Dd eberron pdf download
Will Eberron enter a prosperous new age or will the shadow of war descend once again. Dive straight into your pulp adventures with easy-to-use locations, complete with map of floating castles skyscrapers, and more.
Include a campaign for characters venturing into the Mournland, a mist-cloaked, corpse-littered land twisted by magic. Save my name, email, and website in this browser for the next time I comment. Terms and Conditions. The DM should secretly roll Wands are far more potent in your hands. Instead of an animal companion, you have a vermin crea- Add Climb and Jump to your list of druid class skills. In addition, you can cast the following spells as if they Prerequisites: Druid level 3rd, nongood alignment, were on the druid spell list at the indicated level.
Child of Winter, ability to acquire a new animal compan- 1st level: protection from evil ion, minimum level requirement see below. Even though your companion 4th level: locate creature is a vermin, you can cast spells on it that normally target 5th level: hold monster animals as though it were an animal.
Your companion 6th level: repulsion gains an Intelligence score of 1 but does not gain any skills 7th level: banishment or feats. Perhaps the clearest manifestation animal companion determined by your druid level.
There are twelve families of dragonmarks, each Child of Winter. A thirteenth mark, the Mark of Death, has vermin. You gain the ability to take the shape of a Large faded from history, and no living creature on Eberron vermin when your druid level reaches 8th, a Tiny vermin at carries it. Least Dragonmark feat. Greater Dragonmark feats, and by taking levels in the.
It becomes fever hot when its spell-like abili- cusses the dragonmarked houses in ties are used up for the day, and must be allowed to cool more detail. Marks: Each dragonmark appears The descriptions of the dragonmarks that follow use in three increasingly powerful aspects the format outlined below. Anyone who carries a members of one large extended family or, in the case least dragonmark also gains a bonus of the Mark of Shadow, two families. Each house specializes in a trade or service for ity a certain number which its mark gives its members a competitive advan- of times per day.
He tage, and it controls guilds that regulate commerce in its uses the ability as a area of specialization. Each family is made up of a mix sorcerer with a caster of marked and unmarked members, since dragonmarks level as indicated in manifest randomly even among those with the ability to the descriptions of the possess them. The guilds employ both dragonmarked dragonmark feats earlier Lesser and unmarked people, who may be family members or in this chapter. Each more powerful unrelated retainers.
The dragonmarked individuals per- aspect of a dragonmark stacks with the form their specialized magical functions for the house, less powerful aspects, so that a lesser mark and the unmarked handle the more mundane aspects retains the power of a least mark, and a of the trade. For example, both marked and unmarked greater mark retains members of the Windwrights Guild, controlled by House the powers of its Lyrandar, work aboard ships; the marked heads of the associated lesser and least marks.
Shadow cerned with the opinions of its peers, House ing expeditions. The Mark of Handling grants powers related to the care Least Mark of Detection: detect magic and control of animals. Their Handlers Guild controls the business Lesser Mark of Detection: detect scrying of breeding and selling livestock throughout Khorvaire. Lesser useful as investigators or bounty hunters. A sick or Shadow Marches. It injured person in Khorvaire is far more likely to seek controls the Find- healing from the Healers Guild than from any temple, and ers Guild, which in fact most temples do not offer healing services for sale includes free lance though they still heal their own champions and faithful inquisitives, some when necessary.
The Mark of Hospitality grants powers related to food The unmarked and shelter. In the cities of Khor- per use. The character can leap a shorter Mark of vaire, House Ghallanda operates the Hostelers Guild, whose distance than his maximum, as long as the Storm.
While distance is in foot increments. Using the guild does not operate every inn and dining establish- dimension leap is a standard action. Diplomacy checks. This house controls the The Mark of Making grants the power to mend or fabricate Speakers Guild, which offers material goods.
Members of their Tinkers Guild often taneous long-range communication by travel as widely as more traditional tinkers, stopping in means of sending. In addition, House Sivis villages to repair goods as they go. House Cannith also controls the Notaries Guild, which uses runs the Fabricators Guild, whose members include those arcane mark to certify legal documents and with lesser or greater marks who can fabricate new items similar work. This guild also prepares Lesser rather than just repair old ones.
The Mark of Passage bestows magical powers related to Marks: The aspects of the Mark of transportation and teleportation. The house has holdings and operates across Khor- Lesser Mark vaire, though it traces its origins to Aundair.
They put their Breland, and its spies work for or sell information powers to use in the Defenders to Thrane, Aundair, and Breland. House Thuranni, Guild, which offers comprehen- based in the Lhazaar Principalities but with an enclave sive bodyguard services to persons in Breland , controls the Shadow Network.
Its members of position and wealth. House Deneith originated Unmarked members of both House Phiarlan and in Karrnath, but the Defenders Guild House Thuranni work as entertainers and artisans who operates across Khorvaire. Both guilds are found in The Mark of Shadow every coastal nation of Khorvaire, and they proudly grants divinatory powers trace their ancestry to the elves of Aerenal and the of clairvoyance and scry- humans of Thrane.
Phiarlan, an With sleet storm, a character can create either warm rain elf family of or freezing sleet. The wind blows for 1 hour per caster level or War and was known as an until the character dismisses it. By concentrating as a full- information clearinghouse. They control the Warding Guild, Dwarf By class and alignment which specializes in security for businesses and precious Elf The Undying Court or by class and alignment goods. House Kundarak originated in the Mror Holds Gnome By class and alignment and now has interests in many large towns and cities Half-elf By class and alignment throughout Khorvaire.
The Church of woman named Tira Miron. Herself now immortal, Tira the Silver Flame is dedicated to protecting the common. The hands of her evil brother, according to the holy texts , Silver Flame grants access to the domains of Exor- she oversees the domains of Good, Life, Plant, and cism, Good, Law, and Protection. Her favored weapon is the morningstar.
Most people revere appears as a gnome or human wizard in ancient the Host as a whole pantheon, offering texts, and occasionally as a majestic blue dragon. Even clerics are often devoted to the Boldrei, and strangely related to the Shadow. Taken as and Magic, he favors the quarterstaff. Silver Flame God of Beasts and the Hunt A neutral nature deity associated with hunting Arawai and animal life, Balinor claims hunters, druids, barbar- God of Agriculture ians, and rangers among his followers, since he appears A deity of fertility, plant life, and abundance, Arawai as both a protector of nature and an exemplar of gently is neutral good.
Usually portrayed as a burly human, sometimes who are significantly concerned with weather or fertil- as a crude but good-natured half-orc, and occasionally as ity.
She is usually portrayed as a half-elf woman, some- a stalking green dragon, he is brother to Arawai and the times as a halfling or a human, and occasionally as a Devourer. Associated with the domains of Air, Animal, bronze dragon. The sister of Balinor and the Devourer, and Earth, he favors the battleaxe. Her favored weapon is and all who make things. Dwarves in particular the spear. She is commonly repre- the pantheon of the Sovereign Host. It would be more sented as a human or half-elf knight shining with holy accurate, however, to say that these deities have been cast radiance, and sometimes as a red dragon perched on a out of the pantheon because of their evil ways.
The Dark cloud. Said to be the sister of Dol Dorn and the Mock- Six are the patrons of criminals, outcasts, and villains, as ery, she is associated with the domains of Good, Law, well as of various kinds of monsters. The holy texts show Sun, and War. Her favored weapon is the halberd. The chaotic good deity of war, Dol Dorn appears as a paragon of physical perfection who promotes bodily The Devourer strength as well as martial training. Most often depicted The brother of Arawai and Balinor, the Devourer is neu- as a heavily muscled human, sometimes as a dwarf or a tral evil.
Stories say that he raped his sister Arawai and half-orc, and occasionally as a silver dragon, he thereby fathered the Fury. As lord of the deep waters and is said to be the brother of Dol Arrah and master of maelstrom and reef, he represents all the Mockery. Associated with the domains of the destructive power of nature. The sahua- Chaos, Good, Strength, and War, he favors gin worship him, while sailors fear him and the longsword.
He is portrayed as a human or merfolk with seaweed in his Kol Korran hair and beard, as a sahuagin, as an God of Trade and Wealth enormous shark, or as a dragon turtle. Merchants, traders, and thieves The domains associated with him are revere Kol Korran, the neutral deity of Destruction, Evil, Water, and Weather.
The Fury A few ancient representations of him show a The Fury is the neutral evil deity of white dragon lying on a bed of ice-blue gem- passion driven to madness. Revered by stones. Said to be the son of Olladra and Onatar those whose passion consumes their lives, and the twin brother of the Keeper, he oversees she is commonly portrayed as a half-elf, the domains of Charm, Commerce, and Travel.
God of Feast and Good Fortune Gamblers, rogues, bards, and hedonists invoke the The Keeper favor of Olladra, the neutral good deity of luck and plenty. As Kol Korran represents.
He is portrayed as a gaunt deities of the pantheon. A consummate shapeshifter, the or grossly fat human, as a lich or a ghoul, or sometimes as Traveler is said to walk the land in a thousand disguises. Associated with the domains of Death, A master of cunning and deception, it emphasizes subtlety Decay, and Evil, he favors the scythe.
He is associated with the fascinated by death domains of Destruction, Evil, Trickery, and War, and the and the undead.
The most dedicated of these revere an ancient The Shadow lich who calls herself The Shadow, the literal shadow of Aureon, gained a Vol, Queen of the life of its own as the price of his arcane mastery. Cha- Dead. Many evil wizards and sorcer- tant past, through ers revere the Shadow, and many of the monsters of the earliest days of Droaam invoke its name as well. It is usually depicted human civilization on as a shadow, but sometimes particularly in Droaam as Khorvaire, to the elf a shadow dragon.
Vol and her followers see undeath as a path to divinity, invoking Symbol of the A monk dedicated negative energy in contrast Blood of Vol to the Mockery to the positive energy that powers the Undying Court. Vol herself is a powerful necromancer who has unlocked the secrets of undead creation. Clerics of the Blood of Vol are lawful evil.
They have access to the domains of Death, Evil, Law, and Necromancer. A few. Symbol of the Cults of the Dragon Below. Though little unites among Law, Meditation, and Protection. Their favored these mad cults beyond their reverence for the forbidden weapon is the unarmed strike. Their favored weapon is the The elves of Aerenal heavy pick. Most animated by positive followers of the energy and are pow- Path of Light are erful beings of neutral psions and psy- good alignment.
The chic warriors, seek- domains associated with ing to perfect their the Undying Court are Death- bodies and minds less, Good, and Protection. The City of the Dead in Aerenal. T many usually did in Sharn, the City of Towers—with a dead body. In addition to these prestige classes, characters in an EBERRON campaign can adopt any of the prestige classes in ability to improve and use their dragonmark powers in ways that go well beyond others in their houses.
These exceptional individuals are dragonmark heirs. Dragonmark heirs have the ability to improve the dragonmarks they have manifested, as well as to develop additional abilities related to their dragonmarks. Dragonmark heir NPCs fill a wide variety of roles within the dragonmarked houses. This chapter is the house, but a more powerful mark does not necessarily not a comprehensive guide to prestige classes in Eberron, equate to a position of leadership.
The economic realities but a selection of the unique prestige classes available to of Khorvaire demand leadership from those with a keen Eberron characters. As more of the world is revealed, more mind for business, which does not necessarily go hand in prestige classes will undoubtedly emerge.
With a few adjustments, particularly in the back- Hit Die: d8. The prestige classes described in this chapter are summarized below. Eldeen Ranger: Dedicated to protecting some aspect of the Eldeen Reaches.
Exorcist of the Silver Flame: Fights the forces of supernatural evil. Extreme Explorer: Delves into ancient ruins in search of secrets and adventure. Heir of Siberys: Manifests a uniquely powerful dragonmark. Master Inquisitive: Investigates crimes and solves mysteries; uncovers secrets and reveals facts. Warforged Juggernaut: A class for any warforged dedicated to becoming a combat powerhouse. Weretouched Master: Explores the powers of shifter heritage to adopt animal forms.
Perhaps as many as one person in a hundred has a blood connection to one of the twelve houses. Of these thousands, however, no more than half actually manifest a dragonmark. Even more rare are the individuals who demonstrate a natural.
Improved Greater Dragonmark: At 5th level, a Skills: 7 ranks in any two skills. She can use the greater dragonmark spell-like ability she already possesses one additional time per day. Caster level 9th. For all effects related to race, a half-elf is considered an elf. She receives the Lesser letter of credit. Dragonmark feat as a bonus feat without having to meet the skill rank prerequisite. Eldeen Reaches. These groups dominate the great forest. Improved Least Dragonmark: Beginning at 2nd Some seek to protect travelers and settlers from the dan- level, a dragonmark heir gains improved mastery of her gers of the wild, while others see it as their duty to drive least dragonmark.
She can select a second spell-like ability civilization back from the Reaches and ultimately from associated with the least dragonmark for her house, or she Khorvaire itself. A sect usually requires a dragonmark heir gains improved mastery of her lesser an applicant to pass one or more tests to prove his skill dragonmark. She can select a second spell-like ability and devotion to the ideals of the sect. At can bloom anew. This choice Gatekeepers: The Gatekeepers protect nature from provides him with a defensive ability unique to his sect.
This bonus does not apply to saves against spell- Greensingers: This small druid sect maintains a like or supernatural abilities. Hated Foe Ex : At 2nd level and higher, when he Alignment: Requirement varies by sect: attacks a creature that is his favored enemy, an Eldeen Ashbound: No restriction. This expenditure allows the Eldeen Gatekeepers: Any nonevil. If the mighty attack hits, Wardens of the Wood: Any nonevil.
Feat: Track. Eldeen ranger gains immunity to disease, and he also gains. If the character accidentally smites and morale effects. If he already has dark- vision, the radius of its effect increases by 30 feet.
If the character Animal Companion Ex : Gathan has a wolf as an is affected by an enchantment spell or effect and fails his animal companion. Its statistics are as described on page saving throw, he can attempt it again 1 round later at the of the Monster Manual, except that Gathan can handle it same DC. He gets only this one extra chance to succeed on as a free action and share spells if the companion is within his saving throw.
Bluff, Listen, Sense Motive, Spot, and Survival checks He adds his Charisma when using these skills against aberrations or magical bonus if any beasts. He gets the same bonus on weapon damage rolls against aberrations or magical beasts.
Hated Foe Ex : When he attacks an aberration, a magical beast, or a humanoid with the gnoll subtype, Gathan can spend 1 action point to make a mighty attack against that favored enemy. If the mighty attack hits, it deals double damage. Wild Empathy Ex : Gathan can improve the atti- tude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. Trying to or shields. Leading Flame level is gained, the character gains new spells per this unceasing war are the exorcists of the Silver Flame, day as if she had also gained a cleric or paladin level.
This essentially means that she ranks of the most experienced and dedicated champions adds these exorcist of the Silver of the church, primarily clerics and paladins.
Most exorcists of the Silver Flame are active in the If a character had levels world, out on the front lines of the war against evil. A few in both cleric and paladin NPC exorcists might be found in a state of retirement—so before she became an physically and emotionally scarred from their experiences exorcist of the Silver that their minds border on insanity.
Flame, she must decide Hit Die: d8. Alignment: Any good. Silver Flame can Spells: Able to cast 1st-level divine spells. Undead, page of RL. She then rolls the purpose of overcoming damage reduction. This includes dispel checks to dispel a power of the Silver Flame channeled through the exorcist.
However, the bodies they inhabit take 1d6 points Hit Dice, she banishes the outsider back to its home plane. Flame chooses a weapon with which she dispenses the will Weapon of Law Su : Starting at 8th level, an exorcist of the church. While for the purpose of overcoming damage reduction. An exorcist of the Silver Flame may only have one Warding Flame Su : At 10th level, an exorcist of weapon of the exorcist at a time.
In the weapon as silver as well as magic for the purpose of addition, she gains spell resistance 25 against evil spells overcoming damage reduction. Darkvision Ex : If she does not already have it, an Any evil creature that makes a successful melee attack exorcist of the Silver Flame gains dark vision out to 30 feet against an exorcist of the Silver Flame while she is bathed at 3rd level.
It can be dismissed at any time. At 7th level and higher, an exorcist can smite evil one Silver Exorcism Su : See prestige class description. Smiting a creature that as the spell. Weapon of the Exorcist Su : Davienne has desig- Weapon of Good Su : Starting at 4th level, an nated her morningstar as her chosen weapon. Caster level 8th. The extreme explorer is the iconic action hero of Jump Str , Knowledge arcana Int , Knowledge dun- Eberron: courageous, resourceful, determined, and just geoneering Int , Knowledge history Int , Listen plain lucky.
Base NPC extreme explorers are quite rare. They work best Attack Fort Ref Will in the campaign as plot devices. All of the following are class features of the extreme Feat: Action Boost. Trap saving throw. Extreme Hustle Ex : As a free action once per round, Dodge Bonus Ex : At 2nd level, an extreme explor- Rous can spend 1 action point to gain a move action. At 4th level this bonus Armor Class.
An extreme explorer loses this bonus when Trapfinding Ex : Rous can use a Search check to he is immobilized or helpless, when he wears any armor locate a trap when the task has a DC higher than Evasion can be used only if an extreme explorer is wearing light or no armor.
Siberys marks Bonus Feat: At 3rd level and at 5th level, an extreme are clearly related—visually, thematically, and genetically— explorer gains a bonus feat. These bonus feats must be to the other marks in their house. A dragonmark heir selected from the following list, and the extreme explorer may spend years perfecting and mastering the powers of must meet the prerequisites of a feat to select it. Siberys marks Extreme Action Ex : Any time an extreme explorer are mighty, unpredictable, and rare, and the dragonmarked spends 1 action point to improve the result of a d20 roll, houses keep a careful eye on anyone who manifests one.
If he has a chance to retain the action point. He can use the Siberys dragonmark spell-like All of the following are class features of the heir of Siberys. The caster level for any Siberys dragonmark power is 15th. Spells per Day: At 2nd and 3rd level, an heir of Siberys who previously had levels in a spellcasting class gains new spells per day as if he had also gained a level in that class.
However, the only work that ever saw the light of day was some level design on the abstract arcade game Icebreaker. I can say, with no doubt in my mind, that Eberron is my favorite. You have militaristic nations, a democracy, a magocracy, a theocracy, and more, traditional and non-traditional. Sure, the Indiana Jones type of adventures are still plenty much available, but it also throws in urban mysteries, political intrigues, and steampunk elements. Clerics and Paladins involved in crusades, heroes that are secretly in league with undead cults or extra-planar invasions, kings and queens that seem benevolent while viciously punishing any settkng get in the way of their quest for power, the world of Eberron is one where what you see is rarely what is true, and I appreciate it that.
This allows me freedom to invent what happened in the years not mentioned in the book while keeping all settint the history. Want to Read Currently Reading Read.
Apr 28, Argi rated it it was amazing. A static tattoo is crafted to retain its look and design even when the shifter uses his shifting ability. These tattoos are typically used to represent a bond with another individual or a binding association with a particular group.
Roleplaying Application: Shifters see their form as an essential and mutable expression of their views and experiences. As your character advances in level, you might reinforce your ties to other characters by asking them to get related or matching tattoos, or you might record specific experiences with a symbolic braid.
A shifter spellcaster should think long and hard before creating a magic item and should seldom create more than35 one item at a time, preferring to adventure with one item and fully master its powers before creating another. War truly came to the shifters sixty years before the start of the Last War, when the Church of the Silver Flame began its inquisition to destroy lycanthropes.
At first, shifters were lumped in with lycanthropes, and quite a few fell in the first years of the crusade. Three years into the crusade, the Church recognized shifters as a separate species untouched by the taint of lycanthropy.
Some believe that the Church took this step after making a deal with some shifters—a deal that required shifters to hunt down and reveal the locations of lycanthropes to the Church.
Though only a few shifters cooperated with the Church in this manner, all felt shame and guilt over these actions. Some of this taint became associated with shifters, as well, but moreover, people saw shifters as betrayers of their own kind, despite the limited number of incidents and the fact that shifters and lycanthropes have a distant connection at best. Because of this, the crusade affected the thoughts and lives of every shifter in Khorvaire to some extent, leaving a lingering distrust between shifters and members of other races that still affects relations today.
Although they did not participate in the ancient wars that shattered the goblin empire, shifters have been involved in at least some small way in most of the wars that have occurred since.
Because they have been touched by so many conflicts without having a cohesive racial role, shifters look at war as an individual choice. Because much of this process is internal, members of other races view shifters with suspicion, not trusting them to stick with a nation or community in times of war or conflict. Despite the efforts of community leaders and others who work to preserve a uniform vision of shifter society, two distinct types of shifter communities have become prominent. These enclaves are welcomed by some shifters, since they give members of the oft-shunned race a sense of community and belonging much greater than what they receive from the larger populace.
Others view these enclaves as subtle traps, preserving the rift between shifters and the other races. While these individuals see the virtues of encouraging the natural shifter inclination to associate with others of their kind, they also worry that the enclaves encourage other races to view the shifters as apart from the rest of society. Moonspeaker: From the rural communities of the Eldeen Reaches to shifter enclaves in the great cities of Khorvaire, the moonspeaker druids guide much of the religious beliefs of the shifter race.
The moonspeakers perform a valuable role among many shifters: Because they often travel from one shifter community to another, they maintain the bond between the various communities. See the moonspeaker prestige class, page , for more information. These warriors blend their shifter abilities with berserkerlike fury. Legends of their prowess abound, and they hold themselves as examples of the strength and power of the shifter race.
Unlike most tribal warriors, ragewild shifters consider themselves defenders of all shifter tribes, refusing to take part in intertribal skirmishes or disputes. Lacking the numbers of other races and fearful of powerful forces such as the Church of the Silver Flame, shifters long ago began training some of their most gifted individuals to prepare their race to avoid and respond to such suspicion and hatred from other races.
Although shifter parents are as dedicated to raising their children as members of any race, the family group is not the core of shifter society as it is among many other civilized races. Instead, shifters form their strongest bonds with a group of friends near their own age. These groups, although usually made up of shifters from many families, are often the strongest personal bonds that a shifter forms.
In the individualized and reticent society of the shifters, however, they stand out as a vital and important social norm. The second type of shifter community exists apart from the Five Nations, usually sheltered deep within the forests of the Eldeen Reaches. Whether driven by the inquisition of the Church of the Silver Flame, the repercussions of the Last War, their own traditions, or the simple desire to live free of the nations governed by other races, many shifters have gathered into barbaric tribes and scattered communities across the wild lands of the Eldeen Reaches.
Their own beliefs, perhaps in reaction to this mindset, are varied and mild. Other shifters, particularly those living in enclaves within the cities of other races, revere Balinor and Boldrei of the Sovereign Host, and many shifter adventurers follow the ways of the Traveler. A lingering sense of guilt persists in many shifters because of that complicity.
Some shifters still remain active in the Church of the Silver Flame, their faith standing as a bulwark against the scorn of their kin and their own feelings of guilt.
During Brightfest, shifters celebrate late into the night, usually with song, dance, and athletic competitions. In agricultural communities, the shifters use Brightfest to blow off steam, celebrate the end of the winter season, and ready themselves for the hard work of the planting season. The Reachrace The Reachrace is at once a celebration and an athletic contest. During the third week of Lharvion, shifter communities hold numerous races and other athletic competitions, culminating in a day-long marathon on the last day of the week.
Each community has different preferences and traditions considering the Reachrace, but in general the week begins with trials of strength and agility and ends with tests of endurance. Communities celebrate throughout the week, recognizing winners in individual events, overall victors for each day, and a single champion for the week-long celebration.
Roleplaying Application: Shifter adventurers often take time away from their travels to participate in the Reachrace, and those away from shifter communities are often restless and competitive during the week of the celebration.
Adventurers away from shifter communities should drive their companions to action and encourage intense, physically challenging adventures during the week. When the Church began its great crusade to rid the world of lycanthropy, it made little distinction between the rare and powerful true lycanthropes and their more civilized offshoots, the shifters. The Church used its efforts against the shifters as proof that its crusade against lycanthropy was both right and destined for success.
Although it reversed its view on shifters in the early years of its crusade and later acknowledged that shifters are a separate race, the damage was already done. More recently, shifters—as all the peoples of Khorvaire—were touched by the violence and pain of the Last War.
Whether in small units of their own kind, as individual scouts, or as members of larger mixed-race units, shifters fought on the side of every nation that took part in the war. Even though the majority of the shifter populace did not take part directly in the battles and sieges, the hundred years of strife touched shifter communities within the great cities and smaller towns of Khorvaire. Even the most sheltered communities in the Eldeen Reaches had some of their number involved in the distant battles.
With the spellcasters of every nation caught between the pressing needs of building the magical tools of warfare and bringing their spells to bear in battle, they had less and less opportunity to spy out enemy troop movements with magic, and the role of mundane scouts and outriders became ever more important. Lyon Shifter druids defend the world from the horrors that lie beyond the Changegate persecution at the hands of the Church of the Silver Flame or its bond to animals and lycanthropes.
Such a triumph, though, was not meant to be. Despite the efforts of powerful diviners beholden to the kingdom of Aundair, no word nor trace of the expedition has been found since it set out on the 4th of Vult in the year CY.
Adventure Hook: No one knows the location of mighty Karmos, but divination magic has revealed that he still lives. The kingdom of Aundair would like its powerful champion returned and to once again have his devastating axe at its call. Karmos Render One of the greatest shifter heroes of the Last War, Karmos Render was a savage warrior who fought in the service of Aundair.
Throughout the war, Karmos performed many great deeds, including single-handedly destroying a powerful warforged titan. After the signing of the Treaty of Thronehold, Aundair 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, a fading cabal of druids tasked with defending the powerful warrior, Karmos was one of the cornerstones world against terrible creatures.
Although tales of of the expedition with his mighty axe. The group was the druids who fought the powerful hordes of aberconsidered the best Aundair had to offer, and its quick rations in ancient times are fading from modern return was awaited with high hopes. More than a century ago, a small group of shifter druids bound themselves and their descendants to a never-ending vigil over a portal known as the Changegate. Adventure Hook: Their numbers thinned by the chaos and strife of recent decades, the secretive shifter druids who guard the Changegate are all but gone.
Even without the power or numbers they once had, the druids nonetheless know that something stirs behind the gate, probing their weakened numbers and preparing to force passage through the gateway. While the druids themselves are no match for the forces stirring behind the gate, they hope that were the gate opened for a day, they could reconstruct the sealing magics, strengthening the gate itself and giving themselves years of peace in which to recruit new members and rebuild their own power.
Unfortunately, with the gate down for an entire day, the druids would be overrun by whatever horrors lurk behind the gate before they could complete the binding ceremony. No one knows what will come out of the gate once it is lowered, but it is a risk they must take. Bennin Silverclaw One of the shifters most responsible for the decision on the part of the Church of the Silver Flame that shifters were, in fact, a separate race—not part of the evil that was inherent in all lycanthropes according to Silver Flame doctrine—was a powerful warrior and tracker named Bennin Silverclaw.
When the Church began its crusade against the werecreatures, Bennin joined in the effort with a zeal matched by only a few of the most fervent human converts. As with many other crusaders, Bennin found his end in violence. Attached to a large force of knights 36 and clerics loyal to the Church of the Silver Flame, Bennin traveled deep into the Demon Wastes. Such a lofty goal came at terrible cost. Hunger and the dangers of travel decimated the expidition, leaving them vulnerable.
Through the efforts of Bennin and the bravery of a few knights, a remnant of the mighty expedition escaped the trap. Whether the expedition wiped out the cult entirely might never be known, but Bennin and the other brave warriors ensured that it would never again serve as a focal point for resistance against the Church. Travel to the Demon Wastes is a dangerous undertaking, however, and it is possible that remnants of the ancient lycanthropic cult still linger in the area.
LANGUAGE Although shifters tend to share the language and idiom of the dominant race in the region they inhabit, a few phrases are more prevalent among shifters than among other races. Unlike the warforged, who hunger for interaction and contact with other races, shifters for the most part prefer to interact with fellow shifters. While shifters have no natural enemies on a racial level, they view the religions of humans with suspicion and view the creatures from the troubled Demon Wastes with growing concern.
The two races meet infrequently enough that they rarely have an opportunity for their relations to become strained. There is little organized effort to improve relations between shifters and other races, and most of the progress being made occurs in the form of individual shifters learning to trust and depend on adventuring companions of other races.
Barbarian: Because the bonuses from shifting and raging stack, shifters make powerful barbarians. When playing a shifter barbarian, emphasize your independence and freedom of choice at every opportunity. Choosing a shifter trait that provides a natural weapon allows you to take shifter feats that improve your attacks as opposed to weapon-oriented feats that do not also increase your shifting abilities.
Choosing a shifter trait that improves your Constitution extends the duration of your rage ability if you use the two in conjunction. Druid: With penalties to their Intelligence and Charisma, shifters rarely become spellcasters.
Shifter druids, however, are a ready exception to this rule. By focusing on spells that enhance their physical abilities, they often become capable melee combatants. For alternative options for the shifter druid, see the shifter racial substitution levels, page For alternative options for the shifter wilder, see the shifter racial substitution levels, page Ranger: The ranger class plays to the strengths of the shifter race by providing bonus feats that complement the physical enhancements the shifter receives from shifting.
Choosing a combat style is particularly important for shifter rangers, because they must ensure that their shifter trait and their combat style complement one another usually meaning Dexterity-enhancing traits in conjunction with the ranged combat style and Strength-enhancing traits in conjunction with the two-weapon combat style. For alternative options for the shifter ranger, see the shifter racial substitution levels, page Rogue: As with shifters from other classes, shifter rogues must decide early in their career whether they wish to devote their feat choices to improving their shifting or developing their other abilities.
High-level rogues deal plenty of damage in combat, but they often have problems hitting heavily armored foes. Because of this, shifter rogues are best served by selecting one of the Strength-enhancing traits if they favor melee combat or one of the Dexterity-enhancing traits if they favor ranged combat.
With a penalty to their Intelligence, shifter rogues are more limited in their skill selection than other rogues and must therefore specialize in a narrower set of abilities. The small hamlet includes a mixed population of humans and shifters. Authority Figures: Palai Longmane shifter ranger 6 , Argus Whegg human druid 5 , Morai Allais shifter ranger 4 Important Characters: 10 shifter scouts ranger 2 , 8 tribal warriors shifter barbarian 3 , 3 shifter shamans shifter druid 4.
SHIFTER SCOUT The small community depends heavily on a relatively large group of shifter scouts to patrol the nearby woodlands, keep in contact with the wandering druids who make their way through the area, and generally keep an observant eye on the surrounding lands. The scouts described below are typical of the region and the training in woodcraft that shifters undergo when living close to the land, as they do in Rainhaven.
These tribal warriors are members of the community, but they often spend long weeks away from the small town hunting and trapping food. Shifting Su : A tribal warrior can shift twice per day for 5 rounds each time. A tribal warrior can use both abilities at the same time once per day for up to 7 rounds.
A tribal warrior still loses his Dexterity bonus to AC if immobilized. The scout gains the same bonus on weapon damage rolls against humans. Racial Substitution Level: Shifter ranger 1st. Shifting Su : A shifter scout can shift once per day for 5 rounds. When shifting, a scout has the following characteristics: Spd 40 ft.
Wild Empathy Ex : A shifter scout can improve the attitude of an animal in the same way that a Diplomacy check can improve the attitude of a sentient being. The stat block is representative of the junior druids who roam the Eldeen Reaches in the service of either the moonspeakers or the Ashbound order of druids.
When they are not wandering on their own, these druids spend more time than druids of other races within the small thorps and hamlets that dot the reaches, serving as teachers, advisors, healers, and guardians to the local shifters. Animal Companion Ex : A shifter shaman has a wolf as an animal companion. Its abilities and characteristics are given below. Link Ex : The shaman can handle the wolf as a free action. Share Spells Ex : The shaman can have any spell she casts on herself also affect her animal companion if the latter is within 5 feet at the time.
Shifting Su : A shifter shaman can shift two times per day for 7 rounds each time. Trackless Step Ex : A shifter shaman leaves no trail in natural surroundings and cannot be tracked. A shifter shaman can choose to leave a trail if so desired. Wild Empathy Ex : A shifter shaman can improve the attitude of an animal in the same way that a Diplomacy check can improve the attitude of a sentient being.
Woodland Stride Ex : A shifter shaman can move through any sort of undergrowth such as natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. If the attempt fails, the opponent cannot react to trip the wolf.
The scout is likely to remain hidden and observe the characters for some time to determine their intent before initiating any kind of interaction. Unless the characters are obviously intent on harming the environment or bringing harm to Rainhaven, the scout is likely to attempt to talk with the characters. If combat erupts, the scout will prefer to keep his distance, assaulting the group with arrows and then hiding rather than engaging them directly.
Full Raid EL 8 : Although they might try to set up an ambush, this group of six shifter tribal warriors is equally likely to launch a direct and brutal charge against their foes. Shamanic Escort EL 7 : Consisting of a single shaman escorted by two scouts and two tribal warriors, this band of shifters might be sent out to deal with nearly any situation threatening a village.
Walker hangelings originated from unions between doppelgangers and humanoids in the distant past. Eventually, their descendants became the changeling race. Like shifters, they are a unique race that breeds true. Unlike shifters, they have no distinct community and culture as a species. For most of their history, they have lived in humanoid settlements, often mistrusted and rarely at ease.
This scattering and dispersion of populations with no central cultural focus has led to a variety of coping techniques, expressed differently by each of the three major changeling philosophies. 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. Using this ability is a full-round action. Among the sour smells of humanity and urban life, the smell of baking bread and the warmth of the ovens drift up from the bakery downstairs.
Ot breathes deeply and smiles, happy to start another day. She rises and dresses carefully, in many layers. Her outer cloak secure about her shoulders, she pauses in front of the mirror. An older human male looks back, his face heavy from a life of starchy food. His jowls rest comfortably on his snug collar. She smiles, and the face in the mirror stretches into a grin that almost removes the treble chin before she lets it resume its normally dour expression.
She carefully examines this face, strokes her plump cheeks, and thinks about stray whiskers. Staring for a long moment, she decides on a few long nose hairs instead. Slowly and haltingly, she maneuvers her now prodigious bulk and thick satchel down the stairs. The baker is taking a tray of muffins out of the oven. He looks up and grunts at his tenant. Due to his age and health, they allow him to work only half-days, laboring in the morning and leaving in the early afternoon.
He always brings work home with him. Every day he totes his satchel to and from the office. Azel leaves the building and ponderously walks toward the center of the city. Along his route, he enters an alley. He never exits it. Instead, a curvaceous, young, female elf wearing loose breeches and a tunic emerges, carrying the same bag Azel had. The elf walks jauntily, stopping in at a number of bars and businesses, checking on a broad network of contacts.
As she enters the Pewter Tankard, the bartender greets her. Melissandra sits in the recently vacated spot and reaches for her wine with one hand as the other removes and palms a note from under the bar stool. Her sharp eyes notice a man in the shadows of the doorway across the street. The room is sparsely furnished with a bed and dresser. From the clothing strewn about, it looks like two people, a male and a female, live there.
She changes clothes into a stylish outfit with a snazzy wide-brimmed cap pulled down over her brow. As she adjusts her clothing, she changes her form into that of a slender, male half-elf. He wears the same outer cloak that Azel had, but turned inside out. See you later tonight. These versatile masters of disguise 42 might be suspected of any number of conspiracies or treacheries, or they might be loyal allies of the humans and elves; perhaps in your world the good nations have been able to survive their wars with more powerful empires of evil because of the intelligence brought to them by heroic changeling spies.
Elves are graceful and observant. Half-orcs are strong and gruff. Each of the civilized races has a sense of belonging and the comfort of the society of others like them. They are accepted by and accepting of others of their kind.
Not so with changelings. The mutability of changelings means that they have no one clear place in the world.
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