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Eberron Races Guide for Gamers

This document provides racial trait summaries for four races in the Pathfinder-Eberron setting: changelings, kalashtar, shifters, and warforged. Changelings can alter their appearance at will and have bonuses to skills related to deception. Kalashtar are resistant to mind effects and have psionic abilities. Shifters can enter a state similar to rage once per day for a physical bonus and have low-light vision. Warforged are living constructs that are resilient but require rest and can be affected by certain spells that target constructs or living creatures.

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0% found this document useful (0 votes)
415 views4 pages

Eberron Races Guide for Gamers

This document provides racial trait summaries for four races in the Pathfinder-Eberron setting: changelings, kalashtar, shifters, and warforged. Changelings can alter their appearance at will and have bonuses to skills related to deception. Kalashtar are resistant to mind effects and have psionic abilities. Shifters can enter a state similar to rage once per day for a physical bonus and have low-light vision. Warforged are living constructs that are resilient but require rest and can be affected by certain spells that target constructs or living creatures.

Uploaded by

Jeff
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
  • Changeling Racial Traits: Describes the racial traits of Changelings, including ability bonuses, class skills, and special qualities.
  • Shifter Racial Traits: Details the characteristics and special abilities of the Shifter race with focus on their shapeshifter subtype.
  • Kalashar Racial Traits: Explains the Kalashar racial traits such as personality, mental powers, and heritage benefits.
  • Warforged Racial Traits: Outlines the Warforged racial traits, highlighting their immunities, strength bonuses, and living construct subtype advantages.

Pathfinder-Eberron Races

CHANGELING RACIAL TRAITS


Changelings gain a +2 bonus to Charisma.
Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.
Medium: As Medium creatures, changelings have no special bonuses or penalties
due to their size.
Changeling base land speed is 30 feet.
+2 racial bonus on saving throws against sleep and charm effects: Changelings have
slippery minds.
+2 racial bonus on Bluff, Intimidate, and Sense Motive checks: Changelings are
inherently skilled in deception and intimidation, and though they cannot actually
detect thoughts as doppelgangers can, they can intuitively read body language and
attitude with
surprising accuracy.
Natural Linguist: Changelings add Speak Language to their list of class skills for
any class they adopt.
Minor Change Shape (Su): Changelings have the super natural ability to alter their
appearance as though using a disguise self spell that affects their bodies but not their
possessions. This ability is not an illusory effect, but a minor physical alteration of a
changelings facial features, skin color and texture, and size, within the limits
described for the spell. A changeling can use this ability at will, and the alteration
lasts until she changes shape again. A changeling reverts to her natural form when
killed. A true seeing spell reveals her natural form. When using this ability to create a
disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using
this ability is a full-round action.
Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Giant,
Gnome, Halfling, and Terran.

KALASHTAR RACIAL TRAITS


Kalashtar gain a +2 bonus to any mental attribute of their choice.
Medium: As Medium creatures, kalashtar have no special bonuses or penalties due
to their size.
+2 racial bonus on saving throws against mind affecting spells and abilities, and
possession: The kalashtars dual spirits help them resist spells that target their minds.
+2 racial bonus on Bluff, Diplomacy, and Intimidate checks: Kalashtar are masters
of social interaction, influencing others through their commanding presence and
subtle psychic powers.
+2 racial bonus on Disguise checks made to impersonate a human: Kalashtar have a
close physical resemblance to humans.
Kalashtar sleep but they do not dream. As such, they have immunity to the dream
and nightmare spells, as well as any other effect that relies on the targets ability to
dream.
Naturally Psionic: Kalashtar gain 1 extra power point per character level, regardless
of whether they choose a psionic class.
Psi-Like Abilities: Mindlink (1/day). This ability is like the power manifested by a
wilder of 1/2 the kalashtars Hit Dice (minimum 1st level). If you are not using the
Expanded Psionics
Handbook in your game, use this description of the mindlink power:

You forge a telepathic bond with another creature within 30 feet, which must have an
Intelligence score of 3 or higher. The bond can be established only with a willing
subject, who therefore receives no saving throw and gains no benefit from spell
resistance. You can communicate telepathically through the bond even if you do not
share a common language. No special power or influence is established as a result of
the bond. Once the bond is formed, it works over any distance (although not from one
plane to another), but only lasts for 1 round per character level. This is a mindaffecting ability.
If you are using the Expanded Psionics Handbook in your game, you may treat the
racial Mindlink power is treated as a psionic power, and costs power points to
manifest (kalashtar have one power point per character level as a racial bonus) at a
level of up to half the character level, and may be augmented. If the kalashtar has
levels in a psionic class they may treat the Mindlink power instead as a bonus power
of that class, whichever yields the better result.
Automatic Languages: Common and Quor. Bonus Languages: Draconic and
Riedran.

SHIFTER RACIAL TRAITS


Shapechanger Subtype: Shifters are humanoids with the shapechanger subtype.
+2 Dexterity, 2 Intelligence: Shifters are lithe and agile, but their fundamental
bestial nature detracts from their reasoning ability.
Medium: As Medium creatures, shifters have no special bonuses or penalties due to
their size.
Shifter base land speed is 30 feet.
Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of
physical power. Once per day, a shifter can enter a state that is superficially similar to
a barbarians rage. Each shifter has one of six shifter traitscharacteristics that
manifest themselves when a character is shifting. Each shifter trait provides a +2
bonus to one of the characters 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 shifters Con modifier. (If a shifter trait or other effect increases the
characters Con modifier, use the newly improved modifier.) A shifter can take feats
to improve this ability. These shifter feats are described in Chapter 3: Heroic
Characteristics. Every shifter feat a character takes in creases the duration of shifting
by 1 round. For every two shifter feats a character takes, the number of times per day
she can tap into the ability increases by one. So, a character with two shifter feats can
shift two times per day (instead of the usual one), and each use of the ability lasts for
a number of rounds equal to 5 (instead of 3) + the shifters Con modifier. Shifting,
though related to and developed from
lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw
attacks, and a shifter cant be curedshifting is a natural ability for the race.
Low-Light Vision: Shifters can see twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor illumination. They retain the ability to
distinguish color and detail under these conditions.
+2 racial bonus on Acrobatics and Climb checks: A shifters animalistic heritage
enhances many of her physical skills.
Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling, and
Sylvan.

WARFORGED RACIAL TRAITS


Living Construct Subtype (Ex): Warforged are constructs with the living construct
subtype. A living construct is a created being given sentience and free will through
powerful and complex creation enchantments.
Warforged are living constructs that combine aspects of both constructs and living
creatures, as detailed below.
Features: As a living construct, a warforged has the following features.
A warforged derives its Hit Dice, base attack bonus progression, saving throws, and
skill points from the class it selects.
Traits: A warforged possesses the following traits.
Unlike other constructs, a warforged has a Constitution score.
Unlike other constructs, a warforged does not have low-light vision or darkvision.
Unlike other constructs, a warforged is not immune to mind-affecting spells and
abilities.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion,
effects that cause the sickened condition, and energy drain.
A warforged cannot heal damage naturally.
Unlike other constructs, warforged are subject to critical hits, nonlethal damage,
stunning, ability damage, ability drain, and death effects or necromancy effects.
As living constructs, warforged can be affected by spells that target living creatures
as well as by those that target constructs. Damage dealt to a warforged can be healed
by a cure light wounds spell or a repair light damage spell, for example, and a
warforged is vulnerable to disable construct and harm. However, spells from the
healing subschool and supernatural abilities that cure hit point damage or ability
damage provide only half their normal effect to a warforged.
The unusual physical construction of warforged makes them vulnerable to certain
spells and effects that normally dont affect living creatures.
A warforged takes damage from heat metal and chill metal as if he were wearing
metal armor. Likewise, a warforged is affected by repel metal or stone as if he were
wearing metal armor. A warforged is repelled by repel wood. The iron in the body of
a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of
damage from the spell (Reflex half; save DC 14 + casters ability modifier). A
warforged takes the same damage from a rust monsters touch (Refl ex DC 17 half).
Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects
only, and thus cannot be used on the stone and wood parts of
a warforged.
A warforged responds slightly differently from other living creatures when reduced
to 0 hit points.
A warforged with 0 hit points is disabled, just like a living creature. He can only take
a single move action or standard action in each round, but strenuous activity does not
risk further injury. When his hit points are less than 0 and greater than 10, a
warforged is inert. He is unconscious and helpless, and he cannot perform any actions.
However, an inert warforged does not lose additional hit points unless more damage is
dealt to him, as with a living creature that is stable.
As a living construct, a warforged can be raised or resurrected.
A warforged does not need to eat, sleep, or breathe, but he can still benefi t from
the effects of consumable spells and magic items such as heroes feast and potions.
Although living constructs do not need to sleep, a warforged wizard must rest for 8
hours before preparing spells.

+2 Strength, +2 Constitution, 2 Wisdom, 2 Charisma: Warforged are resilient and


powerful, but their difficulty in relating to other creatures makes them seem aloof or
even hostile.
Medium: As Medium constructs, warforged have no special bonuses or penalties
due to their size.
Warforged base land speed is 30 feet.
Composite Plating: The plating used to build a warforged provides a +2 armor
bonus. This plating is not natural armor and does not stack with other effects that give
an armor bonus (other than natural armor). This composite plating occupies the same
space on the body as a suit of armor or a robe, and thus a warforged cannot wear
armor or magic robes. Warforged can be enchanted just as armor can be. The
character must be present for the entire time it takes to enchant him. Composite
plating also provides a warforged with a 5% arcane spell failure chance, similar to the
penalty for wearing light armor. Any class ability that allows a warforged to ignore
the arcane spell failure chance for light armor lets him ignore this penalty as well.
Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged,
there is a 25% chance that the critical hit or sneak attack is negated and damage is
instead rolled normally.
A warforged has a natural weapon in the form of a slam attack that deals 1d4 points
of damage.
Automatic Languages: Common. Bonus Languages: None.

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