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Eberron Race Conversions

Changelings
Shapechanger Subtype: Changelings are humanoids with the
Shapechanger Subtype
Medium: As Medium creatures, changelings have no special
bonuses or penalties due to their size.
Speed: A changelings base speed is 30 feet.
Slippery Minds: +2 racial bonus on saving throws against
sleep or charm effects.
Intuitive Reader: +2 racial bonus to Bluff, Intimidate and
Sense Motive checks.
Natural Linguist: For every rank in Linguistics, you learn two
languages instead of one.
Minor Shape Change (Su): Changelings have the ability to alter their appearance, as the
Disguise Self spell, which affects their bodies, but not their possessions. This is not an illusary
change, but a minor physical alteration of a changeling's facial features, skin color and texture,
and size within the limits of the spell. This ability is an at will ability, and the alteration lasts until
the changeling changes shape again. A changeling reverts to her natural shape when killed. A
true seeing spell reveals her natural form. Using this ability provides a +10 circumstance bonus
on Disguise checks. Using this ability is a full-round action.
Languages: Common. Pick from the following languages, equal to your Intelligence modifier
(min. 0): Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.

Kalashtar
Medium: As Medium creatures, kalashtar have no special bonuses or penalties due to their
size.
Speed: Kalashtar base land speed is 30 feet.
Dual Spirits: Kalashtars receive a +2 racial bonus on saving throws against mind effecting
spells and abilities, and possession.
Social Masters: Kalashtars receive a +2 racial bonus on Bluff, Diplomacy and Intimidate
checks.
Looks Human: Kalashtars receive a +2 racial bonus on Disguise checks to impersonate a
human.
Dreamless: Kalashtar sleep, but they do not dream. Therefore, they have immunity to the
dream and nightmare spells, as well as any other effect that relies on the target's ability to
dream.
Mindlink (Su): You create a telepathic bond with another creature within 30 feet, which
must have an Intelligence score of 3 or higher. The bond can only be established with a willing
subject, and 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 mind-effecting ability.

Languages: Common and Quor. Pick from the following languages, equal to your Intelligence
modifier (min. 0): Draconic and Riedran.

Shifters
Shapechanger Subtype: Shifters are humanoids with the shapechanger subtype.
Ability Score Modifiers: +2 Dexterity, -2 Charisma. Shifters are lithe and agile, but their
fundamental bestial nature detracts from their social interaction.
Medium: As Medium creatures, shifters have no special bonuses or penalties due to their
size.
Speed: A Shifter's base land speed is 30 feet.
Shifting (Su): A shifter can tap into the lycanthropic heritage to gain short bursts of physical
power. Once per day, a shifter can enter a state which is superficially similar to a barbarian's
rage. Each sifter has one of six shifter traits-characteristics which
manifest themselves when a character is shifting. Each sifter
trait provides a +2 bonus to one of the character's physical
ability scores (Strength, Dexterity and Constitution) and grants
some other advantage as well. Shifter traits are described below.
Shifting is a free action and lasts for a number of rounds equal
to 3 + the shifter's Con modifier (if a shifter trait or other effect
increases the character's Con modifier, se the newly improved
modifier). For every two levels after 1st level (3rd, 5th, 7th, 9th,
11th, 13th, 15th, 17th and 19th), the shifter can shift an
additional time per day.
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 can't be cured-shifting 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.
Athletic: Shifters gain a +2 racial bonus on Acrobatics and Climb checks. A shifter's
animalistic heritage enhances many of her physical skills.
Languages: Common. Pick from the following languages, equal to your Intelligence modifier
(min. 0): Elven, Gnome, Halfling and Sylvan.

Shifter Traits
Beasthide (Su):
While shifting, a beasthide shifter gains a +2 bonus to Constitution
and Fortitude increases by +1) and natural armor which
provides a +2 bonus to AC.
Longtooth (Su):
While shifting, a longtooth shifter gains a +2 bonus to
Strength, and grows fangs which can be used as a natural

(+1 HP per level,

weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels she
has [4th, 8th, 12th, 16th, 20th]) with a successful bite attack. She cannot attack more than once
per round with her bite, even if her base attack bonus is high enough to give her multiple
attacks. She can use her bit as a secondary attack (taking a -5 penalty on the attack roll) while
wielding a weapon.
Cliffwalk (Su):
While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20
feet.
Razorclaw (Su):
While shifting, a razorclaw shifter gains a +2 bonus to Strength, and grows claws which can be
used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for
every four character levels she has [4th, 8th, 12th, 16th, 20th]) with each successful attack. She
can attack with one claw as a standard action, or with two claws as a full attack action. She
cannot attack more than once per round with a single claw, even if her base attack bonus is high
enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while
wielding a weapon in her primary hand, but all her attacks in that round take a -2 penalty.
Longstride (Su):
While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to her
base land speed.
Wildhunt (Su):

While shifting, a wildhunt shifter gains a +2 bonus to Constitution and the scent ability. This
ability allows a shifter to detect approaching enemies, sniff out hidden foes, and track by sense
of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights.
A wildhunt shifter can detect opponents within 30ft by sense of smell. If the opponent is
upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as
smoke or rotting garbage, can be detected at twice the ranges stated above. Overpowering
scents, such as skunk musk or troglodyte stench can be detected at triple normal range. These
stronger scents block other scents, so they can sometimes be used to confuse or hamper this
shifter trait.
When a wildhunt shifter detects a scent, the exact location of the source isn't revealed - only
its presence somewhere within range. The shifter can take a move action to note the direction of
the scent. Whenever the shifter comes within 5 feet of the source, she pinpoints the source's
location.
While shifting, a wildhunt shifter who has the Track class ability can follow tracks by smell,
making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of
the surface that holds the scent). This DC increases or decreases depending on how strong the
quarry's odor is, and the age of the trail. For each hour the trail grows cold, the DC increases by
2. This ability otherwise follows the rules for the Survival skill. Shifters tracking by scent ignore
the effects f surface conditions and poor visibility.
When not shifting, a wildhunt shifter gains a +2 bonus to Survival checks due to the lingering
effects of the scent ability.

Warforged
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 which 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.
Warforged are immune to poison, sleep effects,
disease, nausea, fatigue, exhaustion, effects which
cause the sickened condition and energy drain.
A warforged does not heal damage naturally.

Unlike other constructs, warforged are subject nonlethal damage, critical hits, stunning,
ability damage, ability drain, and death effects or necromancy effects.
As living constructs, warforged can be affected by spells which target living creatures as
well as by those which target constructs. Damage dealt to a warforged can be healed by a
cure light wounds spell or a mending spell. As well, warforged are vulnerable to disable
construct and harm. However, spells from the healing subschool and supernatural abilities
which 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 which normally don't affect living creatures. A warforged takes damage from
heat metal and chill metal as if her 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 + Caster's Ability Modifier). A warforged takes the same damage from a rust
monster's touch (DC 17 Reflex half). Spells such as stone to flesh, stone shape, warp wood
and wood shape affect objects only, and thus cannot be usedi9 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 may only do
a standard action (an action or a move), or else he suffers an additional point of damage,
but does not need to roll to stabilize unlike living creatures. When his hit points equal his (Constitution Score) the warforged becomes inert. He is unconscious and helpless, and
cannot perform any actions.
As a living construct, a warforged can be raised or resurrected.
A warforged does not need to eat or breathe, but he can benefit from the effects of
consumable spells and magic items such as heroes' feast and potions. As for sleeping,
warforged must enter a 4 hour meditative state, to "charge".

Ability Score Modifiers: +2 Constitution, -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.
Speed: 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 any other effects which provide 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 (unless the
plating is removed, a 200gp project). 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 which 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 a sneak attack is scored on a warforged,
there is a 25% chance the critical hit or sneak attack is negated and damage is instead rolled
normally.
Slam: A warforged has a natural weapon in the form of a slam attack which deals 1d4 +
(1.5(Str. Modifier)) of bludgeoning damage.

Languages: Common. Warforged do not get any additional languages, unless through the
skill Linguistics.

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