Available Races


Available Races in this Campaign: Listed below are the races and templates that are available to Players to use as characters. Some creatures have level adjustments and/or racial hit dice associated with them.

The following definitions should help when determining certain racial or class features

Character Level (CL) = The total Hit Dice a character possesses, either from class levels or racial hit dice. This value is used for calculating attribute increases, skill points, and feats acquired

Effective Character Level (ECL) = The total number of character and racial levels taken. This value is used when creating replacement characters and assigning experience and starting equipment.

The following races have no level adjustment or racial hit dice. Players simply choose their race and a PC class and continue as normal.

Changeling Gnome, Whisper Maenad
Daelkyr Half Blood Half Elf Mongrelfolk
Dhakaani Goblin Half Orc Orc
Dhakaani Hobgoblin (Degenerate) Halfling Shifter
Dwarf Human Warforged
Elan Kalashtar Warforged Scout
Elf Killoren Xeph
Gnome, Common Kobold

The following races have a level adjustment. In order to ease the transition into these more complex and powerful races we have set up a level progression for each of them. All characters must complete their racial progression levels before they can take any Class levels.

Aasimar (Half Celestial) Githyanki Half Giant
Dhakaani Hobgoblin (Traditional) Githzerai Half Ogre
Dromite Gnome, Chaos Mephling
Duergar Goliath Thri-Kreen
Feytouched (Half Fey) Lizardfolk, Poison Dusk Tiefling

The following are templates that may be applied to a race. They do not handle progressions well and should be used for characters created after first level. They could also result in various role-playing complications so use of these templates and the subsequent character concepts are subject to DM approval.

Half Celestial Half Fey Lycanthrope, Afflicted
Half Dragon Half Troll Lycanthrope, Natural


Starting Age
Age Effects
Height/Weight

Aasimar

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Must take one level of Aasimar before taking any additional class levels.
  • Attribute Modifiers: +2 Charisma.
  • Type: Outsider
    Aasimars are outsiders native to the material plane. They gain the extraplanar subtype when not on the material plane. They are not subject to spells that only affect humanoids, such as charm person.
  • Size: Medium
  • Base Speed: 30'
  • Darkvision 60'
  • +2 Racial Bonus to Spot and Listen
  • (Sp) Light 1/day. Caster Level equal to Character Level
  • Resistance of 2 to acid, cold and electricity
  • Automatic Languages: Common, Celestial
    Bonus Languages:Draconic, Dwarven, Elven, Gnome, Halfling and Sylvan
  • Dragonmarks: None
  • Favored Class: Paladin
Level HD Special
1 -- Wis +2, Daylight, resistances (acid 5, cold 5, electricity 5)
  • Attribute changes as listed in the table above
  • Daylight (sp): Replaces the Light racial ability with the spell Daylight
  • Resistances: Replace existing racial resistances
Optional: Progression to Half-Celestial
Must have Good alignment!
Level HD Special
1 -- Str +2, Con+2, natural armor +1, disease immunity, poison resistance, spell-like abilities, spell resistance
2 -- Str +2, Dex +2, Int +2, damage reduction, smite evil, spell-like abilities
3 -- Con +2, Wis +2, Cha +2, resistances (acid 10, cold 10, electricity 10), spell-like abilities, spell resistance (+10), wings
  • Attribute changes as listed in the table above
  • Natural Armor increases to by +1 at 1st level
  • Resistances: Replace existing racial resistances
  • Disease Immunity (Ex): Immune to all diseases
  • Poison Resistance (Ex): +4 bonus to Fortitude saves vs Poison
  • Spell-Like Abilities (Sp): Characters with an Int or Wis of at least 8 gain the following spell-like abilities. Caster level equals character level. Save DC, where applicable equals 10 + Spell Level + Charisma Modifier
    Minimum Half-Celestial Level Minimum Character Level Spell-like Abilities Gained
    1st 1st Bless 1/day, protection from evil 3/day
      3rd Aid 1/day, detect evil 1/day
      7th Holy smite 1/day, remove disease 1/day
      13th Hallow 1/day, holy aura 3/day
    2nd 5th Cure serious wounds 1/day
      9th Dispel evil 1/day
      15th Mass charm monster 1/day
      15th Summon monster IX (celestials only) 1/day
    3rd 5th Neutralize poison 1/day
      11th Holy word 1/day
      19th Resurrection 1/day
    The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative.
  • Spell Resistance (Su): At 2nd level gains SR equal to character level (Max 25). At 3rd this increase by +10 (Max 35)
  • Damage Reduction (Su): At 2nd level, has damage reduction 5/magic if character level is 11th or lower, or damage reduction 10/magic if character level is 12th or higher. Treats natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures
  • Smite Evil (Su): Once per day, at 2nd level may attempt to smite an evil creature with one normal melee attack. This attack deals extra damage equal to character level (maximum +20) against an evil foe. If accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.
  • Wings (Ex): At 3rd level, grows birdlike wings, which may be used to fly at up to double base land speed with good maneuverability.
Aasimar are the result of a union between a celestial and a humanoid. The child is always raised by it’s humanoid parent but is often visited by it’s celestial parent. Unions of this type are rare but not unheard of. Aasimar are often raised in the church as their humanoid parent is usually a pious or holy person. They resemble a brighter, more beautiful version of whatever humanoid stock they came from, often having silver hair, powerful voices or golden eyes. They often find themselves staying in the church or adventuring in the name of religion to destroy evil in any form.
Source:SRD, Planar Handbook, Savage Progressions

Changeling

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  • Type: Humanoid [Shapechanger]
  • Size: Medium
  • Base Speed: 30'
  • +2 racial bonus on saves vs sleep and charm
  • +2 racial bonus on Bluff, Intimidate and Sense Motive
  • Natural Linguist: Changelings add speak language as a class skill to any class they pick
  • Minor Shape Change (Su): Changeling have the supernatural ability to alter their appearance as a Disguise Self spell that affects their bodies but not their possessions. This ability can be used at will, a True Seeing spell will reveal the true form. When using this ability, changeling gain a +10 on disguide checks. This is a full round action.
  • Automatic Languages: Common
    Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling and Terran
  • Dragonmarks: None
  • Favored Class: Rogue
Changelings are the result of breeding between Dopplegangers and humans in the distant past. The offspring of these unions banded together and in turn had offspring, now they are a viable race in and of themselves. They resemble humans but have indistinct facial features, merely suggestions of a nose and mouth. Their hair and eyes are blonde and pale. They are usually not trusted by anyone other than changelings and even then not often. Their ability to change their outward appearance makes them excellent rogues.
Source: Eberron

Daelkyr Half Blood

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  • Type: Aberration
  • Size: Medium
  • Base Speed: 30'
  • Darkvision 60'
  • Daelkyr half bloods eat, sleep and breathe
  • Proficient in all simple weapons and any weapon-like symbiont they use as well as with whatever armor types their class levels allow
  • Personal Symbiont: All half bloods begin play with one personal symbiont that is chosen from the following list: Breed Leech, Crawling Gauntlet or Throwing Scarab. If a personal symbiont is lost (killed), the half blood can regrow another from his own body in 2d4 days. The half blood cannot regrow any symbionts that he has gained in any other way. If the symiont is seperated from the half blood but still lives, he cannot regrow one. As the half blood increases in levels, he can grow a new personal symbiont as indicated on the table below. Any new symbiont replaces the original symbiont.
    Level Choices
    1st Breed Leech, Crawling Gauntlet, Throwing Scarab
    5th Stormstalk, Winter Cyst
    10th Spellwurm, Tentacle Whip
    15th Tongue Worm
  • Symbiont Mastery: A daelkyr half blood gains Symbiont Mastery as a bonus feat at first level
  • Symbiont Dependency (Ex): Daelkyr Half Bloods' facility with symbionts comes with a price. Without daily contact with at least one symbiont, a daelkyr half blood begins to die. If a half blood has no contact for 24 hours, he takes 1 point of constitution damage. He takes an additional point of constitution damage for each 24 hours until contact is restored. The con damage from this cannot be healed in any way as long as the half blood remains seperated from a symbiont.
  • Unbalanced Mind (Ex): The minds of the Daelkyr half bloods are in constant self revolt, reflecting their daelkyr 'parent' mixed with the more standard mindset of the biological parents. Any creature that attempts to read the thoughts of a daelkyr half blood (or in any way study his mind) must make a Will save (DC 10 + 1/2 half blood's level + Cha Mod) or be dazed for 1 round.
  • Automatic Languages: ???
    Bonus Languages: ???
  • Dragonmarks: None
  • Favored Class: Rogue
Daelkyr half bloods are tormented souls whose minds are alway in conflict. The most obvious outward sign that a creature has been 'Womb Warped' is the natural symbiont that is first born as the daelkyr half bloods 'twin'. Most attempt to conceal their symbiont from others as it tends to cause terror, mistrust and hatred in the general populace. There are two ways that an unborn child becomes a daelkyr half blood, the mother is kept in close proximity to a Daelkyr confinement cylinder or was infected by a breed leech.
Source: Magic of Eberron

Dhakaani Goblin

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  • Type: Humanoid [Goblinoid]
  • Attribute Modifiers: -2 Strength, +2 Dexterity, -2 Charisma
  • Size: Small. As a small creature, a Dhakaani Goblin gains a +1 size bonus to Armor Class, +1 size bonus on attack rolls, a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Base Speed: 30'
  • Darkvision: Dhakaani Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Dhakaani Goblins can function just fine with no light at all.
  • +4 racial bonus on Move Silently checks.
  • Bonus Feat: At first level Dhakaani Goblins gain an additional feat as a bonus racial feat.
  • Weapon Familiarity: Dhakaani Goblins treat spiked chains as martial weapons
  • Automatic Languages: Common and Goblin[Dhakaani]
    Bonus Languages: Dwarven, Elven, Gnome, Halfling, Orc
  • Dragonmarks: None
  • Favored Class: Rogue
The Dhakaani Goblins are the largest segment of an Dhakaani community. With their high reproduction rate they make up the bulk of Dhakaani non-combatants. Many have skills that deal with crafting, profession or magic. Others join military organizations dedicated to stealth and martial arts, serving as elite scouts for Darguun. Dhakaani Goblins get along well with their cousins and each other. The often defer to those above them in times of war, realizing that the bugbears are stronger combatants and the hobgoblins are better leaders. They tend to view non-goblinoids with an amount of suspicion tempered from long years of verbal and physical abuse.
Source: SRD, Eberron

Dhakaani Hobgoblin

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There are two varieties of Dhakaani Hobgoblin, Traditional and 'Degenerate'. Traditional Dhakaani Hobgoblins must take one level of Hobgoblin before taking any additional class levels. Degenerate Dhakaani Hobgoblins have been exposed to the human realms for too long and as such has lost their 'edge'. Degenerate Hobgoblins do not have a level adjustment but do not gain the benefit of both the Dexterity and Constitution bonuses. At character creation you must choose one ability bonus and that is the only one you receive. You also do not receive the +4 to move silently.
  • Attribute Modifiers: +2 Dexterity.
  • Type: Humanoid [Goblinoid]
  • Size: Medium
  • Base Speed: 30'
  • Darkvision 60'. Darkvision is black and white only, but it is otherwise like normal sight, and Dhakaani Hobgoblins can function just fine with no light at all
  • Weapon Familiarity: Dhakaani Hobgoblins treat spiked chains and dire flails as martial weapons, rather than exotic weapons
  • Automatic Languages: Common and Goblin[Dhakaani]
    Bonus Languages:Dwarven, Elven, Gnome, Halfling, Orc
  • Dragonmarks: None
  • Favored Class: Male: Fighter, Female: Bard
Level HD Special
1 -- Con +2, Skill Bonus
  • Attribute changes as listed in the table above
  • +4 racial bonus to Move Silently is gained at 2nd level
The ancient leaders of Darguun, the Dhakaani Hobgoblins consider themselves the rightful rulers of Khorvaire. They have been the backbone of Dhakaani society, and as such are proud warriors with an ancient history. Dhakaani Hobgoblins get along well with other Dhakaani goblinoids to a certain extent. When it comes to the subject of who is emperor, arguments and insults are common. Many consider the "younger" races to be usurpers, treating them as inferior at times. They have strained relations with the orcs, wary of their past power.
Source:SRD, DM Generated

Dromite

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Must take one level of Dromite before taking any additional class levels.
  • Attribute Modifiers: +2 Cha, -2 Str, -2 Wis.
  • Type: Monstrous Humanoid
    Dromites are monstrous humanoids and therefor not subject to spells that only affect humanoids, such as charm person.
  • Size Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character
  • Base Speed: 20'
  • Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +1 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 2, electricity 2, fire 2, or sonic 2. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
  • Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class
  • Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. 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 noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not re vealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
  • Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks
  • Automatic Languages: Common
    Bonus Languages:Dwarven, Gnome, Goblin, Terran
  • Dragonmarks: None
  • Favored Class: Wilder
Level HD Special
1 -- Hardened Chitin [+3, 5], Energy Ray, Blind-Fight
  • The natural armor bonus or a dromite's chitin increases to +3 at 1st level. Additionally, the energy resistance chosen at 1st level increases to 5.
  • Psi-Like Ability: 1/day energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
  • Blind-Fight: At 1st level, its antennae also give a dromite Blind-Fight as a bonus feat
In Eberron, psionic power springs from minds brought together in unison. When most psions manifest powers, they are tapping a source of energy created by the collective subconscious of the common races, the same power that forms Dal Quor. The plane of dreams is not the only psionic wellspring, however. Before the rise of human civilization, a proud insectoid race explored the known world. They had a simple but civilized society and communicated through a hive mind. Individual members of the race learned to tap the collective sentience and became Eberron's first psions. The race eventually fragmented into two lesser species, including the small but brilliant dromites. Living beneath Sarlona, the dromites developed a complex culture and prospered in isolation.In recent decades, however, the dromites have outgrown their city-hives beneath the earth. They have sent scouts above ground, drawing the attention of both the Inspired and the kalashtar. The castes are currently in a heated debate about the best course of action. Many Fire Caste members support an alliance with the Inspired, while Glimmer Caste members favor the kalashtar. Ice Caste members oppose any further expansion and suggest controlled breeding to facilitate continuing isolationism. Voice Caste members are generally undecided, aware of the dangers in any course of action.
Source:Expanded Psionics Handbook, DM Generated

Duergar

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Must take one level of Duergar before taking any additional class levels.
  • Type: Humanoid [Dwarf]
  • Attribute Modifiers: +2 Constitution, -4 Charisma
  • Size: Medium
  • Base Speed: 20'. However, duergar can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations)
  • Darkvision: Duergar can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and duergar can function just fine with no light at all.
  • Light Sensitivity (Ex): Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
  • Enlarge Person (Sp): Once per day, duergar may use enlarge person (caster level equals twice the duergar's character level, minimum 3rd). This ability affects only the duergar and whatever she carries
  • Stonecunning: This ability grants a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and he can use the Search skill to find stonework traps as a rogue can. Can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up
  • Weapon Familiarity: Duergar may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons
  • Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground)
  • +2 racial bonus on saving throws against poison
  • +2 racial bonus on saving throws against spells and spell-like effects
  • +1 racial bonus on attack rolls against orcs and goblinoids
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too
  • +2 racial bonus on Appraise checks that are related to stone or metal items
  • +2 racial bonus on Craft checks that are related to stone or metal
  • Automatic Languages: Common, Undercommon and Dwarven
    Bonus Languages: Draconic, Giant, Goblin, Orc, Terran, and Common
  • Dragonmarks: Warding
  • Favored Class: Fighter
Level HD Special
1 -- Darkvision 120 ft., immunities, invisibility, skill bonuses
  • Darkvision (Ex): A 1st-level duergar's darkvision range increases to 120 feet.
  • Immunities: At 1st level, the duergar becomes immune to paralysis, phantasms, and poison. This ability replaces the base saving throw bonuses against these effects included in the duergar's base racial features.
  • Invisibility (Sp): A duergar may use invisibility (caster level equals twice the duergar's character level, minimum 3rd) once per day. This ability affects only the duergar and whatever she carries
  • Skill Bonuses (Ex): A 1st-level duergar gains a +1 racial bonus on Listen and Spot checks and a +4 racial bonus on Move Silently checks.
The dark dwarves of the Duergar clan were once one of the most respected clans in northern Khorvaire. Unparalleled miners, their skill and greed took them into the unexplored depths of Khyber. For a while they found wealth, but eventually they were attacked and enslaved by illithids, and over the millennia they were consumed by insanity. By the time they finally overwhelmed their masters and escaped, their minds and spirits were permanently twisted. Through this process, they gained the ability to tap into the psionic energy of Xoriat, the plane of madness.If the Duergar have a central homeland beneath Eberron, it is a mystery to even the most experienced adventurers. Their small underground cities are found throughout Khorvaire and serve as staging areas for their war of vengeance against aberrations. They shun surface dwellers and relentlessly hunt illithids and beholders, believing that no act is evil if it furthers the destruction of Xoriat's spawn. A few of the less insane sometimes pursue nobler goals, but any Duergar faces suspicion and fear among surface-dwellers, especially among Mror dwarves.
Source:Expanded Psionics Handbook, Eberron

Dwarf

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  • Type: Humanoid [Dwarf]
  • Attribute Modifiers: +2 Constitution, -2 Charisma
  • Size: Medium
  • Base Speed: 20'. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations)
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground)
  • +2 racial bonus on saving throws against poison
  • +2 racial bonus on saving throws against spells and spell-like effects
  • +1 racial bonus on attack rolls against orcs and goblinoids
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too
  • +2 racial bonus on Appraise checks that are related to stone or metal items
  • +2 racial bonus on Craft checks that are related to stone or metal
  • Automatic Languages: Common and Dwarven
    Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon
  • Dragonmarks: Warding
  • Favored Class: Fighter
Dwarves, by legend, originated from the arctic subcontinent of Frostfell and now live in a region called the Mror Holds. They are natural miners and as such, control most of the precious metals found across Khorvaire. In addition to their traditional role as elite warriors, they also put much importance on wealth, and their dragonmarked house -- House Kundarak -- is used throughout Khorvaire for banking.
Source:PHB, Eberron

Elan

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  • Type: Aberration - Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Attribute Modifiers: -2 Charisma
  • Size: Medium
  • Base Speed: 30'
  • Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
  • Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
  • Automatic Language: Common.
    Bonus Languages: Any (other than secret languages, such as Druidic). Elans' past lives expose them to wide ranges of language.
  • Dragonmarks: None
  • Favored Class: Psion
When a quori commits a heinous crime against its own kind, it recieves a terrible punishment: It is bound into a human vessel against its will. Unlike in the normal process of inspiration, the bound spirit has no power or influence over its host. Condemned to eternal powerlessness, the quori's energy sustains and empowers the host, transforming it into an elan (EPH 9). No elan council exists on Eberron, and no one undergoes the process voluntarily. Elans are exceedingly rare. Most are found in Riedra, serving in the Harmonious Shield. Elans know what they are--living prisons for evil spirits. An elan has been granted great power with which to serve the Inspired, and the potential to redeem the il-altas imprisoned in its body. Many elans rise to this challenge, becoming champions of the Path of Inspiration. Others stray from the path. Some hear messages from the spirit within or at least believe they do: the life of an elan often ends in madness. Others learn the truth about the Inspired--with a potential life span of centuries, an elan has a great deal of time to put together the pieces of the puzzle.
Source:Expanded Psionic Handbook

Elf

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  • Type: Humanoid [Elf]
  • Attribute Modifiers: +2 Dexterity, -2 Constitution
  • Size: Medium
  • Base Speed: 30'
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects
  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it
  • Automatic Languages: Common and Elven
    Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan
  • Dragonmarks: Shadow
  • Favored Class: Wizard
Created by and enslaved by the giants a millenia ago, the elves escaped their captors during the fall of Xen’drick. They made their way to Aerenal and set up a formidable island nation for themselves. Most elves are regal and aloof, they simply do not understand the frenetic ways of the short lived races. However, those that have immersed themselves in the cultures of the short lived peoples have an understanding of their ways and have developed emotions to align with their new views. Elves that prove their greatness to society are gifted with a kind of undead upon their passing, they are called the Undying and are revered by almost all elves. Some elves try to emulate the strong warriors of the elven past, these are the Valenar.
Source:PHB, Eberron

Feytouched

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Must take one level of Feytouched before taking any additional class levels.
  • Attribute Modifiers: +2 Dexterity, -2 Constitution, +2 Charisma.
  • Type: Fey
    Thus, they are vulnerable to spells and effects that work on creatures of the fey type but immune to effects that target other types. For example, a feytouched would be subject to the extra damage from a fey bane sword but immune to hold person, since that spell affects only humanoids.
  • Size: Medium
  • Base Speed: 30'
  • Low-Light Vision (Ex): A feytouched can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
  • A feytouched has a +4 racial bonus on saving throws against mind-affecting effects.
  • Automatic Languages: Common, Sylvan.
    Bonus Languages:Elven, Gnome, Halfling
  • Dragonmarks: None
  • Favored Class: Bard or Rogue
Level HD Special
1 -- Charm person, immunities, skill bonuses
  • Charm Person (Sp): A 1st-level feytouched may use charm person (caster level equals feytouched's character level; save DC 11 + feytouched's Cha modifier) once per day.
  • Immunities (Ex): At 1st level, a feytouched becomes immune to all mind-affecting effects. This ability replaces the saving throw bonuses against these effects included in the feytouched's base racial features.
  • At 1st level, a feytouched gains a +2 racial bonus on Hide and Move Silently checks
Optional: Progression to Half-Fey
Level HD Special
1 -- Wis +2, Cha +2, immunity to enchantments, spell-like abilities, wings
  • Attribute changes as listed in the table above
  • Immunity to Enchantments (Ex): A feytouched/half-fey is immune to all spells and effects from the Enchantment school.
  • Spell-Like Abilities (Sp): Characters with an Int or Wis of at least 8 gain the following spell-like abilities. Caster level equals character level. Save DC, where applicable equals 10 + Spell Level + Charisma Modifier
    Character Level Spell-like Abilities Gained
    1st Charm person at will, faerie fire or glitterdust 1/day, hypnotism 1/day
    3rd Detect law 3/day, enthrall or sleep 1/day
    5th Protection from law 3/day
    7th Confusion or good hope 1/day
    9th Eyebite or lesser geas 1/day
    11th Dominate person or hold monster 1/day
    13th Mass invisibility 1/day
    15th Geas/quest or mass suggestion 1/day
    17th Insanity or mass charm 1/day
    19th Otto's irresistible dance 1/day
  • Wings (Ex): Grow insectlike wings (usually butterfly-type), which she may use to fly at up to double her base land speed with good maneuverability.
Source:Savage Progressions

Githyanki

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Must take two levels of Githyanki before taking any additional class levels.
  • Attribute Modifiers: +2 Dexterity, -2 Wisdom.
  • Type: Humanoid [Extraplanar]
  • Size: Medium
  • Base Speed: 30'
  • Darkvision 60'
  • Naturally Psionic: Githyanki gain 3 bonus power points at first level. This benefit does not grant them the ability to manifest powers unless they gain the ability through another source, such as levels in a psionic class
  • Automatic Languages: Common, Gith
    Bonus Languages:Abyssal, Celestial, Draconic, Infernal, Undercommon
  • Dragonmarks: None
  • Favored Class: Fighter
Level HD Special
1 -- Psi-Like Abilities, Power Resistance
2 -- Con +2
  • Attribute changes as listed in the table above
  • Power Resistance: Equal to 5 + Hit Dice
  • Psi-Like Abilities: As a Githyanki advances in level, he gains psi-like abilities as indicated in the table below. The benefits are cumulative. Manifest level is equal to hit dice (min 1st). The save DCs are charisma based.1st:3/day: Far Hand, Psionic Daze. 3rd: 3/day: Concealing Amorpha. 6th: 3/day: Psionic Dimension Door. 9th: 3/day: Telekinetic Thrust, 1/day: Psionic Plane Shift
Being at home on the astral plane, but always searching for more places to conquer, it seems odd that the githyanki rarely visit Eberron. This is due to the fact that centuries ago, they had the misfortune of entering the plane in the middle of Argonnessen, and were almost comletely decimated by the Dragons there. The leaders of the giths are biding their time until they figure out a plan to deal with the dragons, because of this, very few scouting parties have visited other portions of the world
Source:Expanded Psionics Handbook, DM Generated

Githzerai

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Must take two levels of Githyanki before taking any additional class levels.
  • Attribute Modifiers: +2 Dexterity, -2 Intelligence.
  • Type: Humanoid [Extraplanar]
  • Size: Medium
  • Base Speed: 30'
  • Darkvision 60'
  • Naturally Psionic: Githzerai gain 2 bonus power points at first level. This benefit does not grant them the ability to manifest powers unless they gain the ability through another source, such as levels in a psionic class
  • Automatic Languages: Common, Gith
    Bonus Languages:Abyssal, Celestial, Draconic, Slaad, Undercommon
  • Dragonmarks: None
  • Favored Class: Monk
Level HD Special
1 -- Dex +2, Psi-Like Abilities
2 -- Dex +2, Wis +2, Power Resistance
  • Attribute changes as listed in the table above
  • Power Resistance: Equal to 5 + Hit Dice
  • Psi-like abilities: 3/day: Inertial Armor, Psionic Daze, Catfall, Concussion. Githzerai of 11th level and higher gain Plane shift 1/day. Manifester level is Hit Dice (min 1st).The save DCs are Charisma based.
Every time Kythri becomes coterminous with eberron, more Githzerai pass over into Khorvaire. They have set up a few monasteries in the Demon Wastes and Eldeen Reaches as well as the Lhazaar principalities Their motives are unknown but they have welcomed any visitors that happen upon these monasteries, treating them well and often healing those that are injured
Source:Expanded Psionics Handbook, DM Generated

Gnome, Chaos

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Must take one level of Chaos Gnome before taking any additional class levels.
  • Type: Humanoid[Gnome]
  • Attribute Modifiers: Strength -2, Constitution +2
  • Size: Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Base Speed: 20'
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
  • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons
  • +2 racial bonus on saving throws against illusions
  • Spell Power: A chaos gnome’s effective caster level when casting spells with the Chaos descriptor increases by 1
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too
  • +2 racial bonus on Listen checks
  • Spell-Like Abilities: 1/day - Entropic Shield. A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day - daze, flare, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level
  • Automatic Languages: Common and Gnome
    Bonus Languages: Any
  • Dragonmarks: Scribing
  • Favored Class: Sorcerer
Level HD Special
1 -- Dex +2, Cha +2, Spell Immunity, Luck of Chaos
  • Attribute changes as listed in the table above
  • Spell Immunity to all confusion effects
  • Luck of Chaos: Once per day a chaos gnome can reroll any one roll that he has just made, before the DM declares the result of the roll. The chaos gnome must take the results of the second roll, even if it is worse
The Chaos Gnomes are a radical group of deep gnomes that escaped from Khyber and set themselves up outside of the civilized regions near Zilargo. They are the embodiment of chaos and are rarely trusted by others.
Source:Races of Stone

Gnome, Common

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  • Type: Humanoid[Gnome]
  • Attribute Modifiers: Strength -2, Constitution +2
  • Size: Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Base Speed: 20'
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
  • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons
  • +2 racial bonus on saving throws against illusions
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects
  • +1 racial bonus on attack rolls against kobolds and goblinoids
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too
  • +2 racial bonus on Listen checks
  • +2 racial bonus on Craft (alchemy) checks
  • Spell-Like Abilities: 1/day: speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day: dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
  • Automatic Languages: Common and Gnome
    Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc
  • Dragonmarks: Scribing
  • Favored Class: Bard
Gnomes commonly live in their own country of Zilargo and are considered excellent shipwrights, the masters of elemental binding, information seekers, and social manipulators. They harbor a thirst for knowledge so strong that many believeevery bit of information is important and needs to be preserved. Gnomes carry the dragonmark of Scribing, which grants magical abilities related to the written word and translation.
Source:PHB, Eberron 

Gnome, Whisper

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  • Type: Humanoid[Gnome]
  • Attribute Modifiers: +2 Dexterity, +2 Constitution, -2 Charisma, -2 Strength
  • Size: Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Base Speed: 30'
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
  • Darkvision: Whisper Gnomes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and they can function just fine with no light at all
  • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons
  • +1 racial bonus on attack rolls against kobolds and goblinoids
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too
  • +2 racial bonus on Listen and Spot checks
  • +4 racial bonus on Hide and Move Silently checks
  • Spell-Like Abilities: 1/day - Silence (Centered on self). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day - ghost sound, mage hand, message. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level
  • Automatic Languages: Common and Gnome
    Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc
  • Dragonmarks: Scribing
  • Favored Class: Rogue
Another group of Deep Gnomes that escaped Khyber centuries ago, they have perfected the art of silence and all that it implies. They are often hired as spies, due to their diminutive build and their ability to remain silent and hidden
Source:Races of Stone

Goliath

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Must take one level of Goliath before taking any additional class levels.
  • Type: Giant
  • Attribute Modifiers: Strength +2, Dexterity -2
  • Size: Medium
  • Base Speed: 30'
  • Mountain Movement: Because Goliaths live on ledges and cliffs, they are used to leaping and jumping from a standstill. They make standing jumps as if they were running. They also suffer no penalty for accelerated climbing
  • Acclimated: Goliaths are automatically acclimated to life at high altitude. They take no penalties for altitude
  • Lesser Powerful Build: A goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category
  • +2 racial bonus to Sense Motive.
  • Automatic Languages: Common and Gol-Kaa
    Bonus Languages: Dwarven, Giant, Gnoll, Terran
  • Dragonmarks: None
  • Favored Class: Barbarian
Level HD Special
1 -- Str +2, Con +2, Powerful build
  • Attribute changes as listed in the table above
  • Powerful Build: The physical stature of goliaths lets them function in many ways as if they were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him.
An oversized breed of rocklike humanoids that have close ties to the mountains and family. They have a strict code of honor that is difficult if not impossible for non goliaths to understand. Any Goliath found breaking the code is forever banished from the mountain steadings, offered death if they remain or return. As such, there are a few pockets of Goliaths scattered about Khorvaire. They tend to prefer the wilderness but it is not uncommon to see one or two in any of the major cities.
Source:Races of Stone

Half Elf

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  • Type: Humanoid[Elf]
  • Size: Medium
  • Base Speed: 30'
  • Low-Light Vision: A half elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
  • Immunity to sleep spells and similar magical effects
  • +2 racial bonus on saving throws against enchantment spells or effects
  • +1 racial bonus on Listen, Search, and Spot checks
  • +2 racial bonus on Diplomacy and Gather Information checks
  • Elven Blood: For all effects related to race, a half-elf is considered an elf
  • Automatic Languages: Common and Elven
    Bonus Languages: Any (other than secret languages, such as Druidic)
  • Dragonmarks: Storm, Detection
  • Favored Class: Any
They are now a breed to themselves but their progenitors were the offspring of elves and humans. They are at home with either group and have a good relationship with almost all races. Half elves carry two dragonmarks, the Mark of Storm; Dealing with weather control and flying ships and the Mark of Detection; used to help with personal protection services.
Source:PHB, Eberron 

Half Fey

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  • TEMPLATE. Level Adjustment: +2. Creatures with the Half Fey template are considered to have taken 2 levels of half fey before taking any class levels
  • Type: Changes to Fey
  • Attribute Modifiers: +2 Dexterity, +2 Wisdom, +4 Charisma
  • MUST BE NON-LAWFUL
  • Low-Light Vision: A half fey can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
  • Immunity to Enchantments (Ex): A Half-fey is immune to all spells and effects from the Enchantment school.
  • Spell-Like Abilities (Sp): Characters with an Int or Wis of at least 8 gain the following spell-like abilities. Caster level equals character level. Save DC, where applicable equals 10 + Spell Level + Charisma Modifier
    Character Level Spell-like Abilities Gained
    1st Charm person at will, faerie fire or glitterdust 1/day, hypnotism 1/day
    3rd Detect law 3/day, enthrall or sleep 1/day
    5th Protection from law 3/day
    7th Confusion or good hope 1/day
    9th Eyebite or lesser geas 1/day
    11th Dominate person or hold monster 1/day
    13th Mass invisibility 1/day
    15th Geas/quest or mass suggestion 1/day
    17th Insanity or mass charm 1/day
    19th Otto's irresistible dance 1/day
  • Wings (Ex): Grow insectlike wings (usually butterfly-type), which she may use to fly at up to double her base land speed with good maneuverability.
Half fey is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature). The creatures type changes to fey. A half-fey uses all the base creature’s statistics and special abilities except as noted here. Half fey are considered oddities among any group and are looked at a freaks. They generally get along well enough after the initial shock of meeting them is over
Source:Monster Manual II 

Half Giant

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Must take one level of Half Giant before taking any additional class levels.
  • Type: Giant
  • Attribute Modifiers: Strength +2, Dexterity -2
  • Size: Medium
  • Base Speed: 30'
  • Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures
  • Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Lesser Powerful Build: A half giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category
  • Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class
  • Automatic Languages: Common
    Bonus Languages: Draconic, Giant, Gnoll, Ignan.
  • Dragonmarks: None
  • Favored Class: Psychic Warrior
Level HD Special
1 -- Con +2, Powerful build, Stomp
  • Attribute changes as listed in the table above
  • Powerful Build: The physical stature of half giants lets them function in many ways as if they were one size category larger. Whenever a half giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half giant is treated as one size larger if doing so is advantageous to him.
  • Psi-Like Ability: 1/day - stomp. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
During the last Dal Quor incursion, the giants and the Quori clashed in a titanic struggle that destroyed Xen'drik and shook Eberron to its core. During the many years of the conflict, a group of powerful Hashalaq Quori invaded the dreams of sleeping giantesses and planted an insidious curse. As a result, the entire next generation of giants was a race of children who never grew. Stunted and weak, most were put to death by their parents before they reached adolescence. Only a few survived, sheltered by caring mothers or hidden among the elves.When the giants finally drove the Quori away, the surviving half-giants assembled and left Xen'drik. Traveling together, they delighted in towering over the goblins and orcs of Khorvaire. They also discovered an unintended side effect of the Quori curse that created them: every half-giant is born with an innate talent for psionics. For centuries, half-giant communities dotted the western part of the continent, but they were eventually driven toward the coast by human settlers. Now Eberron's largest community of half-giants lies in the Demon Wastes, far from the persecution that has defined their history.
Source:Expanded Psionics Handbook

Half Ogre

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Must take two levels of Half Ogre before taking any additional class levels.
  • Type: Giant
  • Attribute Modifiers: Strength +2, Constitution +2, Dexterity -2, Intelligence -2, Charisma -2
  • Size: Large: as large creatures, half ogres take a -1 penalty to AC and attack rolls. They have a reach of 10’.
  • Base Speed: 30'
  • Darkvision: Half-ogres can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-ogres can function just fine with no light at all.
  • Natural Armor +2
  • Automatic Languages: Common and Giant
    Bonus Languages: Draconic, Orc, Gnoll, Goblin, and Abyssal.
  • Dragonmarks: None
  • Favored Class: Barbarian
Level HD Special
1 -- Str +2, Natural Armor +1 (+3 Total)
2 -- Str +2, Natural Armor +1 (+4 Total)
  • Attribute changes as listed in the table above
  • Natural Armor: Half ogres gain a +1 natural armor due to their thick hard skin at 1st level for a total of +3. This increases to +4 at 2nd level
Arising from the barbarian tribes, these creatures are a blend of Ogrish strength and human intellect (albeit slightly lower than normal). They are quite rare and often are shunned by both the human settlements and ogre encampments they encounter, as such they are often loners with a tendency towards violence.
Source:Races of Destiny

Half Orc

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  • Type: Humanoid[Orc]
  • Attribute Modifiers: Strength +2, Intelligence -2 or Charisma - 2 (Choose one penalty, not both).
  • Size: Medium
  • Base Speed: 30'
  • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
  • Orc Blood: For all effects related to race, a half-orc is considered an orc
  • Automatic Languages: Common and Orc
    Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal
  • Dragonmarks: Finding
  • Favored Class: Barbarian
Half orcs are rare except in the barbarian lands where the two races intermingle on a daily basis. They take some size and strength from their orc parents but retain most civility from their human parent. The halforcs share the mark of Finding with humans, it is used to locate dragonshards and help in investigations.
Source:PHB, Eberron 

Half Troll

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  • TEMPLATE. Level Adjustment: +4. Creatures with the Half Troll template are considered to have taken 4 levels of half troll before taking any class levels
  • Type: Changes to Giant
  • Attribute Modifiers: Strength +6, Dexterity +2, Constitution +6, Intelligence -2, Charisma -2
  • Darkvision out to 60 feet.
  • Natural Armor +4
  • Special Qualities: Fast Healing (5).
  • Special Qualities: Scent (as the Feat).
  • Natural Attacks (Ex): 2 Claws (primary) plus 1 Bite (secondary)
    Rend (Ex): If a Half-troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional amount of damage based on the half trolls size. Half trolls add 1-1/2 times their Str modifier to damage on a rend.
    Size Claw Bite Rend
    Fine 1 -- --
    Diminutive 1d2 1 1d2
    Tiny 1d3 1d2 2d2
    Small 1d4 1d3 2d3
    Medium 1d6 1d4 2d4
    Large 1d8 1d6 2d6
    Huge 2d6 1d8 2d8
    Gargantuan 3d6 2d6 4d6
    Colossal 4d6 3d6 4d8
Half troll is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature). The creatures type changes to giant. A half-troll uses all the base creature’s statistics and special abilities except as noted here. Most creatures distrust half trolls but with work they are becoming more accepted in society.
Source:Monster Manual II 

Halfling

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  • Type: Humanoid[Halfling]
  • Attribute Modifiers: Dexterity +2, Constitution -2
  • Size: Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Base Speed: 20'
  • +2 racial bonus on Climb, Jump, and Move Silently checks.
  • +1 racial bonus on all saving throws.
  • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
  • +1 racial bonus on attack rolls with thrown weapons and slings.
  • +2 racial bonus on Listen checks.
  • Automatic Languages: Common and Halfling
    Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc
  • Dragonmarks: Hospitality, Healing
  • Favored Class: Rogue
Nomadic and sometimes violent the halflings use domesticated dinosaurs for transportation. They are mostly found in the Talenta Plains, but some have moved to the cities of Khorvaire and are managing quite well. Some halflings carry the Mark of Hospitality and run inns and restaurants as well as offering safe water and food, while some other cary the Mark of Healing.
Source:PHB, Eberron 

Human

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  • Type: Humanoid[Human]
  • Size: Medium
  • Base Speed: 30'
  • 1 extra feat at 1st level
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Languages: Common
    Bonus Languages: Any (other than secret languages, such as Druidic)
  • Dragonmarks: Making, Passage, Sentinal, Handling
  • Favored Class: Any
Source:PHB, Eberron 

Kalashtar

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  • Type: Humanoid[???]
  • Size: Medium
  • Base Speed: 30'
  • +2 racial bonus vs mind affecting spells and abilities and possession
  • +2 racial bonus on Bluff, Diplomacy and Intimidate.
  • +2 racial bonus to on disguise to impersonate a human.
  • Kalashtar sleep but they do not dream, therefore they are immune to the dream and nightmare spells.
  • Naturally Psionic: Kalashtar gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-like Abilities: 1/day: Mindlink. This ability is like the power manifested by a wilder of the kalashtars HD (Min 1st).
  • Automatic Languages: Common and Quor
    Bonus Languages: Draconic and Riedran
  • Dragonmarks: None
  • Favored Class: Psion
The Kalashtar are a compound race, consisting of humans merged with incorporeal entities from Dal Quor that escaped the persecution of the Quori. They posess keen intellect but are not ruled by logic and must struggle each day to remain sane. Since the original possessions occurred, the race now breeds true, neither human or Quori but a unique race to itself.
Source:Eberron 

Killoren

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  • Type: Fey
  • Size: Medium
  • Base Speed: 30'
  • Low Light Vision: Killoren 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.
  • Immunity to magic sleep effects and a +2 racial bonus against enchantment spells and effects.
  • +2 racial bonus on Handle Animal and Survival checks.
  • Cold Iron Anathema (Su): Killoren have a difficult time wielding weapons made of cold iron. Killoren take a -2 penalty on any attack roll they make with cold iron weapons, even weapons only partially made from cold iron (arrows, spears).
  • Manifest Natures Might (Su): Killoren are forever bound to the raw forces of nature itself, manifesting this bond even in their physical form. A killoren can only manifest one aspect of nature’s might at a time. Each morning as the sun rises, a killoren spends 10 minutes in quiet meditation, filling his spirit with the aspect of nature that is most needed for her current tasks. Once an aspect is chosen, that aspect remains in effect until the next morning. Many killoren favor only one aspect and rarely manifest one of the other two aspects.
    • Aspect of the Ancient: The killoren takes on the aspect of Nature’s secret lore, he gains a +2 bonus to his saves against enchantment and gains a bonus to Knowledge (Nature) equal to his hit dice. When manifesting this aspect a killoren’s hair is white and their eyes are sky blue.
    • Aspect of the Destroyer: The killoren takes on the aspects of Nature's destructive forces, they gain the ability to ‘smite’ natures foes: aberrations, constructs, humanoids, oozes, outsiders and undead. If a killoren accidentally smites a creature not of one of these types the smite attempt is still used. The killoren can use this ability once per hour, up to his charisma bonus times per day (Min 1). This smiting grants a bonus to attack equal to the killoren’s charisma modifier and adds +1 per hit die to damage. While manifesting this aspect, the killoren hair and eyes turn a deep, lusterless black.
    • Aspect of the Hunter: The killoren takes on the aspect of Nature's hunters, He gains a +2 bonus to: Hide, Listen, Move Silently, Spot and Initiative. When manifesting this aspect, the killoren’s eyes and hair become deep forest green and his skin turns bark brown.
  • Automatic Languages: Common, Sylvan
    Bonus Languages: None
  • Dragonmarks: None
  • Favored Class: Druid
A newly risen race of powerful Fey, the Killoren are a blend of nature’s patience and power with the ambition and aggression of humanoid races. Equally at home in the cities of man as in the glades of a verdant forest, they appear to be nature’s answer to the strength of the humanoid races and the encroachment into the dwindling forests. They are few in number but are rapidly growing their population. They have appeared in every corner of the world and seem only to have conflict with those that would despoil nature.They stand around 5 ft tall, maturing quickly by age 10 but then ageing slowly after that. For all intents and purposes the are immortal, never dying of old age. They have green or tan skin, the texture of a new leaf and their limbs are long and slender. The eyes and hair of the Killoren depend on which aspect of Nature it is currently manifesting/
Source:Eberron 

Kobold

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  • Type: Humanoid[Dragonblooded, Reptillian] A kobold's race is treated as dragon (for spells, and prerequisites, etc.)
  • Attribute Modifiers: Strength -4, Dexterity +2, Constitution -2
  • Size: Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Base Speed: 30'
  • Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and they can function just fine with no light at all.
  • Bonus Feat: A kobold gains an additional feat at first level as a bonus racial feat.
  • +2 racial bonus on Craft (trapmaking), Profession (miner), Listen, Search, Spot and Survival checks.
  • Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
    A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks
  • Know Direction: A Kobold cannot get lost underground
  • A Kobold gains proficiency in the sling, dagger and spear
  • Automatic Languages: Draconic
    Bonus Languages: Common, Undercommon
  • Dragonmarks: None
  • Favored Class: Sorcerer
Often the brunt of jokes and picked on by almost every race, the lowly kobold strives to prove his worth to himself and other kobolds. Most kobolds could care less what other creatures think of it but will react quite positively to any creature that shows kindness or friendship to him. Kobolds will get along with any creature that treats them with friendship or respect. Other creatures are simply avoided or treated as a superior until retribution can be gained.
Source:Races of the Dragon

Lizardfolk, Poison Dusk

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Must take one level of Poison Dusk Lizardfolk before taking any additional class levels.
  • Attribute Modifiers: +2 Dexterity, -2 Charisma.
  • Type: Humanoid [Reptillian]
  • Size: Small. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters
  • Base Speed: 30'
  • Natural Armor +1
  • Natural Weapons: 2 claws (1d4)
  • +2 racial bonus on Balance, Jump, and Swim checks
  • Low Light Vision
  • Weapon Familiarity: Poison Dusk treat Bolas and Nets as martial weapons
  • Chameleon Skin: +5 to hide when not wearing clothes or armor
  • Poison Use: Due to the long tradition of poison use, the poison dusk is never in danger of poisoning itself.
  • Hold breath- A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning
  • Automatic Languages: Common, Draconic
    Bonus Languages:Aquan, Goblin, Gnoll, Orc.
  • Dragonmarks: None
  • Favored Class: Ranger
Level HD Special
1 -- Con +2, Bite, Natural Armor +2 (+3 Total), Skill Bonuses
  • Attribute changes as listed in the table above
  • Secondary Natural Weapon: Bite (1d4)
  • Natural Armor increases to +3 at 1st level
  • Racial bonus on Balance, Jump, and Swim checks increase to +4 at 1st level
Lizardfolk are fairly primitive and therefore quite straightforward. If they don’t like you, you’ll know it. Poison Dusk lizardfolk are mottled colors that blend perfectly into the marshes that they call home. They have a small crest on their head that runs to the middle of the back. They are generally 3 to 4 feet high and weigh between 42 to 52lbs.
Source:Monster Manual III

Maenad

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  • Type: Humanoid[Maenad, Psionic]
  • Size: Medium
  • Base Speed: 30'
  • Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Ability: 1/day - Energy Ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
  • Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate his mentality to gain a boost of raw physical power. When he does so, she takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.
  • Automatic Languages: Common, Maenad
    Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin
  • Dragonmarks: None
  • Favored Class: Wilder
During the Dal Quor incursion, when the plane of dreams was coterminous with Eberron, many humans manifested psionic powers for the first time. In Maena, an early human nation on the continent of Sarlona, a group of women became powerful wilders overnight, a change that left them mad with power. When other humans refused their demands for sacrifice and tribute, the bloodthirsty Maenads massacred the people of their nation. It was not until the Dal Quor was thrown out of alignment that the Maenads came to their senses and understood what they'd done.The Maenads swore never to lose control again. In a secret ritual, they channeled all their psionic might into psicrystals, then shattered those crystals and permanently absorbed the shards into their bodies. The psicrystals served as reservoirs for psionic energy and made power manifestation a matter of discipline rather than emotion. Since that first generation, the Maenads' children -- both male and female -- have been born with crystal-flecked skin that holds a trace of their forbears' psionic abilities.Few Maenads know the true history of their people, but they are all taught that their race must atone for past sins and prevent future tragedies by suppressing their powerful emotions. They live an ascetic life as nomads on Eberron's oceans and preserve the matriarchal traditions of ancient Maena. Because trade is the only way they can acquire cherished metal goods, they regularly visit coastal towns in Khorvaire and Xen'drik. Few stay behind, however, and those who travel inland would be regarded as true exotics.
Source:Expanded Psionics Handbook

Mephling

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Must take one level of Mephling before taking any additional class levels.
  • Attribute Modifiers: -2 Intelligence, +2 Charisma.
  • Type: Humanoid [Extraplanar] Native to the Elemental Planes
  • Size: Small. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters
  • Base Speed: 30'. Air mephling have fly speed of 10’, earth mephlings have a burrow speed of 10’, water mephlings have a swim speed of 30’/li>
  • Mephits can cast spells with their elemental descriptor at +1 caster level.
  • Automatic Languages: Common plus elemental heritage language
    Bonus Languages:Auran, Terran, Ignan, Aquan.
  • Dragonmarks: None
  • Favored Class: Air: Bard. Earth: Druid. Fire: Sorcerer. Water: Monk
Level HD Special
1 -- Attribute Bonus, Breath Weapon
  • Attribute Bonus: Based on type, Air: +2 dexterity. Earth: +2 Strength, -2 Dexterity. Fire: +2 Dexterity. Water: +2 Constitution
  • Each Mephling has a breath weapon depending on its heritage. It fills a 15’ cone and deals 1d8 per target. It allows a reflex save dc=10+1/2 mephling hit dice+ Con modifier, for half damage. Mephlings get to use their breath weapon 1 time per day for every 4 levels. Air: Dust and Grit (Piercing). Earth: Rock Shards and Pebbles (Bludeoning). Fire: Flame (Fire). Water: Acid (Acid).
Scholarly lore offer two stories as to the origination of the mephling; one speaks of unions between Mephits and an unknown Human tribe, another speaks of a megalomaniacal sorcerer trying to imprint his essense on another race. Either way, from time to time, mephlings appear on Khorvaire, seemingly out of nowhere. If they are lucky, they are found by creatures that provide care for it until it reaches adulthood but often they are either not found or killed by wild animals or the sentient beings that find them. The mephlings that survive, find themselves in a world where they don’t fit in and often become wanderers, looking for their ‘place’.
Source:Planar Handbook

Mongrelfolk

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  • Type: Humanoid[Human]
  • Attribute Modifiers: +4 Dexterity, -2 Intelligence, -4 Charisma
  • Size: Medium
  • Base Speed: 30'
  • Low Light Vision
  • Emulate Race: Because of their racially mixed heritage, mongrelfolk can use magic items that only function for particular races. This ability works like Use Magic Device. A mongrelfolk can automatically emulate any humanoid race without a skill check, they gain a +4 when trying to emulate a non-humanoid race for the Use Magic Device check.
  • Sound Imitation: A mongrelfolk can mimic any sound or voice he has heard. Listeners must succeed on a DC:16 will check to detect the ruse.
  • Immunity to all sleep spells and similar magic.
  • Diffuse Blood: Mongrelfolk gain a +2 bonus on saving throws vs spells that target one of the following races: Human, Elf, Dwarf, Gnome, Goblin,Orc.
  • +1 racial Bonus to : Enchantment, Illusion, poison, appraise, climb, jump, listen, move silently, search, spot.
  • +4 racial bonus on: Hide, Sleight of Hand.
  • Automatic Languages: Common
    Bonus Languages: Any
  • Dragonmarks: None
  • Favored Class: Rogue
Mongrelfolk are now a separate race but in the past had roots in almost every race;Dwarf, Elf, Human, Orc, Halfling, Half Elf and others. Because of this fact, they have features of all these races and the ability to emulate any given race at a given time. Any creature that meets a mongrelfolk, automatically assumes it is from a race different than it’s own. An elf may see a tall dwarf, a human may see a comely orc, a halfling may see a short elf, etc. This plays to the advantage for the mongrelfolk, who being naturally sneaky, use this ability to commit crimes and then blend into a crowd, while any witnesses describe different races of the criminal.
Source:Races of Destiny

Orc

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  • Type: Humanoid[Orc]
  • Attribute Modifiers: Strength +4, Intelligence -2, Wisdom -2, Charisma -2
  • Size: Medium
  • Base Speed: 30'
  • Darkvision out to 60 feet
  • Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks
  • Automatic Languages: Orc and Common
    Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon
  • Dragonmarks: Finding
  • Favored Class: Barbarian
Wise and wild, the orcs stand out as a race always on the edge of savagery. With a proud history and a sacred duty, orcs are guardians of some of the worlds most ancient secrets. Orcs are wary of others but generally judge others by their religion and actions rather than race. Each different orc tribe has it’s own way of dealing with outsiders, so it is best to know what you are getting into when you enter their territory.
Source:SRD, Eberron

Shifter

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  • Type: Humanoid[Shapechanger]
  • Attribute Modifiers: Dexterity +2, Intelligence -2, Charisma -2
  • Size: Medium
  • Base Speed: 30'
  • Shifting (Su): A shifter can tap into his lycanthropic heritage and gain short bursts of physical power. Once per day, a shifter can enter a state that is superficially like a barbarians rage. Each shifter has one of six shifter traits, each grant a +2 bonus to one of his physical traits. Shifting is a free action and lasts 3+ Con modifier rounds. For every shifter feat you take it increases the duration of your shifting, every two shifter feats increases the number of times you can shift by one.
    • Beasthide: +2 to Con, +2 to AC
    • Cliffwalk: +2 to Dex, Climb speed of 20’
    • Dreamsight: +2 to Wis, Speak with Animals. Always: +2 to Handle Animal, Wild Empathy
    • Gorebrute: +2 to Str, grows horns to use with charge attack (2d6+1/4lvl dam)
    • Longstride: +2 to Dex, +10 to base move
    • Longtooth: +2 to Str, Grow fangs that grant natural attack 1d6 (+1/4lvls)
    • Razorclaw: +2 to Str, grow claws that grant a natural attack, 1d4/1d4 (+1/4lvls)
    • Swiftwing: +2 to Dex, grows leathery wings (Batlike), fly speed 20' average maneuverability
    • Truedive: While Shifting: +2 to Con, swim speed of 30', +8 to swim checks. Always: Hold breath for 5X Con Score before drowning possibility
    • Wildhunt: +2 to Con, Scent Feat, (+2 to survival even when not shifting)
  • Low Light Vision: Shifters can see twice as far as humans in starlight, moonlight, torchlight, etc.
  • +2 racial bonus for: Balance, Climb and Jump.
  • Automatic Languages: Common
    Bonus Languages: Elven, Gnome, Halfling, Sylvan
  • Dragonmarks: None
  • Favored Class: Ranger
Descended from humans and natural lycanthropes, the shifters or ‘Weretouched’ have evolved into a separate race that breeds true. Each shifter has a trait that relates back to their lycanthropic heritage that will manifest while they are shifting
Source:Eberron

Thri-Kreen

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Must take two levels of Thri-Kreen before taking any additional class levels.
  • Attribute Modifiers: +2 Strength, +4 Dexterity, -2 Intelligence, +2 Wisdom, -4 Charisma.
  • Type: Monstrous Humanoid [Psionic]
    Thri-kreen are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Size: Medium
  • Base Speed: 40'
  • Darkvision 60'
  • Immunity to magic sleep effects.
  • +3 Natural Armor: A thri-kreen's exoskeleton is tough and resistant to blows.
  • Multiple Limbs: Thri-kreen have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Thri-kreen can also take the Multiattack feat.
  • Natural Attacks: Thri-kreen can attack with four claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack that also deals 1d4 points of damage. A thri-kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack. For example, a thri-kreen ranger with the Multiweapon Fighting feat who is armed with three short swords could attack with all three swords at a -2 penalty (the normal penalty for fighting with multiple weapons while using light weapons in its off hands) and also make a bite attack at a -5 penalty.
  • Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis, DC 11 + Con modifier. A thri-kreen produces sufficient poison for only one poisonous bite per day.
  • Leap (Ex): Thri-kreen are natural jumpers. They have a +30 racial bonus on Jump checks.
  • Weapon Familiarity: Thri-kreen can treat gythkas and chatkchas as martial weapons rather than exotic weapons.
  • Naturally Psionic: Thri-kreen gain 1 bonus power point at 1st level. This benefi t does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Abilities: 3/day-chameleon, know direction; 1/day- psionic displacement, metaphysical claw. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DCs are Charisma-based.
  • Thri-kreen have a +4 racial bonus on Hide checks in sandy or arid settings.
  • Racial Feats: A thri-kreen character has Deflect Arrows as a bonus feat. In addition, his monstrous humanoid levels give him one feat.
  • Racial Skills: A thri-kreen character has Balance, Climb, Hide, Jump, Listen and Spot as Racial Skills.
  • Automatic Languages: Common, Thri-Kreen
    Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.
  • Dragonmarks: None
  • Favored Class: Ranger
Level HD BAB Fort Ref Will Skill Pts Special
1 1d8 1 0 2 2 5 x (2 + Int Bonus) +1 Str, +2 Dex, -2 Int, +1 Wis, -4 Cha, +2 Natural Armor, Leap, Metaphysical Claw.
2 1d8 1 0 1 1 2 + Int Bonus +1 Str, +2 Dex, +1 Wis, Poison, +1 Natural Armor, Psionic Displacement.

Fierce hunters and faultless trackers, the thri-kreen are a race of insect-folk sometimes known as "mantis warriors." They are inscrutable, alien creatures; those who do not know them well believe them to be bloodthirsty monsters. Nomadic folk who spend their brief lives roaming vast distances of the deserts, scrublands, and savannas of the south, thri-kreen are near-perfect hunters. Each thri-kreen forms deep attachments with a handful of other individuals, regarding them as clutch-mates, companions to be defended with one's own life if need be. All others outside this small group of companions are strangers and enemies, although thri-kreen are intelligent enough to recognize that one traveling alone in the lands of other folk would be wise to keep such observations to oneself. Physical Description: A thri-kreen resembles a bipedal praying mantis. Its body's exoskeleton is sandy yellow in color. Of the body's six limbs, the lower two are used for walking, and the upper four end in four-fi ngered, clawlike hands. Thrikreen have large, dangerous mandibles and compound eyes. Two small antennae sprout from the tops of their heads. They wear little clothing beyond simple harnesses for carrying weapons and equipment.
Source:Expanded Psionics Handbook

Tiefling

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Must take one level of Tiefling before taking any additional class levels.
  • Attribute Modifiers: +2 Intelligence, -2 Charisma.
  • Type: Outsider [Native]
    Tiefling are outsiders native to the material plane. They gain the extraplanar subtype when not on the material plane. They are not subject to spells that only affect humanoids, such as charm person.
  • Size: Medium
  • Base Speed: 30'
  • Darkvision 60'
  • +2 racial bonus on Bluff and Hide checks.
  • (Sp) Lesser Darkness (Sp): Once per day, the tiefling may use an effect similar to darkness (caster level equals tiefling's character level), except that the radius is 5 feet. This ability is the equivalent of a 1st-level spell.
  • Resistance of 2 to fire, cold and electricity
  • Automatic Languages: Common, Infernal
    Bonus Languages:Draconic, Dwarven, Elven, Gnome
  • Dragonmarks: None
  • Favored Class: Rogue
Level HD Special
1 -- Dex +2, Darkness, resistances (fire 5, cold 5, electricity 5)
  • Attribute changes as listed in the table above
  • Darkness (sp): Replaces the Lesser Darkness racial ability with the spell Darkness
  • Resistances: Replace existing racial resistances
Carrying the taint of evil in their forms, and perhaps their souls, Tieflings are often persecuted and feared throughout all of the planes. The distant descendants of humans and evil outsiders, Tieflings are regarded as twisted, devious and untrustworthy. More often than not these opinions are correct. Tieflings live as outcasts from an early age, as soon as their heritage is exposed. This leads usually to a bitter hatred of all other creatures and if often reflected in a Tieflings manners and actions. No two Tieflings appear the same, however all resemble normal humans except for some telltale sign of their outsider heritage; Red skin, small horns, a tail, a whiff of brimstone, cloven feet, pointed teeth or red eyes are among some of the traits that may be present.
Source:SRD, Planar Handbook, Savage Progressions

Warforged

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  • Type: Construct[Living]. The Living subtype overrides several of the base Construct traits. Treat as humanoid except where noted below
  • Attribute Modifiers: Constitution +2, Wisdom -2, Charisma -2
  • Size: Medium
  • Base Speed: 30'
  • Immune to: Poison, Sleep Effects, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Sickened and Energy Drain
  • Cannot heal lethal damage normally
  • Can be affected by spells that target living creatures as well as constructs
  • Healing subschool spells only heal normal damage, Repair spells work normally
  • Heat Metal and Chill Metal, affect character as if it was in steel armor.
  • Repel Metal or Repel Wood both affect the warforged
  • Rusting Grasp does 2d6 (Ref Half DC14+Caster Ability mod), Rust monter (DC17 Half)
  • At 0 hps is disabled, -1 to -9 is inert: unconscious and helpless, but does not lose additional hps
  • Composite Plating: Warforged gain a +2 armor bonus. This is not natural armor and takes the place of armor or a robe. Warforged have a 5% arcane spell failure possibility, unless a class ability allows him to ignore light armor penalties.
  • Light Fortification (Ex): 25% chance to negate crit hit or Sneak attack
  • Can be ‘healed’ by a Craft check that takes 8 hours. The Warforged is repaired by (check - 15) hp. It is possible to ‘Take 10’, but not ‘Take 20’. The following Craft skills can be used: armorsmithing, blacksmithing, gemcutting, & sculpting. A Warforged may repair itself. This check cannot be done untrained.
  • A warforged has a natural weapon attack of a slam for 1d4 damage
  • Automatic Languages: Common
    Bonus Languages: None
  • Dragonmarks: None
  • Favored Class: Fighter
Created in the creation forges of house Cannith, these initially mindless war machines developed sentience as a side effect of arcane experiments that sought to make them ultimate weapons of destruction. With each sucessive model that emerged from the forges, the warforged evolved until they became a new kind of creature; Living Construct. Made to fight fiercely, they are reknown for their battle prowess and their single minded focus. They make steadfast allies and fearsome enemies. While genderless, each warforged has a male or female personality. They are made of a mixture of metal and organic components and surprisingly, move with a fluid grace and flexibility.
Source:Eberron

Warforged Scout

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  • Type: Construct[Living]. The Living subtype overrides several of the base Construct traits. Treat as humanoid except where noted below
  • Attribute Modifiers: Strength -2, Dexterity +2, Constitution +2, Wisdom -2, Charisma -2
  • Size: Small: As a Small creature, a warforged scout gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Base Speed: 20'
  • Immune to: Poison, Sleep Effects, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Sickened and Energy Drain
  • Cannot heal lethal damage normally
  • Can be affected by spells that target living creatures as well as constructs
  • Healing subschool spells only heal normal damage, Repair spells work normally
  • Heat Metal and Chill Metal, affect character as if it was in steel armor.
  • Repel Metal or Repel Wood both affect the warforged
  • Rusting Grasp does 2d6 (Ref Half DC14+Caster Ability mod), Rust monter (DC17 Half)
  • At 0 hps is disabled, -1 to -9 is inert: unconscious and helpless, but does not lose additional hps
  • Composite Plating: Warforged gain a +2 armor bonus. This is not natural armor and takes the place of armor or a robe. Warforged have a 5% arcane spell failure possibility, unless a class ability allows him to ignore light armor penalties.
  • Light Fortification (Ex): 25% chance to negate crit hit or Sneak attack
  • Can be ‘healed’ by a Craft check that takes 8 hours. The Warforged is repaired by (check - 15) hp. It is possible to ‘Take 10’, but not ‘Take 20’. The following Craft skills can be used: armorsmithing, blacksmithing, gemcutting, & sculpting. A Warforged may repair itself. This check cannot be done untrained.
  • A warforged scout has a natural weapon attack of a slam for 1d3 damage
  • Automatic Languages: Common
    Bonus Languages: None
  • Dragonmarks: None
  • Favored Class: Rogue
Built for recon, light infantry and spying purposes, the warforged scout is the diminutive cousin of the common warforged. He is not as strong but gains an advantage from his small size.
Source:MM III

Xeph

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  • Type: Humanoid[Xeph, Psionic]
  • Attribute Modifiers: Strength -2, Dexterity +2
  • Size: Medium
  • Base Speed: 30'
  • Darkvision out to 60 feet.
  • +1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
  • Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
  • Automatic Languages: Common, Xeph
    Bonus Languages: Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan
  • Dragonmarks: None
  • Favored Class: Soulknife
The once-human xephs make their home in eastern Argonnessen, where they have developed in isolation for thousands of years. Descended from the dark-skinned Serens, the xephs were philosopher-warriors who believed in maximizing human potential through art, battle, and meditation. They broke off from their people and settled in the shadowy depths of a vast canyon, far from the eyes of powerful dragons. As the centuries passed, their unique training and a rigorous eugenics program have turned them into a genetically distinct race.Xephs are witty conversationalists who enjoy riddles and debate, but have a tendency to be hopelessly self-centered. While they value physical prowess, their selective breeding has favored speed and mental development over brute strength. They see conflict as a chance to prove themselves, using brilliant strategies to end battles quickly and decisively. A few xeph soulknives have been so sure of their skills that they left the canyon to prove themselves in the world as dragon slayers, but none have been heard from again. Less ambitious xeph adventurers have traveled beyond Argonnessen, as far as Zilargo and Sharn, where they are generally mistaken for slight, eccentric humans.
Source:Expanded Psionics Handbook

Starting Age

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Race Adulthood Barbarian, Divine Mind, Dragon Shaman, Favored Soul, Lurk, Rogue, Sorcerer, Soulknife, Spirit Shaman, Warlock, Wilder. Ardent, Bard, Crusader, Duskblade, Fighter, Hexblade, Knight, Marshal, Paladin, Psychic Warrior, Ranger, Samurai, Scout, Shugenja, Swashbuckler, Swordsage, Warblade. Archivist, Artificer, Beguiler, Cleric, Druid, Erudite, Monk, Ninja, Psion, Spellthief, Warmage, Wizard, Wu-Jen.
Aasimar15+1d6+1d8+2d8
Changeling15+1d4+1d6+2d6
Daelkyr Half Blood15+1d4+1d6+2d6
Dhakaani Goblin13+1d4+1d6+2d6
Dhakaani Hobgoblin15+1d4+1d6+2d6
Dromite13+1d4+1d6+2d6
Duergar40+3d6+5d6+7d6
Dwarf40+3d6+5d6+7d6
Elan20+2d4+2d6+3d6
Elf110+4d6+6d6+10d6
Githyanki15+1d4+1d6+2d6
Githzerai15+1d4+1d6+2d6
Gnome, Chaos30+2d6+4d6+6d6
Gnome, Common40+4d6+6d6+9d6
Gnome,Whisper50+3d6+5d6+7d6
Goliath15+1d4+1d6+2d6
Half Elf20+1d6+2d6+3d6
Half Giant20+1d6+2d6+4d6
Half Ogre14+1d4+1d6+2d6
Half Orc14+1d4+1d6+2d6
Halfling20+2d4+3d6+4d6
Human15+1d4+1d6+2d6
Kalashtar40+2d6+3d6+5d6
Killoren10+1d4+1d6+2d6
Kobold 6 +1d3 +1d4 +2d4
Lizardfolk, Poison Dusk 15 +1d4 +1d8 +1d10
Maenad40+1d6+4d6+6d6
Mephling50+4d4+4d6+6d6
Mongrelfolk15+1d4+1d6+2d6
Shifter15+1d4+2d6+3d8
Thri-Kreen10+1d4+1d6+2d6
Tiefling15+1d6+1d8+2d8
Warforged0+1d12+1d6+1d4
Xeph18+1d4+2d4+2d6

Age Effects

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RaceMiddle AgeOldVenerableMaximum Age
Aasimar456890+3d20
Changeling355370+2d20
Daelkyr Half Blood355370+2d20
Dhakaani Goblin304560+2d10
Dhakaani Hobgoblin406075+3d20
Dromite305575+2d20
Duergar125188250+2d100
Dwarf125188250+2d100
Elan2004001000Indefinite
Elf175263350+4d100
Githyanki355580+2d20
Githzerai355580+2d20
Gnome, Chaos75112150+3d100
Gnome, Common100150200+3d100
Gnome, Whisper115169225+3d100
Goliath355370+2d20
Half Elf6293125+3d20
Half Giant6080120+4d100
Half Ogre304560+2d10
Half Orc304560+2d10
Halfling5075100+5d20
Human355370+2d20
Kalashtar75113150+4d20
Killoren100N/AN/AN/A
Kobold 60 90 120 +Cha
Lizardfolk, Poison Dusk 35 53 70 +2d20
Maenad90150220+2d200
Mephling100150200+2d20
Mongrelfolk355580+2d20
Shifter406080+2d20
Thri-Kreen??????+3d20
Tielfling456890+3d20
Warforged150N/AN/AN/A
Xeph4585120+2d20

Height/Weight

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RaceBase HeightHeight ModifierBase WeightWeight modifier
Aasimar, female4'5"2d1085Lbsx(2d4)Lb
Aasimar, male4'10"2d10120Lbsx(2d4)Lb
Changeling5'1"2d4115Lbsx(2d4)Lb
Daelkyr Half Blood5'4"2d6135Lbsx(1d6)Lb
Dhakaani Goblin, female2'6"2d425Lbsx(2d4)Lb
Dhakaani Goblin, male2'8"2d430Lbsx(2d4)Lb
Dhakaani Hobgoblin, female5'2"+2d1085Lbsx(2d4)Lb
Dhakaani Hobgoblin, male5'5"+2d10120Lbsx(2d4)Lb
Dromite, female2'6"2d425Lbsx(2d4)Lb
Dromite, male2'8"2d430Lbsx(2d4)Lb
Duergar, female3'7"2d480Lbsx(2d4)Lb
Duergar, male3'9"2d4110Lbsx(2d4)Lb
Dwarf, female3'7"2d4100Lbsx(2d6)Lb
Dwarf, male3'9"2d4130Lbsx(2d6)Lb
Elan, female4'5"2d1085Lbsx(2d4)Lb
Elan, male4'10"2d10120Lbsx(2d4)Lb
Elf, female4'5"2d680Lbsx(1d6)Lb
Elf, male4'5"2d685Lbsx(1d6)Lb
Githyanki, female5'2"2d1085Lbsx(2d4)Lb
Githyanki, male5'3"2d1090Lbsx(2d4)Lb
Githzerai, female5'1"2d1080Lbsx(2d4)Lb
Githzerai, male5'2"2d10110Lbsx(2d4)Lb
Gnome, Chaos, female2'6"2d425Lbsx1Lb
Gnome, Chaos, male2'8"2d430Lbsx1Lb
Gnome, Common, female2'10"2d435Lbsx1Lb
Gnome, Common, male3'0"2d440Lbsx1Lb
Gnome, Whisper, female2'10"2d435Lbsx1Lb
Gnome, Whisper, male3'0"2d440Lbsx1Lb
Goliath, female6'11"2d8272Lbsx4Lb
Goliath, male6'11"2d8272Lbsx4Lb
Half Elf, female4'5"2d880Lbsx(2d4)Lb
Half Elf, male4'7"2d8100Lbsx(2d4)Lb
Half Giant, female6'1"2d12180Lbsx(2d6)Lb
Half Giant, male6'4"2d12220Lbsx(2d6)Lb
Half Ogre, female6'5"2d12210Lbsx(3d8)Lb
Half Ogre, male6'10"2d12250Lbsx(3d8)Lb
Half Orc, female4'5"2d12110Lbsx(2d6)Lb
Half Orc, male4'10"2d12150Lbsx(2d6)Lb
Halfling, female2'6"2d425Lbsx(2d4)Lb
Halfling, male2'8"2d430Lbsx(2d4)Lb
Human, female4'5"2d1085Lbsx(2d4)Lb<
Human, male4'10"2d10120Lbsx(2d4)Lb
Kalashtar, female5'2"2d6110Lbsx(1d6)Lb
Kalashtar, male5'4"2d6135Lbsx(1d6)Lb
Killoren, female5'0"2d690Lbsx(2d4)Lb
Killoren, male5'0"2d6100Lbsx(2d4)Lb
Kobold, female 1'10" 2d4 30lbs +1lb
Kobold, male 2'1" 2d4 40lbs x1lb
Lizardfolk, Poison Dusk, female 2'6" 2d4 25lbs x(2d4)lb
Lizardfolk, Poison Dusk, male 2'8" 2d4 30lbs x(2d4)lb
Maenad, female5'3"2d10120Lbsx(2d4)Lb
Maenad, male5'4"2d10150Lbsx(2d4)
Mephling, female2'9"2d430Lbsx1Lb
Mephling, male2'7"2d425Lbsx1Lb
Mongrelfolk, female4'3"2d685Lbsx(2d4)Lb
Mongrelfolk, male4'4"2d6100Lbsx(2d6)Lb
Shifter, female4'3"2d875Lbsx(2d4)Lb
Shifter, male4'5"2d885Lbsx(2d4)Lb
Thri-Kreen, female5'2"2d8184Lbsx(1d4)Lb
Thri-Kreen, male5'2"2d8184Lbsx(1d4)Lb
Tielfling, female4'5"2d1085Lbsx(2d4)Lb
Tiefling, male4'10"2d10120Lbsx(2d4)Lb
Warforged5'10"2d6270Lbsx(1d4)Lb
Warforged Scout2'8"2d460Lbsx(2d4)Lb
Xeph, female4'4"2d1075Lbsx(2d4)Lb
Xeph, male4'8"2d10100Lbsx(2d4)Lb


Savage Progressions Source: http://www.wizards.com/default.asp?x=dnd/sp/20040319a