful

regarding her wolf. saving throw.

Share Spells (Ex): The shaman can have any spell she SAMPLE ENCOUNTERS
casts on herself also affect her animal companion if the

latter is within 5 feet at the time. She can also cast a spell The following encounters use the statistics blocks

with a target of “You” on her animal companion. presented above and represent some typical encoun-

Resist Nature’s Lure (Ex): A shifter shaman has a +4 ters that low- and mid-level adventurers might have

bonus on saving throws against the spell-like abilities with shifters.

of fey. Lone Scout (EL 2): A lone scout is an EL 2 encounter.

Shifting (Su): A shifter shaman can shift two times The scout is likely to remain hidden and observe the

per day for 7 rounds each time. When shifting, the characters for some time to determine their intent

shaman has the following characteristics: hp increase before initiating any kind of interaction. Unless the

by 4; AC 19, flat-footed 19; SV Fort +6; Con 14. characters are obviously intent on harming the envi-

Trackless Step (Ex): A shifter shaman leaves no trail in ronment or bringing harm to Rainhaven, the scout is

natural surroundings and cannot be tracked. A shifter likely to attempt to talk with the characters. If combat

shaman can choose to leave a trail if so desired. erupts, the scout will prefer to keep his distance,

Wild Empathy (Ex): A shifter shaman can improve the assaulting the group with arrows and then hiding

attitude of an animal in the same way that a Diplomacy rather than engaging them directly.

check can improve the attitude of a sentient being. Scout Party (EL 6): This group of six shifter scouts

The shaman rolls 1d20+2, or 1d20–2 if attempting to reacts much like a lone scout, although they are more

influence a magical beast with an Intelligence score confident of their ability to bring down a group of foes

of 1 or 2. if they have time to set up a proper ambush.

Woodland Stride (Ex): A shifter shaman can move Raiding Party (EL 7): A pair of scouts and a pair

through any sort of undergrowth (such as natural of tribal warriors work together to achieve a specific

thorns, briars, overgrown areas, and similar terrain) goal. The scouts spot the enemy and attempt to pin it

at her normal speed and without taking damage or down with arrow fire while the tribal warriors perform

suffering any other impairment. Thorns, briars, and a straightforward rush to the objective.

overgrown areas that have been magically manipulated Full Raid (EL 8): Although they might try to set

to impede motion still affect her. up an ambush, this group of six shifter tribal warriors

Druid Spells Prepared (caster level 4th): 0—cure minor is equally likely to launch a direct and brutal charge

wounds (2), detect magic, detect poison, light; 1st—cure light against their foes.

wounds (2), entangle (DC 14), longstrider; 2nd—barkskin, Nature’s Guardians (EL 7): A group of four shifter

flaming sphere (DC 15), spider climb. scouts escorts a shifter shaman through the forest. This

Possessions: +1 leather armor, +1 light wooden shield, group might be out observing the surrounding area,

masterwork scimitar, scroll of bear’s endurance, scroll looking for the characters specifically, or tracking some

of bull’s strength, scroll of cure moderate wounds. other threat.

Shamanic Escort (EL 7): Consisting of a single

Wolf Animal Companion: CR —; Medium animal; shaman escorted by two scouts and two tribal warriors,

HD 4d8+8; hp 26; Init +3; Spd 50 ft.; AC 17, touch 13, this band of shifters might be sent out to deal with

40 flat-footed 14; Base Atk +3; Grp +5; Atk or Full Atk nearly any situation threatening a village.

Illus. by K. Walker

hangelings originated from unions between in deception and intimidation; though they
doppelgangers and humanoids in the dis-
tant past. Eventually, their descendants cannot actually detect thoughts as doppelgangers
became the changeling race. Like shifters,
they are a unique race that breeds true. Unlike shift- can, they can intuitively read body language and
ers, they have no distinct community and culture as
a species. For most of their history, they have lived in attitude with surprising accuracy.
humanoid settlements, often mistrusted and rarely at
ease. This scattering and dispersion of populations with • Natural Linguist: Changelings add Speak Lan-
no central cultural focus has led to a variety of coping
techniques, expressed differently by each of the three guage to their list of class skills for any class
major changeling philosophies.
they adopt.
CHANGELING
RACIAL TRAITS • Minor Change Shape (Su): Changelings have the

Shapechanger Subtype: Changelings are human- supernatural ability to alter their appearance as
oids with the shapechanger subtype.
• Medium: As Medium creatures, changelings have though using a disguise self spell that affects their

no special bonuses or penalties due to their size. bodies but not their possessions. This ability is not
• Changeling base land speed is 30 feet.
• +2 racial bonus on saving throws against sleep and an illusory effect but a minor physical alteration

charm effects: Changelings have slippery minds. of a changeling’s facial features, skin color and
• +2 racial bonus on Bluff, Intimidate, and Sense
texture, and size, within the limits described
Motive checks: Changelings are inherently skilled
for the spell. A changeling can use this ability

at will, and the alteration lasts until he changes

shape again. A changeling reverts to his natural

form when killed. A true seeing spell reveals

his natural form. When using this ability to

create a disguise, a changeling receives a +10

circumstance bonus on Disguise checks.

Using this ability is a full-round action.

• Automatic Languages: Common. Bonus Lan-

guages: Auran, Dwarven, Elven, Giant, Gnome, 41
Halfling, and Terran.

CHAPTER 3 • Favored Class: Rogue. A multiclass changeling’s Instead, a curvaceous, young, female elf wearing
rogue class does not count when determining loose breeches and a tunic emerges, carrying the same
CHANGELINGS whether he takes an experience point penalty for bag Azel had. The elf walks jauntily, stopping in at a
multiclassing. number of bars and businesses, checking on a broad
network of contacts.
A DAY IN THE LIFE
As she enters the Pewter Tankard, the bartender
The sounds of a waking city drift through the shut- greets her. “Usual, Melissandra?”
tered window. Among the sour smells of humanity
and urban life, the smell of baking bread and the The elf nods.
warmth of the ovens drift up from the bakery A halfling seated at the bar finishes his drink and
downstairs. Ot breathes deeply and smiles, happy tosses a coin to the barkeep for payment.
to start another day. She rises and dresses carefully, Melissandra sits in the recently vacated spot and
in many layers. Her outer cloak secure about her reaches for her wine with one hand as the other removes
shoulders, she pauses in front of the mirror. An older and palms a note from under the bar stool.
human male looks back, his face heavy from a life “Just time for the one drink today,” she smiles.
of starchy food. His jowls rest comfortably on his After a few moments of idle conversation, she finishes
snug collar. her drink and leaves.
Melissandra’s route, with many meanderings and
“Good morning, Azelandrik,” she murmurs. short stops, takes her inexorably closer and closer
She smiles, and the face in the mirror stretches to downtown.
into a grin that almost removes the treble chin before In the late afternoon, she passes the offices of the
she lets it resume its normally dour expression. She Champion Inquisitive Agency. Her sharp eyes notice
carefully examines this face, strokes her plump a man in the shadows of the doorway across the
cheeks, and thinks about stray whiskers. Staring street. He has the strong build and tough attitude of
for a long moment, she decides on a few long nose someone who is no stranger to fighting. She passes
hairs instead. and enters a building around the corner, going up to
Slowly and haltingly, she maneuvers her now prodi- Melissandra’s living quarters. The room is sparsely
gious bulk and thick satchel down the stairs. furnished with a bed and dresser. From the clothing
The baker is taking a tray of muffins out of the strewn about, it looks like two people, a male and a
oven. He looks up and grunts at his tenant. “Morn- female, live there.
ing, Azel.” She changes clothes into a stylish outfit with a
Azel raises a beefy hand and waves in greeting. snazzy wide-brimmed cap pulled down over her
All morning, Azel works in his office at the docks, brow. As she adjusts her clothing, she changes her
checking manifests and reviewing cargo and trans- form into that of a slender, male half-elf. He wears
portation records of the many ships that have entered the same outer cloak that Azel had, but turned
and left Sharn’s docks. His competence makes him inside out.
valuable to the city’s Office of Transportation. Due He leaves the studio, calling out behind him, “Good-
to his age and health, they allow him to work only bye, darling. See you later tonight.”
half-days, laboring in the morning and leaving in He walks purposefully to the Champion Inquisi-
the early afternoon. He always brings work home tive Agency.
with him. Every day he totes his satchel to and from “Hello, boss,” an attractive human female greets
the office. him. His secretary/receptionist/assistant is a fellow
Azel leaves the building and ponderously walks changeling who finds this form effective for greeting
toward the center of the city. Along his route, he enters prospective clients and putting them at ease.
an alley. He never exits it. “Hi, Eva,” he says. “I’ve solved the smuggling case. I
know who’s bringing in the weapons.”

pqqqqqqqqqqqqqqqqqqqqrs

CHANGELINGS IN D&D might be suspected of any number of conspiracies or
Changelings’ mutable forms give them preternatural treacheries, or they might be loyal allies of the humans
powers of deception, and wherever they go they face sus- and elves; perhaps in your world the good nations have
picion and even a little fear. Changelings, although origni- been able to survive their wars with more powerful em-
nally part of the Eberron setting, can easily be used in other pires of evil because of the intelligence brought to them
D&D campaign worlds. These versatile masters of disguise by heroic changeling spies.

42 pqqqqqqqqqqqqqqqqqqqqrs

“Excellent, but right now, we’ve got company,” she people. They just want to be part of a community and

says indicating the closed door to the inner office. live their lives. A passer endeavors to repress or deny

“A young aristocrat. Terrified. Says a guy has been his mutable nature.

following him.” Since living as a changeling brings suspicion and dis-

“I know. He’s across the street,” the half-elf says as trust, passers use their minor change shape ability to fit

he opens the door to the inner office and turns his into society more easily, to “pass” in their chosen com-

attention to his new client. “Let me introduce myself. munities. Each most likely has one form he chooses

I’m Dusk Steelgleam, proprietor of the Champion and keeps. Most often, it’s human, but in a community

Inquisitive Agency. I believe you have a problem that not dominated by humans it matches the majority race. CHAPTER 3

I can solve.” Some so thoroughly adopt the new identities that they CHANGELINGS

closely identify with the races portrayed. They rarely

CPSHYACNHGOELLOINGGY travel or adopt other identities.
Becomers, reality seekers, and many changelings

who have chosen more adventurous lives view passers

Members of most other races have a clear answer to the with contempt, calling them “actors” or “pretenders”

question “Who am I?” Dwarves are clever with stone, who have denied their true selves.

stable, and skillful against goblins and giants. Elves are Roleplaying Application: Of the three changeling

graceful and observant. Half-orcs are strong and gruff. philosophies, the passer is the least adventure-oriented.

Each of the civilized races has a sense of belonging and A passer works hard to be perceived as a member of

the comfort of the society of others like them. They a more accepted race. If you’re playing a passer, you

are accepted by and accepting of others of their kind. have a single cover identity to which you cleave, and

Not so with changelings. you take pains to maintain that persona. Good feats

The mutability of changelings means that they have include Persona Immersion and Racial Emulation

no one clear place in the world. Most changelings live (described in Chapter 6 of this book), both of which

scattered among communities dominated by other help you with your masquerade.

races. These other races view them with suspicion. As an adventurer, you put yourself in stressful

While a minority group with a stronger sense of self situations and constantly risk discovery. In attitude,

might react to this prejudice by banding together and you’re apt to be suspicious and more than a bit para-

forming a strong community of their own, changelings noid. No one is entirely trustworthy. How can you

are anything but unified. Many changelings view each be sure someone is the person she represents herself

other with suspicion, too, and are often prejudiced to be?

against their own kind. BECOMERS
Roleplaying Application: Changelings have no

preset place in society. They feel driven to adopt “Life is short, but I’m not limited to just one.”

another race’s persona, create multiples of their own, —Becomer adage

or find out what roles fate and destiny intend for them.

Almost all changelings hold to one of three philosophi- For becomers, living is being not just one person, but

cal viewpoints and see themselves as passers, becomers, many people. These changelings actively use their

or reality seekers. You should choose one of these minor change shape ability and live life in many dif-

philosophies during character creation. It can provide ferent forms. They disguise, deceive, and lie as needed

guidance in handling many situations. to further their individual goals.

When considering others of their kind, changelings At the core of a becomer’s identity is the belief that

tend to have more stereotypes and prejudices than even the central aspect of a changeling is his mutability. To

the most opinionated of species. They tend to be very fully be a changeling, one must change, convincingly

dismissive of changelings who have different mindsets and frequently. For many, however, there is a purpose

from their own. Changelings judge each other harshly and integrity to these changes. A becomer considers

and with little tolerance. himself simultaneously to be both a mutable change-

PASSERS ling and the individual he portrays. Those most adept
at grasping this duality of nature and devoted to the

“Trouble has keen eyes. Why wave?” Truth of the Now often pursue the chameleon prestige

—Passer adage class (described in Races of Destiny).

Roleplaying Application: Becomers like chal-

Passers are the most humanlike of changelings in lenges. Taking risks is part and parcel of the nature

their thoughts and perspectives. They are ordinary of your multiple impersonations. The risk is limited 43

CHAPTER 3 Reality seeker becomers’ philoso-
phies of transience and
CHANGELINGS Passer impermanence. These
introspectives believe
Illus. by F. Tsai Becomer
that there is an
44 by your willingness to drop an identity ultimate Truth,
and create a new one. Many becomers at least a Perfect Form,
dabble in the rogue or bard class because of those and a Way of Being.
classes’ long lists of social interaction and deception Reality is out there,
class skills. Good feat options include Master Lin- and it can be sought
guist, Persona Immersion, and Quick Change. Some and understood. Their
also take Racial Emulation to enhance their different quest is to discover
personas. (These feats are described in Chapter 6 of what’s real.
this book.) The reality seekers, also
known as perfecters, pre-
As a becomer, it’s hard for you to admit that some- fer their natural form and
thing might be beyond your abilities or to say “I can’t.” the society of their own
When a becomer rogue feels firmly immersed in the kind. These changelings
role of a wizard, it’s possible for him to forget, for a hold strong convictions
moment, that he can’t really cast spells. and tend toward lawful
alignment. Most do not engage in
REALITY SEEKERS deception, but the definition of de-
ception varies among them. Some
“Every question has an answer.” reality seekers find anything re-
—Reality seeker adage motely deceptive to be disgusting,
while most hold this high standard only
A few changelings reject the passers’ notion of in reference to their own kind and feel that
conformity at the cost of identity and spurn the absolute truth and integrity are only due
other changelings.
Since the Last War ended, many reality seek-
ers have looked with envy or admiration at the
struggles of the newly free warforged and some of
their attempts to develop communities. Building on
this idea, several utopian changeling communities
led by reality seekers have formed in various parts
of Khorvaire.
Roleplaying Applications: The quest for Truth
and the Perfect Form can manifest in a wide variety
of ways. Any of the feats suited for changelings (see
Chapter 6) make a good choice for a reality seeker.
Decide how you view deception and deceptive acts.
The minor shape change ability is a natural part of
the changeling nature and one that all reality seekers
acknowledge. This ability gives the changeling a great
deal of power to deceive. When is doing this acceptable?
Do you act without guile in dealings with everyone?
Only with other changelings? With changelings and
your fellow party members? Just with your closest
friends and associates?

CHANGELING LIFE gender that manifests in adolescence, but each change-
ling can adapt his or her form to be of either gender,

No one guiding principle is common to all change- hermaphroditic (both genders simultaneously), or

lings. The most significant factor determining how a entirely genderless. A changeling can alter his or her

changeling leads his life is that of his guiding philoso- gender (and reproductive abilities) as part of using the

phy. As a changeling, every aspect of one’s upbringing race’s minor shapechange ability.

and aspirations varies based on one’s worldview. Changeling Reproduction
Two changeling parents breed a changeling child. A
IDENTIT Y CHAPTER 3
“I know you are, but who am I?” changeling and a humanoid can mate to produce an
CHANGELINGS
—Frit, changeling rogue offspring with the child having a 50% chance to be

of either race. If a changeling with the Racial Emula-

Central to how a changeling behaves is his self-concept. tion feat (see page 110) matches its subtype to that of a

Does he think of himself as a female half-elf, many partner, a child resulting from the union will always

different people of either gender, or as a thin, gray, be of that humanoid subtype.

genderless creature? If a changeling in a female form conceives a child,

Passers she loses the ability to change her gender until after

the child is born.

Passers act to hide their changeling nature. They do
not want the conflict and challenges associated with Passers

the species. Passers always choose one gender and feel very odd or

A passer adopts a single identity, including race uncomfortable at the thought of not being that gender.

and gender, and endeavors to live his life in this way, They follow the sexual norms of their portrayed races

without change. The passer lives in constant fear of but often live celibate lives.

discovery. Most communities that discover they’ve They find the gender-flexible becomers disgusting

been harboring a passer react harshly, occasionally perversions, and the often genderless reality seekers

even violently, against the changeling. even more disquieting.

Becomers Becomers

A becomer knows that he has multiple identities inside Becomers usually feel comfortable switching between

him. He brims with the potential to become a young genders. A becomer tends to adopt whatever gender

male elf, an old female half-orc, a middle-aged male most suits his role of the moment.

gnome, and many, many other personas. Becomers so thoroughly adopt the multiplicity of

A becomer wants to explore and stretch these mul- personas they represent that it can cause incredible

tiple identities. He likes to sample the grand variety confusion in relationships. Take, for example, the tale

of humanoid life as if eating from a grand banquet of Bin the Legendary Lover.

table, adopting one role after another. Some of these Bin was a becomer who held many different identi-

assumed identities become favorites, to be returned to ties and was extremely true to them all. The changeling

many times; other personas are discarded after only was Fitron Trueheart, a male dwarf merchant devoted

short trials. to his dwarf wife and staunchly adhering to their

Reality Seekers vows of monogamy. Fitron was away from home quite

a bit for reasons of “business.” Alternatively, Bin was

A reality seeker may adopt other forms but is first and Loopmottin “Stumbleduck” Nackle, a female gnome

foremost a changeling with his own true form. The who occasionally worked at a brothel in Sharn. At other

concept of ideal form and ultimate truth occupies times, Bin visited Rainhaven to meet with her mate

a treasured place in a reality seeker’s identity. Each as a shifter named Carson.

reality seeker adopts a personal code of conduct that Identity after identity unfolds, and tale after tale

defines these concepts and then strongly adheres is told of this changeling hero and his many loves

to it. and escapades. Most show Bin on the edge of being

GENDER AND SEXUALITY discovered and tell of how he cleverly manages
to conceal his identity. The longest version of the

An important aspect of a changeling’s identity is the popular tale links Bin to more than fifty different

issue of gender. Unlike doppelgangers, which are long-term relationships and hundreds of other more

entirely genderless, a changeling does have a default casual liaisons. 45

Reality Seekers change gender and often responds to this restric-

Reality seekers prefer other reality seekers as their tion by changing form more often (while retaining

romantic companions or mates. For them, the most her gender).

important aspects of a relationship with another A child born to a becomer is welcomed, loved, and

changeling are truth, honesty, and trust. Their world- accepted by its parents whether or not it’s a changeling.

view includes the concept of sharing themselves with Nonchangeling offspring, though, are often treated by

multiple partners and even group marriage. They are changeling parents as if they have some impairment or

open with each other in issues of gender. limitation. It feels odd to the adult that the child will

CHAPTER 3 Roleplaying Application: Consider which gender never be able to experience a rich variety of lives and

CHANGELINGS is most comfortable for your character. How much of forms. These children are encouraged to overcome

your time do you spend in that form? How comfortable this perceived “disability” by pursuing endeavors that

is your character with changing gender? enable them to change form, such as becoming a druid

What type of person is an ideal romantic partner or a transmuter.

for you? Are you actively seeking a life mate, or do you Reality Seekers

avoid romantic entanglements entirely?

CHILDREN These changelings desire their children to be change-
lings as well, able to understand the mysteries of

Changeling babies behave much as all other human- the changeling form and perhaps achieve ultimate

oid babies. When playing with an adult or older child, truth. Youngsters are encouraged to explore their

a baby mimics and imitates the gestures and expres- shapechanging abilities and also their more relaxed,

sions of the person interacting with it. Changeling featureless forms.

babies also reflexively endeavor to duplicate the facial These changelings prefer to raise children in an

features of their playmates. For their first two years open community of reality seekers. Every adult takes

of life, when they are asleep, their features relax an active role in raising children. The children are

into the soft, bland features of a changeling in its taught to value their natural changeling forms but

natural form. also to practice adopting other guises to hone the

Passers shapechanging aspect of their heritage.

Roleplaying Application: The spectrum of

Passers endeavor not to have changeling children. A potential experiences of changeling children is

shapechanging child dramatically endangers a cover broad. Who were your parents? Were they passers,

identity in an adopted society. Some do fall in love with becomers, reality seekers, or an unusual mix? Did

other humanoids and take the risk that the child will you grow up to follow their philosophy, rebel against

be a changeling. it, or simply choose another path? How do they feel

Changeling children born to passers are some- about your lifestyle?

times abandoned, given up for adoption, or, in rare LEISURE
instances, killed. Another possibility is that a mother

may go to another community and try to swap her “You can be poor and miserable or rich and miserable.

child for another infant of the appropriate humanoid Only a fool would think that there isn’t a choice in that

subtype. The fate of a changeling left in place of a statement. The wealthy can afford to be comforted in

nonshapechanger baby is often a sad one. their misery.”

When a passer keeps a changeling child, the infant —Changeling adage

is taught from birth to repress its shapechanging abil-

ity and adopt the race portrayed by the parent. These Almost all changelings would prefer to live a life of

children are often isolated until they gain control ease. They work just as hard as they need to in order

over their shapechanging ability (usually about the to ensure fine comforts they crave. Changelings

age of two). enjoy fine food, drink, clothing, equipment, and

Becomers accommodations. Why make do with just the neces-

sities when you can have luxury? When possible,

Becomers exhibit the most varied array of childbear- changelings live in the finest style available, often

ing and childrearing options among all changelings. gaining things on credit (their own or that of an

A becomer’s partner might be another changeling assumed identity).

or some other humanoid. Some of these unions Pets: Changelings of all types tend to have pets

produce children. A pregnant becomer often feels that change their forms. Creatures such as frogs and

46 restricted and ill at ease because she is unable to caterpillars fascinate them.

Collections: Most changelings CHAPTER 3
manifest their individual passions
and proclivities in collections of CHANGELINGS
items. Some like quantity; others go
to great lengths to acquire specimens Illus. by T. Giorello & A. Waters
of the best quality. Almost every
changeling has something that he A ready disguise proves useful to a changeling infiltrator 47
prizes and for which he is willing to
make sacrifices.

For example, Fel collects shoes and
keeps a sizable collection on display,
decorating his two-story home. He
owns more than two hundred fifty
pairs. While he prefers a male form
most of the time, he will change his
gender for the sole purpose of show-
ing off some of the daintier and more
feminine shoes in his collection to
the best advantage.

Roleplaying Application: Pick some-
thing to collect. It could be a single
feather from many different types
of birds (leading you to seek out
achaierai and rocs), jewelry (driving
you to find long-lost heirlooms),
or books (inspiring you to build a
huge stronghold just to store your
impressive library).

Experiential Indulgences: In
addition to possessing the finest
things, changelings enjoy supremely
extravagant activities. Hot, herb-
strewn baths, relaxing massages, stylish
haircuts, manicures, pedicures, ser-
vants, and any other life-enhancing
services are sought and enjoyed.
Changeling adventurers would rather
not camp “in the rough.”

Roleplaying Application: Why camp
in the woods if an inn is an option?
Why eat trail rations if a restaurant
is nearby? Indulge yourself as often
as you can. Life is short; fill it with
good things.

The “I’m You!” Game: Almost all
changeling children have played the
“I’m You!” game. It’s such a universal,
natural game for members of the race
that it can be found even among
isolated groups or communities
of changelings.

A child uses his minor change
shape ability to impersonate some-
one else. Usually, the game begins

with impersonating a peer, such as going to a friend’s They enjoy the challenge of adapting their skill to meet

home for dinner disguised as the friend and trying to the needs of their audiences and fellow performers.

fool the adults or other children not in on the decep- Sculpture: Solid, immutable materials, such as

tion. Knowing the other child well, the changeling marble, rarely hold the interest of a changeling for

finds it easy to play the part for short durations. Success long. Most interesting to a changeling is any material

tends to embolden the child into impersonating one of that changes form. Material such as ice provides an

his parents. This often leads to stressful encounters and interesting medium whose changes an artist must

repercussions, even if the exact nature of the deception consider. The master ice sculptor not only creates a

CHAPTER 3 isn’t found out. figure that will be beautiful when it is placed on the

CHANGELINGS Passers strenuously discourage children from playing banquet table but also one that transforms as it melts,

this game. It puts the passer’s life in jeopardy. Often, creating new, interesting, and pleasing shapes.

a child will be punished or even sent away for a time Visual Arts: Changelings prefer visual arts that

until he outgrows the urge. change when looked at in different lights or under

Becomers and reality seekers both encourage their different conditions. A portrait that appears to be

children’s experimentation with assumed identities. A smiling when viewed from one angle and frown-

becomer parent views this type of game as a manifesta- ing from another vantage point would be a success

tion of growth toward adulthood. The becomer adult among changelings. Optical illusion images, such as

uses the skills the game teaches as part of his daily a picture that appears to be a vase when considered

life. One might even say that an adult becomer plays in one way or two faces when considered in another,

a version of the “I’m You!” game every day of his life. provide amusement.

A reality seeker parent regards a game such as this as Roleplaying Application: A changeling’s reaction

part of a child’s immature phase, rather like the activity to arts and crafts is often to contemplate what it was

of playing with dolls. originally or what it will be tomorrow. You hold values

Roleplaying Application: When playing a becomer that differ from those of other races. For instance, a

or a reality seeker, occasionally impersonate an ally dwarf might speak of a building with grand architec-

or one of your ally’s friends. This is usually done in a ture that will last a millennium; you would wonder

spirit of fun and generally without maliciousness and how bored people would get seeing the same thing

in circumstances that would not cause harm. Why not day after day.

take advantage of an invitation to a party that your TECHNOLOGY AND MAGIC
ally turned down? If you have a shy friend, why not

break the ice by having a first date with a prospective Changelings respect and admire the power of technol-

romantic partner for the friend? Of course, it can be ogy and magic to create change.

quite convenient to visit exclusive places to which your Passers

ally (or enemy) has a membership.

ARTS AND CRAFTS Whatever can help a passer carry on his ruse is a good
thing. Those aspects of technology or magic that strip

Changelings enjoy the finer things of life, including away illusion or falsehood are avoided.

art. They appreciate the aesthetics of many different
styles but prefer media able to express nuances and Becomers

change. Most of these forms of artistic expression are Some becomers use magic as a means of sharing their

temporary and experiential. philosophies and vision with other races. How better

Baked Goods: The changes that occur as ingredients to show your human barbarian friend the joy of being a

come together to form intricate bakery products often changeling than to foster her appreciation for a change-

intrigue changelings. Basic ingredients such as flour, able form with an enlarge person spell?

yeast, sugar, eggs, and milk can be combined in many
different ways to produce dishes that look and taste Reality Seekers

very different from one another. Many reality seekers believe that the Perfect Form

Fabrics: Textiles that shimmer and shift color is one achieved purely through one’s own skills and

when the wearer moves are very popular among abilities without the aid of technological or magical

changelings. crutches. They are useful aids while one is on the path

Performance Art: As creators of art, changelings to ultimate enlightenment, however.

invest much of their artistic energy in dynamic Roleplaying Application: You like magic items

performances. Improvisation is a trait of most change- that produce change in some way. These could be

48 ling bards’ singing, storytelling, and music making. items that have a variable effect, such as a rod of wonder;

that alter their substance, such as a figurine of wondrous CHANGEALNINDGCSUOLCTIUETRYE
power; or that change the appearance of something
else, such as dust of illusion.

WAR Changelings live within other races’ societies and
cultures. Both passers and becomers fit themselves

Members of the changeling race are scattered in into the established norms of the community.

every country. They have no one unifying cause or Recently, reality seekers have sought to form purely

identity. Changelings consider their world-shaping changeling communities with their own societies

philosophy much more important than any allegiance and cultures. Some feel they are establishing an CHAPTER 3

to temporal powers. ideal environment, others that they are discovering CHANGELINGS

Passers suppressed truths. Either way, the reality seekers

are the only subgroup of changelings to create

A passer fervently follows whatever patriotic spiel is distinctive communities.

the dominant one for his adopted identity. Passers
often feel as though they have to prove themselves and Reality Seekers

earn their fabricated places in society. They tend to get The concept of a purely changeling community had

caught up in the rhetoric of war and eagerly adopt the been considered and contemplated for many, many

“us versus them” mentality. They happily follow where years. Many changelings viewed it as a grand idea

the generals lead for whatever cause is the popular one. and talked about it, but no one set about making this

They participate as patriots in war with zeal bordering wildly idealistic theoretical endeavor a reality—until

on fanaticism. the Last War ended.

War is extremely dangerous for a passer. He faces Now, much of the societal order of Khorvaire is

peril from both the enemy and his own allies. If a being reexamined in practical ways. For example, the

changeling with an assumed identity is found in the Treaty of Thronehold recognized warforged as free

ranks, he will almost certainly be killed as a spy, no and living beings. Some warforged set up camps and

matter how innocent or loyal a citizen he is. small communities and started to establish a common

Becomers culture—actually doing what the changeling race had

long talked about!

War for a becomer is an individual decision based Spontaneously around the continent, small num-

on personal experiences and desire. In general, the bers of changelings have begun to form changeling

regimen and discipline of standard military service communities. Most of these hold to the reality seeker

hold little appeal for the change-loving becomer. philosophy and want to explore what it means to be

A becomer may well choose to serve queen and a changeling. These groups are usually small, num-

country, but most frequently does so as a spy or bering from four to fifty changelings, and function

information gatherer. independently of each other.

Reality Seekers CHANGELING SOCIETAL ROLES

By the nature of their philosophy, reality seekers Changelings lack any true culture or society of their

oppose war. War’s violence and destruction deviate own and hence do not have clear roles and duties in

from the quest for reality and perfection. While truth a community. Most live as aliens among other races.

might be found through the conflict of challenged The changeling communities referred to above are

beliefs, it is not found in violence and warfare. too newly formed for clear roles and responsibilities

At best, war is a distraction from one’s pursuit of to have emerged.

truth and should be avoided. At worst, it’s a senseless, RELIGION
idiotic slaughter of other changelings. Killing other

changelings is depriving them of the ability to find Religion, like much else about changelings, is a highly

truth. That is perhaps the only “sin” for a reality seeker. individualized matter, strongly influenced by the three

Because most changelings who participate in war changeling philosophies. Most changelings honor the

are disguised, it’s impossible to be sure you’re only Traveler, one of the Dark Six.

killing nonchangelings.
All reality seekers opt out of war. If conscripted, the Passers

changeling leaves and adopts a disguise to facilitate A passer openly worships whatever is the most suitable

his freedom. deity for her chosen disguise. In times of stress or if

their cover identities are threatened, most passers 49


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