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DRAGON’ CONTENTS
ON THE COVER
GAME ROOM
6 Wyrm's Turn
Matt gives us 2 glimpse into the
joy of playing exotic races.
Scale Mail
Buzz about the upcoming Dasx
‘SUN issue, as well as prai
for issue #315,
Up On a Soapbox
Clever orcs, an outsmarted
image, a rain of fireballs—need
say more?
FEATURES
16 Countdown to Eberron
An introduction to one of
Esemnon’s new
Iycanthrope-tike shifter
22 Xenophilia
Hug a tree, wreak fey-ish havoc,
get rock-hard abs, and find out
who that masked lizardman is
with these four new PC races.
30. Urban Druids
You got your druid in my city
You got your city in my druid.
Two conflicting ideas come
together at lstFEATURES CONTINUED. 80
38 Truenames and Fetishes
Know thy name, know thy
power. 84
Power Components
Never pay for spells or magic
items again 88
Body of Knowledge
Three prestige classes that
really let you put your back
(among other parts) into it
Magic’s High Note
Mystical musical machines make
your bard a maestro of mayhem.
62. Beasts of the Sun
Six new nightmarish monsters
from Central American myth.
68
‘Toke up the reins with
Furyondy’s ranger knights
70 Silicon Sorcery
‘DExD Heroes reverse engineered
for your game,
‘76 Battleguard of Tempus
The consumate warrior-cleric
of Faerdn's god of battle.
¢
Ranger Knight of Furyondy v R
Issue #317 » March 2004 Vol. XXViil - Number 10
EXOTIC HEROES
Faiths of Faerdn
‘Alook at the faith of the Red
Knight, Lady of Strategy.
Under Command
Making the most of summon-
ers in skirmishes and D&D.
Expanded Psionics
Preview #3
‘New psionic powers and ways
to use them.
‘WIZARDS’ WORKSHOP
92 The Play's the Thing
No warriors? No problem! How to
have an effective party withour
Fighters or rogues.
96 Dungeoncraft
Give your players something to do
in those vast stretches of land
between dungeons.
100 Sage Advice
‘The Soge gives solid answers
about incorporeal creatures and
tower shields.
104 Advertiser Index
comics
8, 12 Zogonia
13. Dork Tower
M1 NodwickEee
ete
pore
Pee ar
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Pre
ws Se
Reed
iver maraereees
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os aes
6 March 2004
WYRM'S TURN
FROM THE EDITOR
PLAYING DIFFERENT PCS
haughty elf the stalwart fighter, the greedy rogue, the holier-than-thou paladin
te list goes on and on. There are even clichés for more exotic heroes: the
mysterious drow. the adage-quoting monk. the rage-filed half-ore. These kinds of
characters can make for great games. You know how to roleplay them, and others
know how to interact with them. Your character's essence is recognizable, and the
other players bring a clear understanding of the archetype that you can use as a
contrast fo your character's identity
Yet roleplaying these characters, using the same standard abilities, and pullng
up to the fable to play yet another version of a character you or your friends
have played a dozen times before can become tiresome. Sometimes, you need 10
play something unique, something with more pizzazz. You need to play something
truly exoric.
na new campaign run by Christopher Perkins (former editor of Ouvacow and
now a design manager for Wizards of the Coast) everyone is playing a wildly
‘exotic character. As usual, Chris went overboard designing the wor'd, and
somewhere in the 100-page-or-so reference document he gave us, he presented
several new races for the Underdark setting where we'd start our adventures. AS
a resul, the party currently consists of a dragon-warped Kobold wih dire bat
‘wings grafted to his back, an insane albino drow, a construct with the soul of a
dwarf, @ bugbear, and two cyclopean rock beings that can turn themselves into
puddles of goo. say “currently” because Mat Smith keeps getting his kobold taken
Cut in the first round of combat, and pretty soon hel fal all his stabilization
checks and have to. make a new PC.
‘We're al stil exploring our characters’ portrayals and personalities, Without the
clichés to fall back on, we're earning about our PCs as we go. | play Crown, a
member of a construct-like race that Chris created, and during the first session, |
learned something important about my character: Crown doesn't breathe. This was
hhandy when Crown got grabbed by a giant snake and pulled underwater. While
fatal to most it-level PCs, for Crown the encounter was merely a nuisance. Taking
that lesson to heart, | sed it several sessions later during a massive bale at @
fortress in the middle of a lake, Crown walked underwater to the main fot,
intending to clmb the side and attack the lead villain, The villain noticed Crown
and actually winched the construct up, no doubt eager for a more formidable
‘opponent (he'd just knocked out Ma's kobokd-in the first round, of course). When
Grown reached the top, my construct character took its readied action and
_grappled the foe. Then Crown fell hackward-into the lake. A mere 14 rounds later,
the vilain was drowned and Crown was none the worse for wear. It was a ghastly
way to beat the bad guy, but Crown is lawful neutral and a construct to bot.
I started play with the idea that Crown might be something lke Data from Star
“Trex, but as play progresses is becoming clear that my character is closer to
Maximilian from The Black Hole. Yet, despite crazy characters and a world that’s
wildly diferent from the standard campaign, the game stil fels lke DEXD. in fact,
it feels tke DOID at its best
With this issue, we're presenting some of the more exotic articles we've
received to give you cool tools to make your games and characters as unique a5
you lik. | hope you find them as interesting as we did and that they help bring the
best out of your games. ©
I 's fun to play a cliché, and DB1D has a lot of clichés. The gruff dwarf, the
Matthew Sernett
Editor-in-ChiefZGGGNIA
LET ME GET THIS STRAIGHT.
YOURE Gouna TIME ME
FIGKING H's PADLOCK. ANO
Ie 2m SLOWER THAN THIS
Curr wins,
rm our?
WHEEE!! x WoN It!
ow US's TIME How Fast
CAN DELveR A COUP
DE GRACE WITH THIS
AGED PIECE OF METALS
8 March 2004
SCALE MAIL
READERS TALK BACK
ISSUE #315, DARK SUN, AND CIRCUSES
HAIL THE RISE OF DARK SUN
I received my copy of issue #315 and
‘could not be more pleased with all the
ddfferent campaign settings represented
in one form or another. I've always had
a soft spot for both RavENtorT and Dark
‘SUN, and seeing the great color map oF
Castle Ravenloft, 3 well as the awesome
picture of a defiler in action for Dank
‘SUN, made me want to see more!
Since RaviNtor is already being con-
tinued with Dao supplements by another
publisher, I would really ike to see more
Cf Dark Sun, which | believe stil has a
great following among gamers. | cant
wait for any addtional articles that
would grace the pages of DaAcow and
‘Dunokow magazines
One of the coolest things would be to
see Wizards bring out a line of minia-
tures of half-gants, mul, thr-kreen, and
0 on. That would allow us fo create the
‘arena-type battles that are famous on
the world of Athas! Okay, enough
dreaming: time 10 get back to running
my next Da8k SUN session
‘Thanks for a great issue that took me
down memory lane.
Kosta Kalogeropoulos
Tampa, FL
Thanks, Kosta, We're glad you Iked the
issue. A thei-kreen miniature appears in
‘the Harbinger ser, and since the half-
lant is detailed in the upcoming
Expanded Psionics Handbook, @ half-
giant mini might also be on its way.
‘Check out DRAGON for Future sneak
‘peeks of the miniatures sers yer fo
Matthew Sernett
Editor-in-Chief
YOU'RE NOT ALONE
This message isto let you know that
‘Dracow #315 isthe best issue that | have
seen! | really enjoyed reading about the
campaign serings. | am a huge Dares Sus
fan, and I iked the article about defers.
Tm realy looking forward to seeing Darx
sve For cae
SUN 3.5 in your May issue. Treating the
nations of KARA-TuR like the Rokogan
clans was a great idea | much prefer
KanacTun to Rokogan, and ths gives me
‘ideas for a great Oriental Adventures
‘campaign. | also appreciated seeing the
background of how all those campaign
settings were created. It was very inter
esting to read, have played or run
games in most of those settings, and i's
good to see that they aren't forgotten
Keep up the great work, and if you have
to put some Das SUN material nto the
magazine every once in 2 while, | know
at least one DM (and a group of players)
that would not mind at all!
Paul Zellem
Florence, SC
| share your love ofthe campaign ser-
tings of yesteryear, Pau. It was the reo:
son | proposed the Issues theme to
esse Decker when he when he was
Editor-in-Chief. I've played in nearly all
the settings presented in that issue, and 1
have products on my bookshelves from
ai but two. (Alas, Blackmoor and Taledes
‘evade my grasp.)
1 hope you're looking forward to the
release of the EsenRon Campaign Setting
as much as | am. it seems preity exoric
and new, yet not so far from standard
DEAD that it will lose the majority of the
DOD audience. ve seen a litle more
about the campaign than were revealing
to readers right now, and the more {
ee, the more interested I become. Then
«again, fm a sucker for campaign settings.
Marthew Sernert
CHRISTMAS IN MAY?
Iam a long time reader and a more
recent subscriber, but | have never
written in or given any feedback prior
to ths. | wanted fo say how much |
enjoyed issue #315, As a long time
Player of DUNGEONS t DRAGONS, I have
dabbled in just about all of the published
‘worlds, and it was great 10 see the arti-
cles that were written for them.
1 am especialy excited about theprospects of the upcoming Dark Suv think it would be one thar would be
crossover between Deacon and Dun- greatly enjoyed by fans of Deacon mag-
‘azo, and | await this with the anricipa- azine everywhere.
tion of a child at Christmas. This has Shane O'Connor
truly been a long time coming, Lexington, KY
Hopefully, this trend will continue in
the future, and other readers and poten- Thanks for the compliments, Shane. We
tial subscribers will react with the same enjoyed purring rhar sue rogerher.
level of excitement that | have. The DRAGON Annual was a great idea
Matt MacGregor for subscribers and newsstand buyers,
‘Address withheld bur it was a terrible burden for the mag’
azine staff. The Annuals production hap-
DrAcon will continue fo give irregular pened near the holidays at the end of
NOR G LU ‘coverage to the various campaign set- the year, when absences due to ilhess
ENN ore} tings currenily produced by Wizards of and well-deserved vacations always
the Coast. They have lange followings occurred. This made the already difficult
Ao among DOrD players, and we want to process of gering an issue published
Rel opeal ‘support play for those readers. during that peri a nightmare by giving
Due to the posiive Feedback we've us two issues to do at ence. I survived
received about issue 4315, well also be through one such nightmare during my
PUR ROEU Rem considering articles that support the first year withthe magazine, and lin not
Rearhiy Wizards of the Coast serngs that are going fo lead the staff down thar path of
Iie ro longer being produced. f you're peril and madness. [shudder]
interested in writing such an article for On the other hand, Paizo is currently
Daacon, keep in mind that we will only investigating the possibiliy of puring
3 ‘accept articles that consis largely of together compilation products, and I
"cet ches material thar is easily portable to other know that campaign seri mareral has
Lire campaigns and to homebrew worlds. been an option on the rable. IF you're
" = Check out our writer's guidelines at interested in seeing products Ike thar,
yen arty www:palzo.com, and email your query fo send an email to scalemail@ paizo.com,
joneapaizo.com, and well consider your pur
Kepah ltln ott! oe Matthew Sernett Matthew Sernett
eee
THE GHOST OF GREYHAWK VS.
CHRISTMASES PAST FORGOTTEN REALMS
Thark you for sue #216] AS a gamer Issue #915 was a grea issue wih very
Ren ee ‘who jumped into DBtD with znd edition, cool features. They captured the
reper I've missed the discontinued campaigns essence of the old marerial without
es greatly. Seeing new content for them requiring intimate knowledge of the set=
vous tfer ao long was a realy. can tgs in question, and they gave you 8
aes remember the ost tine ve acted craving for more. The great thing abou
an ssue of Deaca'so much. | was run- these ares is how medular the options
ning to the mailbox for days before | they presented were. I'l definitely be
finally received my copy. | greatly look dropping the sha'ir, the defiler, and red
forward tothe future Ssues that wll” Sea info GRe Mu
canta the DA Sin set andthe Theenly part that bothered me was
Oriental Adventures are the articles on setings that ar already
Tstrangy urge you to print more _seetng heavy suport. There's a
Airtel intel heed campaign setings | Fonorrey Raa rile every month
are know you're reluctant to flood the maga- and DRAGONLANCE and RAVENLOFT have.
ie zn vith content maant for specie. active product Ines | wouldve Ike to
io wert (and with good reason and think ave seen the ful Gat regional
the answer fo tha sin two words: feats aril ora Smeen aren
AeA RRRI | Deacon Arua! If you resurrected the ther place el ove toate sus lke this
TAMER | Arnuaissc, 1 would be the perfect more regularly, and fm defintely looking
ice baretg ti place for an isu fly devoted tothe forward othe upcoming Das Suv
{1d and edion campaign words! Al he crossover sues
more so ance that was the orga focus MK. Argent
ofthe Annual back when Draw was Address wild
being published by TSR and Wizards of
the Coast, Please consider this idea. The purpose of issue #315 was Yo pres-
rab erp el bverpomne pzomo al as soe, Sbscrbe one aps com and save Frenne serv omer
eee
as
10 March 2004cent an homage 1o all the campaign ser
tings that Wizards of the Coast and TSR
produced, not merely 10 give support
for sentngs no longer in production. it
shouldn't surprise anyone that there
were so many that we couldn’ get arti-
cles for all of them or fir therm alin the
‘magazine. We lined up authors for
Srauweeser and Counce oF Wass, but
the articles simply didnt materialize in
time for inclusion in the issue. The rest
of the Gnevnawx feats will pear in
Issue #399, though
Matthew Sernert
BRING IN THE CLOWNS.
loved “Campaign Components:
‘Swashbucklers” from issue #301. The
artwork and variations on character
concepts were awesome! Looking back
on that issue and watching Pirates of the
Caribbean a few hundred times since
purchasing it has made my D&1D blood
boil for an adventure on the high seas.
Why haven't you done a few more ari-
cles similar to that one? | know you did
‘one on gladiators and one on knights,
but they both paled in comparison to the
thoroughness of the swashbuckler art
cle. Could you bring back more articles
CAPTION CONTEST
Po eee
berptomepasscom ofa 3).
lke ths in furure issues? I would love
10 see a “Campaign Components:
Traveling Circus”
Jason Webb
Fontana, CA
hope you liked “Campaign Components
Spies” in the last issue. “Campaign
Components” isan irregular fearure in
e magazine, much hke “Arcane Lore’
(an article of spells) or "Bazaar of the
Bizarre” (an article of mé
fim not sure how much potential the
concept of a traveing circus has for
Inclusion in mast DBD games. The
"Campaign Components” articles are
designed so that you can base an entire
campaign around the idea or simply
cherry pick ideas for an ongoing game.
Tm trying 10 imagine how the circus
concept would work like that, and all my
ideas alternare from the ridiculously
‘humorous to the indescribably horrific.
Matthew Sernett ©
gic items).
Eee ee td
oe
Licenced
By Richard Pett
corre
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168
esc artes
yee
od te ckoon keen Ne
wwwpaizocom/dragon 1ZOGGNIA
START PACKING! T HAVE
Locke aN ADVENTURE
For THe
UP ON A SOAPBOX
BARRAGE BALLOON?
THE END OF MURLYND’S MAYHEM
sa clever player, Don Kaye soon
had his character, Murlynd,
tricked out quite well for a low-
level adventurer. By dint of various
sorts of adventuring, said magic-user
had acquired a wand of fireballs and
then a cherished pair of boots of
levitarion. With such accoutrements,
Don thought to gain yet more magical
objects for his PC, so that Muriynd
could ride roughshod over the
adversaries encountered and become
lord of all he surveyed. Of course, the
motivation for that was not mere
power-gaming, Don and | being
boyhood friends, it was more 3 matter
of honor, as with all our previous
Contests that took place prior to the
advent of the DExD game. Don was
bent on besting my efforts ro have the
‘most potent mage in play. He was
playing against both me as
‘Mordenkainen and me as one of the
regular DMs, Having engaged in such
contests with him since boyhood, there
‘was no cheating against Murlynd, but
ro breaks either.
In the first outdoor encounter after
‘Murynd had acquired his uplifting
footwear, | was not as well prepared 95,
| might have been. Up soared the mage,
down rained fireballs, and there went
my NPCs and most of their orc
minions. Time to take a page from
history, thought L When next the
daring spellcaster lofted upward, things
went Somewhat differently
‘Soon thereafter, Murlynd and his
comrades Robilar, Terk, and Tenser,
‘came upon the main force of the orcs,
‘now without human leaders but
forewarned by survivors of the earlier
encounter. Upon sighting their camp,
the “rain of fire” tactic was brought
into play once again
‘As Murlynd floated majestically aloft,
bt before he could get to a high
altitude, orc cries of "Barrage balloon!”
resounded, and flights of bolts and
arrows sped skyward. His companions
by Gary Gygax
could not resist laughing at the orcs’
reaction fo the menace of the levitating
attacker. Even as a firebal struck them,
the humanoids were countering
effectively. Murlynd was an easy
target, and several shafts struck home.
Down he came as quickly as possible,
arrows and quarrels streaking every
which way around hit.
In due course, the PCs managed to
defeat the many orcs, but it was a hard
fight, and not a turkey shoot using
fireballs from a height out of range of
any counterattack, Don actually
attempted to have Murlynd levitate
above the ores a second time, with
more warning shouts of “Barrage
balloon going up,” and Murlynd
returning to terra firma more quickly
than before, a single arrow hit
sufficient to discourage him.
If there is a true moral to this litle
anecdote, | suppose itis not fo attempt
Using a questionable tactic twice,
especially when the DM is someone
with whom you are usually in some
friendly contests: one with whom a
rivalry has been actively pursued for a
long, long time. Presenting a challenge
as large as a dirigible just can't be
ignored, no matter how disinterested @
Dungeon Master might otherwise be. it
is worth adding that Muriynd was
holding his own against his rival
Morderkainen in the contest 10 be the
most potent magic-user, for the lesson
‘was not lost on the Good Mr. Kaye, and
‘a mere whisper of “barrage balloon”
‘was sufficient to dissuade Murlynd
From taking undue risks, ©
{lntoeraaresoparacam Teen Do Sr
12. March 2004
rb
im enrseproceé he magus yb ened rca gh Al ersWHAT'S WRONG,
MATT?
\ DON'T
THINK PEOPLE
REALIZE HOW HARD
ITAS TO. be DATING
ANB
YOUR HOBBIES,
SIGH. MY GIRLFRIEND
ES GAMING.
porsn't Get tine 6,
ARNE ERARBE a
EDESBIBES GAMING!
THAT MAY BE, BUT
PROBLEMS TOO.
nm
HOW SO?
YOUR
GIRLFRIEND
HATE GAMING!
WORSE
‘THAN THAT.
©2004 SHETLAND PRODUCTIONS
[email protected] —WWW.DORKTOWER.COM16 March 2004
by Mat Smith -iustrated by Dana Knutson, Steve Prescott, and Mark Tedin
races populate the expansive world of Eaexion. Many are famil-
lar, while others are unique to the setting. Regardless, each race has
its own look, its own feel, and its own place in the world. Most impor-
tantly, each race has its share of heroes ready for the pulp-noir
action, adventure, and intrigue that await them in every corner of the cinematically
‘exciting Esenron Campaign Serting.
FAMILIAR BUT DIFFERENT
IF you explore any fantasy realm in any DEAD game, you can expect to encounter
elves, dwarves, gnomes, half-eives, halflings, and haif-orcs, along with an assort-
ment of humans. in that respect, the Eacaow Campaign Setting is no different from
any other. AS you travel across the various continents of ESeRRON, you'll eventually
encounter each of those standard races. Yer in the Escesow Campaign Serring, ll of
these familiar character races have their own flavor and styletheir own place in
the world. i's how and where each of those familiar character races fits into the
tmagic-filed world of EseRRoN that gives them, and the world around them, a “feel”
that’s distint to the setting.
One of the truly unique things about the standard character races in the EBceRON
Campaign Setting are the dragonmarks they carry. Unique, arcane sigils that mani
fest on certain members of a particular dynastic family, dragonmarks grant magical
abilities that provide both power and influence.
Humans
Like in many DOID worlds, humans are the most common character race in ESeRRON.
‘They are also the race that has most recently (ina historical sense) come to civi
lization. The first human settlers sailed from their continent of Sarlona, arriving, in
the region of Khorvaire now known as the Lhazaar Principalities. Humans slowly
spread across the entire continent of Khorvaire, encroaching upon both elven
empires and goblin kingdoms alike,Dwarves
Expanding upon their traditional roles
a8 miners and smiths, the dwarves of
Esenaow have used their control of pre-
‘cious metals and skis atthe forge to
become the most influential bankers
and merchants in Khorvaire. A loose-
knit confederation of dwarven clans
living in the mountainous region of
eastern Khorvaire form the backbone
of the dwarven homeland known as the
Mror Holds.
Elves
‘Whether from the rainforest island-con-
tinent of Aerenal, or from the human-
influenced nation of Valenar, the elves
(of EseRRON have distinct cultures. The
‘Aerenal are a traditional people closely
tied to their ancestral heritage, so much
‘so that their ancestors continue to live
among them as an undead link to
ancient times. The horse-riding nomads
of Valenar are a savage but sophis
cated race of elves who have special
tiesto their mounts. Many other elves
have chosen to emigrate to the assorted
nations across the continent, taking, up
residence and integrating with the
human-dominated civilizations.
Gnomes
Meticulous and curious, the gnomes of
Exeron are possessed by a dire thirst
for knowledge. As prolific, passionate
gatherers of information, gnomes ore
extremely well suited to occupations as
librarians and accountants, and take up
more adventurous roles as bards and
arificers. The gnome homeland of
2itargo is known for its great libraries,
schools of learning, and grand shipyards
in which they construct vessels pow-
ered by magically bound elementals.
Half-Elves
Hal-elves in the Exennow Campaign
Setting are a distinct race descended
from both human and elven ancestors.
While some exhibit the boldness of
elves, others are able to comfortably
blend in with human society. The soci
ety of the Aerenal and its fascination
with death draws some half-lves to
become accomplished necromancers,
while others go to Valenar, choosing to
help establish and expand the new
‘elven nation.
Half-Ores
‘The humans and orcs of Khorvaire
have never lived in close proximity to
‘ne another, which makes half-orcs
somewhat rare in EseRRoN. However in
regions such a8 the Shadow Marches
and the western parts of the Eldeen
Reaches and Droaam, half-ores are
‘more common. Despite their size and
strength, half-orcs often look almost
human and are just 2s civilized as the
humans of any given region. While
half-ores don't have a homeland of
their own, they can be found in both
core and human communities, even
thriving within the larger towns and
cities of Khorvaire.
"Alter the designers frsh their work on 3
bck, a three-person development eam
spends tm reviewing the new game ee-
‘ments, comparing the book's goals withthe
scr design. and adeesing any isues that
‘come up in ths process.
"During the development process of
‘Een, our goal forthe ster was to make
‘sure that players were excited about using
and improving thei sting abit. There
were great ideas bul into the race already,
So we ust wanted Yo emphasize what was
already there The first thing we did was 10
mat shiting a free action, encouraging its
use in combat. From thee, the mechanics of
‘he siting abiry began 10 lok 2 ot ihe the
rmechonss forthe barbara’ rage aby. To
fferentote berween the two, and 10 alow
the siting abit 1 improve as the charac
Jer increased in evel, we came up withthe
dea that every shifting eat would abo
‘extend the duration ofthe character's shit-
ing ably 2 wel es improve the shiting
ower in some other way. This encourages
‘layers who bull thelr charactrs around
the hing aity 1o foces more and more
sources oni they go up in level and
makes a shifer rogue or Fighter cifferent
from a human rogue or Fier in a realy
Investing way. You can see how this
mechanic works nthe example Fats pro-
ied in the article”
dese Decker
Halflings
The expansive Talenta Plains are the
homeland of ESeRRON’s cultured,
nomadic race of halflings. Possessed of
sharp wits and glib tongues, the
halflings of EoeRton have: also taken up
residence in virtually every city of
Khorvaire. Whether riding domesticated
dinosaurs across the vast pains or
making 2 place in the most cosmopol-
tan cities of the continent, these
diminutive people are well established
as merchants, politicians, baristers,
healers, and criminals
wwwpaizo.comidragon 17Because shifters aren’ specially Hed 10 any singe animal type, each
‘odivual may marfest best characteristics of ay ofa variety of
predatory creatures. The choice of lyeathrope characteristics
‘Armored, Ser, Cimber, Render, Runner, or Tracker) provides 9 payer
the lexi fo create ary sort of anmal-themed shifter desired. For
‘example 9 shfler descended from a ycamhropic cheetah might splay
the Runner characteristic while a ft witha grizzly bear heritage
could exhib the Ber or Tracker characteristic. A wide array of shifer
feats offers adaional options to futher explore the feral rate of the
‘ter. By reinforcing 2 parcular sestheic or extending the general
‘east-ike qualities inherent in the race. each shifter you encounter can
be # completely different animal
‘SHIFTER DEFENSE
[SHIFTER]
‘By devng nto your shifter her-
lage, you develop the bry ro
ignore a ite damage from nearly
every attack,
Prerequisites: Sher, wo
‘other ster feats.
Beneft: When shed, you
hhave damage reduction 2/stver
EXTRA LYCANTHROPE
HEALING FACTOR CHARACTERISTIC
(SHIFTER [SHIFTER]
‘When sing ends, you heat |. When shfing, you can manifest
Aired aroun of damage. ‘one addtional Iycanthrope aby
Prerequbites: Shier, Prerequisites: Shier, wo
Constitution 3, ‘other shifter fats,
Benefi: When a period of Benefit Selecta second fyean-
shiting ends, you mmesiaely | thrope characterise from the Ist
hea a number of fit points equal | in the hier race description,
to your character love. The heal- | You manifest all ofthe benefits of
ing factor dowsit ick nif you | the second characteristic except
{eo tpn) prior tothe | forthe temporary bonus 1 your
end of the shfing. abity score.
GREAT REND [SHIFTER]
‘You know how 10 hit where i
thurs with your claws.
Prerequisites: Sher the
Render characters, o4 base
tack bonus.
Benefit: if you hit with both of
your claw attack in round, you
‘eal adtonal pons of damage
cua 0 dg +2 of your
Strength modifier, rounded down
18 March 2004
NEW RACES.
In addition tothe seven standard races from the Player's
‘Handbook, Esc is also home to a handful of character races
‘unique to the setting. These new races exhibit powers and abil
ties that are right at home in the Eaennow Campaign Setting, but
they could also easily fit into any other DBD game.
Changelings
A race evolved from the mixing of humans and doppel-
angers, changelings possess a limited ability to alter their
‘appearances at will This subtle shapeshifting ability allows
changelings to easily create highly effective disguises, mak-
ing them ideal spies and criminals. While not every
cchangeling lives a clandestine life, most seek to avoid direct
confrontations, preferring stealthy attacks and swift
retreats. Their ability to adopt nearly any guise, coupled
with a natural aptitude for learning languages and an inher-
cent talent for interpersonal ski (such as Bluff, intimidate,
nd Sense Motive, allow changelings to blend easly into
virtually any society. Changelings have no homeland to call
their own, and most commonly live among humans and the
‘other races in the larger cities of Khorvaire.
The Kalashtar
‘An elegant and beautiful race, the kalashtar are created
through the merging of humans and psychically projected
entities from the alien plane of Dal Quor. Possessing keen
intellects and a desire to perfect their minds and spirits, the
kealashtar often seek to develop their natural psionic abilities.
While the kalashtar population is relatively small, even in
their homeland of Adar, they can still be found in the largest
human cities. Natural-born diplomats, the kalashtar are able
to get along well with members of all races across EBERRON,
particularly the humans which they so closely resemble.
Shifters
Descended from individuals born from unions between
humans and lycamthropes, the third character race unique to
the Escrnow Campaign Seng is able to manifest bestial
characteristics for short periods of time. Details of the
shifters are below.
Shifter Racial Description
‘Shifters, sometimes called “the weretouched,” are descended
from humans and natural lycanthropes. Shifters cannot fully
‘change shape, but can take on animalistic features—a state
they call shifting. Although descended from humans and the
lycanthropes that are now nearly extinet on Khorvaire,
shifters are a unique species that breeds true. They have a
distinct culture with its own traditions and identity.Personality: Shifters’ personalities
tend to be influenced by their animal
natures. Many are boorish and crude,
while others are quiet, shifty, and soli-
tary. Just as most lycanthropes are
carnivores, shifters have a predatory
personality and think of most activities
in terms of hunting and prey. They
View life as 9 challenge to survive,
striving to be self-reliant, adaptable,
and resourceful.
Physical Description: Shifters are
basically humanoid in shape, but their
bodies are exceptionally lithe, They
offen move in a crouched posture,
springing and leaping as their compan-
fons walk, Their faces have a bestial
cast, with wide, flat noses, large eyes
and heavy eyebrows, pointed ears,
and long sideburns (in both sexes).
Their forearms and lower legs grow
Yong hair, and the hair of their heads
is thick and generally worn long.
Relations: Many races feel uncom-
fortable around shifters, the way they
feel around any large predator. OF
‘course, some individuals grow to love
individual shifters despite the natural
aversion, and halflings in general get
along well with them. For their part,
shifters are used to distrust and gen-
erally don't expect better treatment
from members of the other races,
although some shifters will try to earn
respect and companionship through
acts and deeds.
‘Alignment: Shifters are usually
neutral, viewing the struggle to survive
{as more important than moral
‘or ethical concerns about how survival
is maintained.
Shifter Lands: Shifters have no
lands of their own. Being descended
from human stock, they generally live
in human lands. Unlike changelings,
however, shifters often live in rural
areas away from the crowded spaces
of the cities. They are most commonly
‘encountered in the Eldeen Reaches and
‘other remote areas that can be found
in all of the nations. Many shifters earn
thelr way as trappers, hunters, fishers,
trackers, guides, and military scouts,
Dragonmarks: The fact that none of
the dragonmarked houses includes
shifters cements theit place outside the
mainstream of society.
Religion: Most shifters are inclined
toward the druidic religion of the
Eldeen Reaches, believing in the divinity
of the earth itself, the elements, and the
creatures of the earth. Many shifters
who do revere the Sovereign Host are
drawn toward Balinor and Bokdrei, while
‘others follow the Traveler.
Language: Shifters speak Common
‘and are not often inclined to learn
other languages.
‘Names: Shifters use the same names
as humans, often names that sound
rustic to city-dwellers.
‘Adventurers: Moving from the
rugged, self-reliant life of a
hunter to an adventuring lie
big step. Many shifters find them-
selves embarking on adventuring
‘careers after something happens to
disrupt their everyday routines—a
‘monstrous incursion into their villages
or forests, for example, oF a guide job
one sour,
Shifter Racial Traits
+. +2 Dexterity, -2Ineligence,-2
Charisma, Shifters are like and agi,
but their Fundamental bestial nature
detracts From both their reasoning and
their social interactions.
+ Medium: As Medium creatures,
shifters have no special bonuses oF
penalties due to ther size.
+ Shifter base speed is 30 feet.
+ Shifting: A shifter can tap into his
Iycanthropic heritage to gain short
bursts of physical power. Once per
day, a shifter can enter a state that is
superficially similar to barbarian rage.
He gains one lycanthrope characteris-
tic at st level that sets him apart ond
‘manifests when he is shifting and pro-
vides a +2 bonus to one of his physi-
‘cal ability scores (Strength, Dexterity.
‘or Constitution). The ability score
bboost is based on which lycanthrope.
characteristic is selected.
Shifting isa free action and lasts for 3
number of rounds equal o 3 + the
shifter's Constution modifier. A shifter
‘can take Feats to improve this ability.
‘These feats are identified os shifter feats
in Chapter 9: Heroic Characteristics.
Every shifter feat a character takes
increases the duration of shifting by t
round. Every two shifter feats a char-
‘ecter fakes increases the number of
times per day he can tap into the abil
ity by 1. So, a shifter character with
two shifter feats can shift two times
per day (instead of the usual one) and
the shifting lasts for a number of
rounds equal to 5 (instead of 3) + the
shifter’s Constitution modifier:
Shifting, although related 10 and
developed from lycanthropy, is neither
an affliction nor a curse. iis not
passed on by bite or claw attacks, and
a shifter can't be cured-shifting is a
wwewpaizo.com/dragon 19aan
"Mage 2 poweeul force the work f Es. thas
nen incorporated io czar bu ti ao a prt of
the natural worl. From he Begin, the goa wast
races ha reflected the infloence of map on evelion.
“Tve aways ben inrigued by the he of deppegager
enluaons. Doppelganger are eigen humana, but
peopl rarely slop orier wht ter cure might be
te However, some of the abies of he doppelganger
most ntb. deve hough at wi-can realy spd a
{pe when placed in the hands ofa payer character.
Changings were dered 0 hep the mystique of the
depelgnger wile ang down the powers ht can rely
rin a tory. Ful-loded doppegngers are til ou there,
bur changeings are more commen and more ely to
ebro the We ofthe adventure
"The aistar are an offshoot of anasher ree from he
rina ropont the inspired, ura possessd by out
Sider sp. The wopred xs on wo pares sion
casi, nd thar marred spr provide them with sonic
skies andthe power fo survive the death of he host
body This valine s wonderful for 3 vil, bu
Ihe the doppelganger’ tepthy. i's problematic for aPC
When he klar tured agains the more malevolent
Spe, they had 0 sever thar es wih thr home plane
ad permanently Bord wih thor humen hosts Ths creed
anew race, wih sre of the pore aptitude af the
inspied but without th earinmortaty of he payee
tyrants. The klar i the present dy are the descen-
dhs ofthe xg eel, and hey ae few mune
“They ar tl uted by the pred, ond a klar PC
rst dee wether she wile up ts ance bate
fi er own path na
“he sites appeared when he propos! was expanded
from 0 10 160 pages. saether way of exploring the
imps of mage on he word Whe hey were no pact of
the egal one page proposal hier re ane of my
favo ings aut Exo. Shiers are versal, ns
teneeen natural abies and her Feats, hare are many
‘wos fine-tune your shiter character fof yur parc~
dr characte concep. Asher monk can devo fetne
spend ard niger’ claws, whie a harbarn mig foes on
rine srengh or boar-tk ens. This ao provides a
Clear rlepiaying ook for your character: How is his bes
tal nore reflec mis persorty?
“Tach of thee three races brings someting new othe
werd and ads a new dmersion ro stores an adventures
Hopefuly youl enjoy using and interacting with her”
~Keth Baker
20 March 2004
natural ability for the race
Shifting abilities are considered to
be supernatural
Shifters select their unique
Iycanthrope characteristic from
the following list: Armored, Biter,
Climber, Render, Runner, or
Tracker, as described below.
‘Armored (Su): While shifted, the
shifter temporarily gains a +2
bonus to Constitution and mani
fests a natural armor bonus equal
to +2.
Biter (Sul: While shifted, the
shifter temporarily gains a +2 bonus
1 Strength and manifests fangs
that can be used as a natural
‘weapon, dealing 146 points of dam-
age (plus an additional + for every
four character levels he has) with @
successful bite attack, He cannot
attack more than once each round
with his bite, even if his base attack
‘bonus is high enough to give him
‘multiple aracks. He can attack with
his bite as a secondary attack (at 5
from his base attack bonus) while
using a weapon, and suffers no
penalty on other attacks that round.
limber (Su): While shifted, the
shifter temporarily geins a +2
bonus to Dexterity and manifests
2 climb speed of 20 feet.
Render (Su): While shifted, the
shifter temporarily gains a +2
bonus to Strength and manifests
claws that can be used as natural
‘weapons. These claws deal dq
points of damage (phis an additional
+ for every four character levels
he has) with each successful attack.
He can attack with one claw a5 a
standard action or with two claws
as @ ful atack action. He cannot
attack more than once each round
with a single claw, even if his base
attack bonus is high enough to give
him mutiple attacks. He can attack
with a claw as a secondary attack
with a light off-hand weapon while
using a weapon in his primary
hand, but all his attacks that round
suffer a 2 penalty.
Runner (Su): While shifted, the
shifter temporarily gains 2 +2 bonus
to Dexterity and manifests an
increased base speed of +10 feet.
Tracker (Su): While shifted, the
shifter temporarily gains 9 +2
bonus to Constitution and the
scent ability. This special quality
allows the shifter to detect
approaching enemies, sniff out
hidden foes, and track by sense of
smell. A shifter can identify faril-
{ar odors just as @ human does
familiar sights.
The shifter can detect oppo-
nents within go feet by sense of
small. If the opponent is upwind,
the range increases to Oo feet iF
downwind, it drops to 15 Feet
Strong scents, such as smoke or
rotting garbage, can be detected
at twice the ranges noted above.
Overpowering scents, such as
skunk musk or troglodyte stench,
ccan be detected at triple normal
range. These stronger scents
block other scents, so they can
sometimes be used to confuse or
hamper this shifter ability.
‘When a shifter detects a scent,
the exact location of the source
isn't revesled-only its presence
somewhere within range, The
shifter can take 2 move action 10
note the direction of the scent.
Whenever the shifter comes
within 5 Feet of the source, he
pinpoints the source's location.
A shifter with the Track feat
can follow tracks by smell, making
‘a Wisdom (or Survival) check to
find or follow a track. The typical
DC for a fresh trail is 10 (regard-
less of the surface that holds the
scent), This DC increases or
decreases depending on how
strong the quarry's odor is, the
number of creatures producing
the odor, and the age of the trail