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Pathfinders Guide To Eberron

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Version 2.3.

Pathfinder's Guide to Eberron

Legal Credits
Pathfinder's Guide to Eberron is unofficial Fan Eberron created by Keith Baker
Content permitted under the Fan Content Policy. Not
Contributors and Supporters: Thank you to all the
approved/endorsed by Wizards. Portions of the
many people who have helped in large or small
materials used are property of Wizards of the Coast.
ways through feedback or suggestions, and
©Wizards of the Coast LLC.
contributions to the GitHub repository. The
This document can only be utilized for personal use Pathfinder2eCreations community, the Eberron
and not to create new games incorporating Wizards IP Pathfinder2e discord community, and everyone else.
or anything else that can or will be distributed that
does not also conform to Wizards of the Coast’s Fan John Cox (u/FranciscoBelaqua on Reddit and
Content Policy. @franciscobelaqua on Discord)
Eberron and its respective logo are trademarks of - Development of the pathbuilder JSON
available on Github
Wizards of the Coast, Inc., in the U.S.A. and other
countries. Changelog
V 2.3.0 - 2023-10-29
Pathfinder's Guide to Eberron uses trademarks and/or Introduces the Pathbuilder module contributed
copyrights owned by Paizo Inc., used under Paizo's by John Cox
Community Use Policy (paizo.com/communityuse). Synchronizes Foundry VTT compendium version
We are expressly prohibited from charging you to use number with Document Version Number
or access this content. Pathfinder's Guide to Eberron V 1.6.4 - 2023-04-21
is not published, endorsed, or specifically approved by Typos, Errata, Clarifications
Paizo. For more information about Paizo Inc. and Bugbear Flexible Might clarifies intent
Paizo products, visit paizo.com. Dragonmarked series spells are now per day
frequency rather than 24 hours
This guide aims to be within the terms of fair use Added actions to Changeling Terrifying Shift
under the OGL and Fan Content Policy. Feel free to Clarified Changeling The Traveller's Protection
copy and distribute this document however you want frequency
as long as you continue to follow the terms of fair use Clarified Gnoll Bows require Gnoll Arrows as
under the OGL and Fan Content Policy. The work is ammunition
done to the best of my ability to meet these rules, and Changed Kalashtar Link Minds to allow saving
I ask that if there is violation, breach of ownership, or throws from unwilling targets
other issue to contact me directly through Github for Shifter Longstride Elite clarifies speed benefit
any needed alteration or removal. If there are
V 1.6.1 - 2023-01-13
modifications, corrections, updates, features, or
Clarifies focus spell selection from dragonmark
anything you would like to add to this document
feats
please submit it back to Github. You will be credited Removes extraneous text
for your work, and this document will be maintained Adds improved credits, changelog, and legal
as an up-to-date source for the Eberron community. section
In the event of crashing airships, attacks by the V 1.5 - 2023-01-12
Emerald Claw, or invasions by mind-bending Merged dragonmark focus pool with regular
corruptions accending from the depths (The Mror focus pool. Points are now shared.
Holds declined to comment on whether or not they
have dug too deep), don't panic… and keep at least V 1.4 - 2023-01-07
one hero point in your back pocket. Dragonmarked Half-Elf and Half-Orc heritage
clarifications. These two heritages are Human
heritages - though you are still a Half-Elf or Half-
orc respectively
Modified Kalashtar stat boost from Wisdom to
Charisma to fit with the psychic class
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Pathfinder's Guide to Eberron

The Pathfinder's Guide to Eberron


Train cars crackle with lightning as they thunder on elemental rails through the
countryside. Veterans of a hundred-year war now not only defend their fragment of a
shattered kingdom but protect against nameless horrors from apocalyptic mists.
Dragonmarked monopolies dominate the trade of the Khorvaire and increasingly push
the boundaries of their governing laws. The world is in desperate need of heroes, and
only you can answer the call.

What is Eberron?
Eberron started with a contest run by Wizards of the Coast to develop a new campaign setting. The winner of
the competition was Keith Baker with the Eberron Campaign Setting. In 2005 after developing the setting in
concert with Wizards of the Coast, the Eberron campaign setting was published for Dungeons and Dragons 3e.
Eberron is a pulp-action world where morality is a shade of grey, but the call to adventure is always present.
Adventure is everywhere, from the continent of Khorvaire: where arcane industry powered a hundred-year-war
which now stands in an uneasy truce gone cold war; to Xen'drik where ancient ruins of the giant civilization
wait to be discovered; there are many backdrops for a story in Eberron - and equally many dangers. Some of
these dangers threaten nations, while others put the fate of the world at risk. Only a few legendary people can
ever hope to stand against these threats, which is where the PCs come in. The need for heroes is desperate, but
there is hope.

Recommended Source Material Pathfinders' Guide to


Eberron
D&D 3 EBERRON CAMPAIGN SETTING The Pathfinder's guide to Eberron provides Pathfinder
The Eberron Campaign Setting (ECS) is the book that 2e mechanics to support the gameplay of Eberron. It
started it all. Released in 2005, this is the primary does not provide the lore or information required to
source of mechanics and lore added in this guide. It run the Eberron setting. This guide suggests the
provides a detailed description of the world, mechanics, following books as references D&D 3 Eberron
and lore. Campaign Setting by Keith Baker, D&D 5e Eberron:
Rising from the Last War by Keith Baker, Exploring
D&D 5 EBERRON: RISING FROM THE LAST WAR
Eberron by Keith Baker, and the Eberronicon. All of
The most recent version of the Eberron setting, this these are available for purchase on the Dungeon
book provides additional detailed descriptions of the Masters Guild and provide all of the background
world, mechanics, and lore. information you might need to run the world of
Eberron.
Recommended Source Material
Using this guide
EXPLORING EBERRON This guide aims to be as balanced and interesting as
Exploring Eberron (EE) independent book developed by possible while using the pathfinder 2e base rules. If
Keith Baker focused on the D&D 5e system. Exploring something seems too good - or too bad - to be true, it
Eberron explores in depth much of the world that never likely is. Work with your GM to figure out a better
made the cut for official books. solution, and if possible submit a question to the
Github for clarification or correction. All Uncommon
EBERRONICON and Rare traits should always be verified with your
The Eberronicon - A Pocket Guide to the World (EPG) is GM.
a community project that provides a high-level summary
of the world of Eberron and all of the lore to date.
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The World Occasionally, notes are used to clarify the design intent
There are a number of nations that have risen from of an option, and sometimes explain the rarity of the
the last war, and many continents, ancient empires, option.
and other places that have been around far longer.
This document provides stat blocks for all these Text boxes such as the following are used to provide
locations including the planes and any planar effects. references for further reading.

Languages
There are many varied languages in Eberron, and this
document outlines the common, uncommon, and
exotic languages of the world that you might
encounter.

Religions
Deities are tied into the mechanics of many of the
Pathfinder 2e classes, this document provides the
statblocks for their worship.

Ancestries
There are several unique playable Ancestries in
Eberron, such as the Bugbear, Eberron Changeling,
Kalashtar, Shifter, and Warforged. The Pathfinder's
Guide to Eberron provides support for these new
ancestries or ways to play them with the existing
Pathfinder 2e ancestries.

Dragonmarks
Dragonmarks are a new system of focus spells
provided by the Dragonmarks which manifest on
many of the Ancestries present in the world of
Eberron. This guide provides the steps and mechanical
support to use Dragonmarks in Eberron.

Equipment
With the wide magic of Eberron, access to magic items
and crafting supplies is different from the world of
Golarion. New magic items are provided, along with
common more mundane adventuring gear and
weapons.

Spells
With the arms race brought about by the last war, and
the magic of dragonmarks, several new spells are
introduced into the world. Eberron is a wide-magic,
but low-level-magic setting, so the majority of these
spells are low-level as well.

Other
There are many other details sourced from canon and
kanon about running the world of Eberron to its full
depth of lore. Eberron is a rich living world, and it can
truly shine with some minor tweaks to the Pathfinder
2e system!
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The World of Eberron


The world of Eberron is an interconnected network of Nations, Territories, and
Ancient Empires. Ancient grudges and fresh wounds simmer in the embers of the last
war. Tensions are high, and the need for heroes is desperate.

The world of Eberron is composed of five main continents: Aerenal, National Lore
Argonessen, Frostfell, Khorvaire, Sarlona, and Xen'drik. Most PCs will Most PCs will be natives of one of
start on the continent of Khorvaire, one of the major humanoid the nations of Khorvaire. This
population centres of Eberron. nationality will likely be an
important part of their character, so
Khorvaire consider giving each PC a trained
Khorvaire once stood as a united, proud human nation. However, in the lore skill for their nation.
wake of the last war, it has splinted into the following separate nations
and territories. Regional Language
Languages in Eberron are typically
For more information on the Nations at a high level: see the Eberronicon (P. based on location rather than
20) or more in-depth in the Eberron Campaign Setting (p. 129). ancestry. When picking languages,
consider the languages local to
your home region.

AUNDAIR NATION
FIVE NATIONS KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Monarchy
Capital: Fairhaven (92,500)
Population 2,000,000 (Humans 51%, Half-elves 16%, Elves 11%, Gnomes 11%, Halflings 5%, Shifter 3%, Changelings
2%, Other 1%)
Languages: Common, Draconic, Elf, Halfling
Religion: Sovereign Host, Silver Flame
Exports Wine, cheese, grains, agriculture, books
Houses House Cannith West, House Lyrandar, House Orien
Factions The Royal Family, The Arcane Congress, Nobles and Vassal Lords
Queen Aurala Ir'Wynarn (NG female human) Queen of Aundair
Adal Ir'Wynarn (LN male human) Warlord and minister of magic, Aurala's brother
Aurad Ir'Wynarn (LG male human) Chief advisor and governor of Fairhaven, Aurala's brother

BRELAND NATION
KHORVAIRE FIVE NATIONS RECOGNIZED BY THRONEHOLD
Government Constitutional Monarchy
Capital Wroat (80,870)
Population 3,700,000 (Humans 44%, Gnomes 14%, Half-elves 10%, Elves 8%, Halflings 4%, Changelings 4%,
Goblinoids 4%, Orcs 3%, Other 2%)
Languages Common, Gnome, Elven, Dwarven, Halfling, Orc, Goblin
Religion Sovereign Host, Silver Flame
Exports Weapons, armour, tools, processed ore, metalwork, manufactured goods, heavy industry
Houses House Cannith South, House Medani, House Phiarlan, House Vadalis
Factions The Brelish Crown, The Breland Parliament, The King's Citadel, Nobles and Vassal Lords
Boranel Ir'Wynarn (CG male human) King of Breland
Kor Ir'Wynarn (NG male human) Royal advisor, Boranel's brother
Bortan Ir'Wynarn (LG male human) Royal steward and controller of the crown's finances, Boranel's son
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CYRE (DESTROYED - 994 YK) NATION


FIVE NATIONS KHORVAIRE WASTELAND
Government Kingdom
Capital Metrol
Population 1,500,000 in 992 YK (humans, half-elves, halflings, elves, gnomes, changelings, shifters, goblinoids)
Languages Common, Gnome, Elven, Dwarven, Halfling, Goblin
Religion Sovereign Host, Silver Flame
Exports Fine manufactured goods, arts, crafts, fashion
Houses House Cannith, House Phiarlan
Dannel Ir'Wynarn (CG female human) Queen of Cyre - deceased
Oargev Ir'Wynarn (LN male human) Prince in Exile, son of Dannel

DARGUUN NATION
KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Feudal (official), Tribal (traditional)
Capital Rhukaan Draal (82,460)
Population 800,000 (39% Goblin, 29% Hobgoblin, 13% Bugbear, 6% Kobolds, 6% Human, 7% Other)
Languages Goblin, Common, Draconic
Religion Dark Six, Sovereign Host
Exports Mercenaries
Houses House Deneith, House Tharashk
Factions The Ghaal'dar, The Marguul, The Heirs of Dhakaan
Lhesh Haruuc Shaarat'kor (LN male hobgoblin) High Warlord Haruuc of the Scarlet Blade

DEMON WASTES TERRITORY


KHORVAIRE WASTELAND
Population 600,000 (45% humans, 28% orcs, 2% half-orcs, 25% demons (rakshasa, zakya, others))
Languages: Common, Orc, Infernal
Religion: Some Variation of Fiendish worship
Factions The Lords of Dust, The Maruk Ghaash'kala, The Moon Reavers, Night Hags, The Plaguebearers

DROAAM NATION
KHORVAIRE
Government Despotic Regime
Capital The Great Crag (32,500)
Population 500,000 (20% Gnoll, 19% Orcs, 18% Goblins, 5% Shifters, 38% Other Races (including half-orcs,
harpies, hill giants, humans, kobolds, medusas, minotaurs, ogres, and trolls))
Languages Goblin, Common, Orc, Giant, Gnoll, Draconic, and various monster languages, not all of which have
been studied
Religion Dark Six
Exports Mercenary services, byeshk
Houses House Deneith, House Tharashk
Factions The Daughters of Sora Kell, The Warlords of Droaam, The Znir Pact, The Harpy Flights, The Dark Pack
Sora Katra (NE female green hag) The voice of the Sora Kell coven
Sora Maenya (CE female annis hag) The fist of the Sora Kell coven
Sora Teraza (LN female dusk hag) The diviner of the Sora Kell coven
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THE ELDEEN REACHES NATION


KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Druidic Autocracy
Capital Greenheart (1,000)
Population 500,000 (45% Humans, 16% Half Elves, 16% Shifters, 7% Gnomes, 7% Halflings, 3% Orcs, 3% Elves, 3%
Other Races)
Languages Common, Elven, Orc, Gnome
Religion Various druidic sects, the Sovereign Host, Cults of the Dragon Below
Exports Agriculture, Animal Husbandry
Houses House Vadalis
Factions The Gatekeepers, The Wardens of the Wood, The Cults of the Dragon Below
Great Druid Oalian (N awakened greatpine) Voice of the Wardens of the Wood

KARRNATH NATION
FIVE NATIONS KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Monarchy
Capital Korth (85,000)
Population 2,500,000 (Humans 52%, Dwarf 18%, Halflings 10%, Half-elves 8%, Elves 8%, Other 4%)
Languages Common, Dwarven, Elven
Religion Sovereign Host, Blood of Vol
Exports Ale, dairy, glass, grain livestock, lumber, paper, textiles
Houses House Deneith, House Jorasco, The Twelve
Factions The Royal Family, Nobles and Vassal Lords, The Blood of Vol, The Order of the Emerald Claw
Kaius III ir'Wynarn (LE male human) King of Karrnath
Moranna ir'Wynarn (LE female human) Chief Advisor
Etrigani ir'Wynarn (CG female elf) Queen of Karrnath

THE LHAZAAR PRINCIPALITIES NATION


KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Confederation of Principalities
Capital Regalport (3,300)
Population 500,000 (42% Human, 16% Gnome, 14% Half-Elf, 12% Changeling, 5% Dwarf, 4% Elf, 4% Halfling, 3%
Other)
Languages Common, Gnome, Dwarven, Elven, Halfling
Religion Agnostic, Blood of Vol
Exports Ships, Mercenaries, Trade Goods
Houses House Thuranni
Factions Prince Ryger’s Seadragons, Prince Mika’s Cloudreavers, The Blood of Vol
Ryger ir'Wynarn (LN male human) High Prince of Regalport
Prince Mika Rockface (CE female dwarf) Commander of the Cloudreavers
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THE MROR HOLDS NATION


KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Oligarchy
Capital Krona Peak (24,200)
Population 700,000 (Dwarves 65%, Humans 12%, Orcs 10%, Gnomes 8%, Other 5%)
Languages Dwarven, Common, Orc, Gnomish
Religion Sovereign Host, The Mockery, Cults of the Dragon Below
Exports Banking, Precious and Non-Precious Metals
Houses House Kundarak, House Orien, House Sivis
Factions The Clans of the Iron Council, The Aurum, Jhorash’tar
Torlan Mroranon (LG male dwarf) Arbiter of the Iron Council

Q'BARRA NATION
KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Feudal
Capital Newthrone (23,260)
Population 300,000 (Lizardfolk 40%, Humans 30%, Kobolds 15%, Halflings 7%, Dwarves 3%, Half-elves 2%, Other
3%)
Languages: Common, Draconic, Riedran
Religion: Sovereign Host, Silver Flame
Exports Eberron dragonshards, Rare herbs
Houses House Tharashk
Factions New Galifar, Blackscale Lizardfolk, The Dreaming Dark, The Lords of Dust, Rhashaak, Poison Dusk
Lizardfolk, The Cold Sun Tribes
Sebastes ir'Kesslan (male human) King of Newthrone

THE SHADOW MARCHES TERRITORY


KHORVAIRE
Capital: Zarash’ak (unofficial) (5,960)
Population 500,000 (Orc 55%, Humans 25%, Goblins 10%, Half-orcs 7%, Other 3%)
Languages: Orc, Common, Goblin
Religion: The druidic path of the Gatekeepers, Cults of the Dragon Below
Exports Eberron dragonshards, herbs
Houses House Tharashk
Factions The Gatekeepers
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THE TALENTA PLAINS NATION


KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Tribal
Capital Gatherhold (2,300)
Population 400,000 (Halfling 80%, human 10%, changeling 4%, dwarf 4%, other 2%)
Languages Halfling, Common, Dwarven
Religion Ancestral and animal spirit worship
Exports Crafts, exotic creatures, native art, mercenaries
Houses House Ghallanda, House Jorasco
Lathon Halpum (CG male halfling) Lathon of the tribes

THRANE NATION
FIVE NATIONS KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Theocracy
Capital Flamekeep (150,000)
Population 2,300,000 (human 70%, half-elf 10%, dwarf 9%, elf 4%, other 3%)
Languages Common, Draconic, Dwarven, Elven, Halfling
Religion Silver Flame, Sovereign Host
Exports Fine crafts, fruit, livestock, missionaries, textiles, wool
Factions Council of Cardinals, Knights of Thrane
Jaela Daran (LG female human) The Keeper of the Flame
Krozen (LE male human) High Cardinal of the Council
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VALENAR NATION
KHORVAIRE RECOGNIZED BY THRONEHOLD
Government League of Warclans
Capital Taer Valaestas (19,060)
Population 70,000 (elves 43%, human 28%, half-elves 15%, halflings 5%, hobgoblins 5%, other 4%)
Languages Elven, Common
Religion Ancestor worship
Exports Horses, mercenaries
Houses House Lyrandar
Factions The Keepers of the Past
Vadallia (N male elf) High King

ZILARGO NATION
KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Triumvirate
Capital Trolanport (27,500)
Population 250,000 (Gnome 60%, human 16%, dwarves 11%, kobolds 7%, other 6%)
Languages Gnome, Common, Dwarven, Goblin
Religion Sovereign Host, The Silver Flame
Exports Alchemical goods, education, elemental binding stones, entertainment, maps, precious stones, ships
Houses House Kundarak, House Sivis
Factions The Aurum, The Library of Korranberg, The Trust
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Sarlona
Sarlona is a land of ancient civilizations and the origin of human civilization and culture. The lands are
primarily ruled by the Riedran inspired, which work to extend the grasp of the dreaming dark into the world.

For more information on the Sarlona at a high level: see the Eberronicon (p. 24) or more in-depth in the Secrets of
Sarlona (p. 9).

ADAR NATION
SARLONA
Government No formal government
Capital Kasshta Keep (unofficial)
Population 320,000 (Human 51%, kalashtar 45%, other 4%)
Languages Riedran
Religion Path of Light, Aarakti (Arawai), Braahyn (Balinor)
Factions Keepers of the Word, Storm Guardians, Endseekers
Chanaaka (LG male human) Speaker of the Word (unofficial)

RIEDRA NATION
SARLONA
Government The Unity
Capital Durat Tal (631,022)
Population 13,878,000 ((Percent varies by region) Changelings, chosen/inspired, dwarves, half-giants, humans,
ogres, shifters, other)
Languages Riedran
Religion Path of Inspiration
Factions The Dreaming Dark, The Unity

SYRKARN TERRITORY
SARLONA
Government None
Capital Nderitese (unofficial)
Population 260,000 (Human 44%, eneko 42%, half-giant 12%, kalashtar 1%, other 1%)
Languages Giant, Riedran
Religion Agnostic, Sovereign Host, Karrak the Final Guardian
Factions The eyes of Riedra, Various Tribes and Clans

THE TASHANA TUNDRA TERRITORY


SARLONA
Government None
Capital Nasq (unofficial capital of Qiku nation)
Population 400,000 (Shifters 70%, dwarves/duergar 20%, humans 5%, half-giants 3%, maenads 2%)
Languages Riedran
Religion Druidic Sects
Exports Medicinal and magical lichens, herbs, spices
Factions The Dreaming Dark, The Unity
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The Lands Beyond


The many other continents are composed of large unified empires, or near uninhabited wilderness waiting to be
explored. The following entries all detail entire continents and their cultures at a high level.

For more information on other lands at a high level: see the Eberronicon (Aerenal, Argonnessen, Frostfell, Everice p. 19;
Xen'drik p. 25) or more in-depth in the Eberron Campaign Setting (p. 216).

AERENAL CONTINENT
KINGDOM
Government The Sibling Kings, the Undying Court
Capital Shae Cairdal (52,460)
Population 2,650,000 (Elves 77%, undying 19%, half-elves 3%, other 1%)
Languages Elven, Common, Draconic
Religion The Undying Court
Exports Crafts, bronzewood, densewood, livewood
Factions The Cairdal Blades, The Deathguard, The Tairnadal, The Stillborn

ARGONNESSEN CONTINENT
CONTINENT
Government The Eyes of Chronepsis
Capital Region The Great Aerie
Population 261,310 (dragons 18%, other 82%)
Languages Draconic
Religion Chronepsis, The Sovereign Host
Factions The Conclave, The Eyes of Chronepsis, The Light of Siberys, The Chamber

FROSTFELL CONTINENT
CONTINENT
Government None
Capital Region None
Population Unknown

XEN'DRIK CONTINENT
CONTINENT
Government None
Capital Region Stormreach (unofficial)
Languages Common, Elven, Giant
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Languages
The following languages are present in the world of Eberron. Most humanoids in the world of Eberron speak at
least one of the common languages. Uncommon languages are typically only be found in isolated cultures.
Exotic languages exist but are typically the language of extra-planar entities.

TABLE 1-1: COMMON LANGUAGES


Language Main Speakers Script
Common* All major nations, Trade Language of Khorvaire Common
Draconic Argonnessen, Kobolds, lizardfolk, dragons Draconic
Dwarven Mror Holds, Dwarves Dwarven
Elven Aerenal, Valenar, Elves, Drow Elven
Jotun Droaam, Xen'drik Jotun
Gnomish Zilargo, House Sivis Dwarven
Goblin* Droaam, Darguun, Goblinoids Goblin
Halfling Talenta Plains, House Ghallanda, House Jorasco Common
*Major language, most PCs will likely speak at least one if not both.
All these languages are available to all players at the Common rarity, which replaces the Uncommon or Rare
traits if present.

TABLE 1-2: UNCOMMON LANGUAGES


Language Main Speakers Script
Argon Barbarians of Argonnessen and Seren Common
Aquan Water-based creatures Elven
Druidic Druids (only) Druidic
Gnoll The Znir Pact, Gnolls Infernal
Orcish The Gatekeepers, Orcs Goblin
Riedran Lower classes of Sarlona Old Common

All of these languages are uncommon, available to only PCs who had access to speakers of the language. All the
following languages receive the Uncommon trait, replacing the Rare trait if present.

TABLE 1-3: EXOTIC LANGUAGES


Language Main Speakers Script
Abyssal Demons of Shavarath Infernal
Auran Air-based creatures Draconic
Celestial Archons of Shavarath Celestial
Daan Formians, lawful outsiders of Daanvi Daan
Daelkyr Daelkyr, mind flayers, other aberrations, creatures of Xoriat Daelkyr
Ignan Fire-based creatures Draconic
Infernal Devils of Shavarath Infernal
Irial Ravids, positive energy users of Irian Draconic
Kythric Slaadi, chaotic outsiders of Kythri Daan
Mabran Nightshades, shadows, creatures of Mabar Draconic
Quori Quori, the Inspired, kalashtar Quori
Risian Ice-based creatures Dwarven
Sylvan Fey, creatures of Thelanis Elven
Syranian Angels of Syrania Celestial
Terran Xorns and other earth-based creatures Dwarven
Undercommon Chokers, underground denizens Daelkyr

All these languages are Rare, available to only PCs who had access to speakers of the language. All the following
languages receive the Rare trait, replacing the Uncommon trait if present.
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Religions
Without the presence of physically manifesting gods, Eberron is a world of diverse
religions and faith in the higher powers. Many different religions have formed in the
different cultures of the world, each following a unique faith. These many diverse
religions draw their divine power from the strength of their faith, rather than drawing
it as a gift of a divine source.

Anyone can worship a deity, but those who do so devoutly draw divine power from the strength of their faith.
Each deity below has a short description, followed by their alignment, edicts, anathemas, and devotee benefits.
In Eberron, you are not required to fit exactly into your deity's alignments, edicts, or anathemas. As a devout
follower of the faith, you may follow a lawful good sovereign, but be chaotic evil in nature. Similarly, if you
break the Edicts and Anathemas of your diety, divine retribution is unlikely - though you may still draw the ire
of your church. If you do so break these guidelines, it is up to you to explain how this difference came to be, and
how you resolve this as a divine follower.

The Sovereign Host [NG]


The Sovereign Host consists of the deities most commonly worshipped by the majority of Khorvaire’s
population. Most people revere the Host as a whole pantheon, offering prayers to different deities in different
situations. Even clerics are often devoted to the entire Host rather than to a specific patron. If you are a cleric of
the sovereign host, you may take divine font, abilities, skills, domains, spells, edicts, anathemas, or favoured
weapons of your worship from any Sovereign. However once you have selected one of these sources, you may
not mix further increases (such as in the case of cleric spells at 1st, 3rd and 5th level). The pantheon is neutral
good, and the typical favoured weapon is the longsword-the weapon of its martial champion, Dol Dorn.

Arawai: Goddess of Agriculture [NG] Aureon: God of Law and Knowledge [LN]
Arawai is neutral good and her domain is fertility, Aureon is lawful neutral and his domain is lore and
plant life, and abundance. magic.
Areas of Concern Fertility, crops, abundance, plants, Areas of Concern Law, knowledge, learning, logic,
the wilderness, birth magic
Alignment NG Alignment LN
Divine Font Heal Divine Font Heal or Harm
Divine Ability Wisdom or Constitution Divine Ability Wisdom or Intelligence
Divine Skill Nature Divine Skill Arcana
Domains Earth, family, healing, nature, stars, sun, Domains Duty, Fate, Knowledge, Magic, Truth
passion, toil, water Cleric Spells 1st: mage armour, 3rd: zone of truth, 7th:
Cleric Spells 1st: temporary tool, 2nd: shape wood, contingency
3rd: wall of thorns. Edicts Seek out lost lore, to make discoveries, and
Edicts Encourage hard work that benefits all, ensure increase their magical power.
the health of crops and vegetation, protect forests and Anathema Fail to stop abuses of magic or hunt down
farmland from ravagers. lawbreakers and dangerous creatures of wild magic.
Anathema Destroy healthy crops, waste food, refuse Favoured Weapon Staff
to help others in your community.
Favoured Weapon Flail
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Balinor: God of Beasts and the Hunt [N] Dol Arrah: Goddess of Honor and Sacrifice [LG]
Balinor is a neutral nature deity associated with Dol Arrah is the lawful good deity of honourable
hunting and animal life. combat, self-sacrifice, and sunlight.
Areas of Concern Animals, the hunt. Areas of Concern Honor, sacrifice, light, the sun,
Alignment N diplomacy
Divine Font Heal Alignment LG
Divine Ability Strength or Wisdom Divine Font Heal
Divine Skill Survival Divine Ability Strength or Charisma
Domains Air, Nature, Earth, Might Divine Skill Diplomacy
Cleric Spells 1st: pass without trace, 2nd: invisibility, Domains Confidence, Duty, Freedom, Might,
3rd: animal vision Protection, Sun, Truth, Vigil, Zeal
Edicts Hunt and maintain the health of the forest, Cleric Spells 1st: mage armor, 4th: creation, 7th: true
provide for your community, slay creatures terrorizing target
an area. Edicts Seek those that break oaths and enforce just
Anathema Take more than needed from the restitution, uphold your promises.
wilderness, hunt an animal for sport. Anathema Lie, dishonour yourself or your family,
Favoured Weapon Longbow, Composite Longbow shirk your duties, break an oath.
Favoured Weapon Halberd

Boldrei: Goddess of Community and Hearth [LG]


Boldrei is the lawful good deity of community. Dol Dorn: God of Strength at Arms [CG]
Areas of Concern Hearth, community, marriage, Dol Dorn is the chaotic good deity of war. His
government domains are Confidence, Duty, Might, Perfection,
Alignment LG Protection, and Zeal.
Divine Font Heal Areas of Concern Physical perfection, strength, martial
Divine Ability Constitution or Wisdom prowess
Divine Skill Diplomacy Alignment CG
Domains Cities, duty, family, protection, truth Divine Font Heal
Cleric Spells 1st: share lore, 4th: shape stone, 5th: wall Divine Ability Strength or Constitution
of stone Divine Skill Athletics
Edicts Seek to improve yourself and your community, Domains Confidence, Duty, Might, Perfection,
trust those you work with, encourage cooperation. Protection, Zeal
Anathema Betray another's trust, harm your Cleric Spells 1st: endure, 3rd: haste, 4th: stoneskin
community, place conflict of ideological differences Edicts Offer your strength to aid others, protect those
over people's lives. weaker than you.
Favoured Weapon Spear Anathema Engage in petty showcases of strength, use
your strength to take advantage of others.
Favoured Weapon Longsword
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Kol Korran: God of Trade and Wealth [N] Onatar: God of Artifice and the Forge [NG]
Kol Korran is the neutral deity of trade. Onatar is the patron of all those who make things, in
Areas of Concern Wealth, money, trade, commerce, particular artisans and artificers.
theft Areas of Concern Crafts, weapons, tools, smithing,
Alignment N fire, innovation
Divine Font Heal or Harm Alignment NG
Divine Ability Wisdom or Charisma Divine Font Heal
Divine Skill Society Divine Ability Strength or Intelligence
Domains Ambition, Cities, Travel, Wealth Divine Skill Crafting
Cleric Spells 1st: shattering gem, 4th: creation, 7th: Domains Creation, Fire, Toil
magnificent mansion Cleric Spells 1st: temporary tool, 4th: creation, 7th:
Edicts Gather new wealth, count your riches, open up duplicate foe
new trade routes, discover and retrieve items of great Edicts Craft new creations, pay attention to details,
worth. share achievements.
Anathema Allow those who steal from you to go Anathema Carelessly destroy others’ creations or
unpunished, forgo simple opportunities to gain riches. research, enslave intelligent constructs, abuse
Favoured Weapon Mace constructs, refuse to acknowledge or learn from
mistakes.
Favoured Weapon Warhammer
Olladra: Goddess of Feast and Good Fortune [NG]
Olladra is the neutral good deity of luck and plenty.
Areas of Concern Good fortune, feast, plenty
Alignment NG
Divine Font Heal
Divine Ability Constitution or Charisma
Divine Skill Performance
Domains Freedom, Indulgence, Luck
Cleric Spells 1st: anticipate peril, 2nd: Lucky Number,
3rd: Perseis's Precautions
Edicts Live life freely, drink, host generously, take
chances.
Anathema Refuse a reasonable bet, be miserly with
your hospitality.
Favoured Weapon Dagger
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The Dark Six [NE]


The Dark Six are considered to be part of the sovereign host, yet they represent destructive forces. As such, most
shun the names of the Dark Six.

The Devourer: The Sovereign of Wave and Whelm The Keeper: The Sovereign of Death and Decay
[NE] [NE]
The Devourer is the deity of the raw power of nature, The Keeper is the deity typically associated with
and the destruction it can bring. greeed.
Areas of Concern Devastation, hunger, nautical travel, Areas of Concern Death, entropy, greed, hunger, time
storms, water Alignment NE
Alignment NE Divine Font Harm
Divine Font Harm Divine Ability Strength or Charisma
Divine Ability Strength or Constitution Divine Skill Theivery
Divine Skill Nature Domains Death, Decay, Dust, Indulgence, Trickery,
Domains Change, Cold, Decay, Destruction, Dust, Wealth
Lightning, Nature, Plague, Void, Water Cleric Spells 1st: ill omen, 2nd: shatter, 6th:
Cleric Spells 1st: gust of wind, 3rd: lightning bolt, 5th: phantasmal calamity
control water Edicts Gain financial control over others, gather new
Edicts Embrace the glorious power of the wilds, live wealth, count your riches.
free of social or materialistic chains. Anathema Allow honour or tradition to prevent you
Anathema Bring civilization to intrude on the wild, from taking what you want, fail to take opportunities
become civilized. to increase your wealth.
Favoured Weapon Trident Favoured Weapon Scythe

The Fury: The Sovereign of Rage and Ruin [NE] The Mockery: The Sovereign of Betrayal and
The Fury is the anger the smolders within. Her Bloodshed [NE]
domains include Anger, Freedom, and Might. The mockery is the deity that encompasses the war,
Areas of Concern Anger, extremism, insanity, passion, combat, and trickery.
revenge Areas of Concern Combat, dishonour, murder, terror,
Alignment NE treachery.
Divine Font Harm Alignment NE
Divine Ability Strength or Dexterity Divine Font Harm
Divine Skill Intimidation Divine Ability Dexterity or Charisma
Domains Ambition, Delirium, Destruction, Freedom, Divine Skill Deception
Might, Pain, Passion, Zeal Domains Confidence, Destruction, Might, Pain,
Cleric Spells 1st: true strike, 3rd: fireball, 4th: Passion, Trickery, Tyranny, Zeal
dimension door Cleric Spells 1st: penumbral shroud, 3rd: invisibility
Edicts Convey yourself with regal dignity, claim what sphere, 6th: mislead
you desire and deserve, seek vengeance upon those Edicts Seize any opportunity that would benefit you,
who wrong you. solve your problems with violence, hide your true
Anathema Allow a slight to go unanswered, show intentions.
humility or fear. Anathema Beg for help or mercy, let a slight go
Favoured Weapon Rapier unanswered.
Favoured Weapon Kama
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The Shadow: The Sovereign of Magic and Mayhem The Silver Flame [LG]
[CE]
The Church of the Silver Flame is a Church that
The Shadow is the sovereign of power and dark
worships the power of the Silver Flame. They are
knowledge.
dedicated to protecting the common people from evil.
Areas of Concern Arcane magic, consequence,
corruption, darkness, duality
Areas of Concern Protection, Defence of the
Alignment CE
Innocents, Destruction of supernatural evil
Divine Font Harm
Alignment LG
Divine Ability Constitution or Intelligence
Divine Font Heal
Divine Skill Arcana
Divine Ability Wisdom or Charisma
Domains Ambition, Change, Darkness, Fate,
Divine Skill Religion
Knowledge, Magic, Secrecy, Trickery, Truth
Domains Confidence, Duty, Fire, Freedom, Might,
Cleric Spells 1st: share lore, 3rd: hypercognition, 7th:
Protection, Repose, Sun, Truth, Vigil, Zeal
spell turning
Cleric Spells 1st: anticipate peril, 3rd: fireball, 4th: fire
Edicts Learn and hoard forbidden magic, steal secrets
shield
from others.
Edicts Free others from oppression, defend the
Anathema Destroy forbidden lore, reveal the entirety
innocent from evil, work toward your best self and
of a secret.
inspire others to follow.
Favoured Weapon Staff
Anathema Allow evil to spread unchecked, enslave or
oppress others, dishonor yourself or disgrace others.
The Traveler: The Sovereign of Chaos and Change Favoured Weapon Longbow
[CN]
The chaotic neutral Traveler is the deity of trickery
and change.
The Blood of Vol [LN]
Areas of Concern Chaos, deception, evolution, The Blood of Vol is a religion that believe the only
invention, transformation deity that should be worshipped is the one that lies
Alignment CN latent in your own blood.
Divine Font Heal, Harm
Divine Ability Dexterity or Wisdom Areas of Concern Death, Undead, and Ambition
Divine Skill Survival Alignment LN
Domains Change, Creation, Fate, Freedom, Divine Font Harm or Heal
Knowledge, Secrecy, Travel, Trickery Divine Ability Constitution or Intelligence
Cleric Spells 1st: illusory disguise, 2nd: invisibility, Divine Skill Occultism
3rd: nondetection, 4th: private sanctum Domains Ambition, Change, Confidence, Death,
Edicts Live life freely, manipulate dangerous beings Decay, Duty, Knowledge, Magic, Pain, Perfection,
and opportunities to your benefit, thrive in hostile Protection, Repose, Secrecy, Soul, Undeath, Vigil
conditions. Cleric Spells 1st animate dead, 3rd: haste, 6th:
Anathema Refuse a reasonable bet, let social pressure dominate
change your behaviour. Edicts Strive to unlock the potential within yourself,
Favoured Weapon Scimitar encourage others to strive toward their potential for
greatness.
Anathema Sacrifice your life, fail to work toward
goals or grow in skill, relax excessively or give in to
sloth, blemish a soul.
Favoured Weapon Dagger
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The Path of Light [NG] The Undying Court


The kalashtar of Adar revere a universal force of [LN]
positive energy. This path of worship, is the path of The elves of Aerenal revere their ancient living dead as
light. deities, seeking advice from immortal elves sustained
by the power of Irian.
Areas of Concern Dreams, the path of light
Alignment LN Areas of Concern Glory, history, patience, revelation,
Divine Font Heal obedience.
Divine Ability Dexterity or Wisdom Alignment NG
Divine Skill Diplomacy Divine Font Harm or Heal
Domains Change, Dreams, Freedom, Knowledge, Divine Ability Constitution or Wisdom
Perfection, Protection, Repose Divine Skill Society
Cleric Spells 1st: jump, 3rd: haste, 4th: stoneskin
Domains Death, Duty, Family, Knowledge, Magic,
Edicts Be humble; help others perfect themselves; hone
Perfection, Protection, Repose, Soul, Star, Sun,
your body, mind, and spirit to a more perfect state;
Undeath, Vigil
practice discipline.
Cleric Spells 1st: share lore, 2nd: comprehend
Anathema Abandon a companion in need, dishonour
language, 3rd: hypercognition
yourself, repeatedly fail to maintain self-control.
Edicts Work toward collective transcendence of the
Favoured Weapon Fist
court, seek to prove yourself worthy of immortality,
The Spirits of the go to death with dignity.
Anathema Disrespect the dead or the traditions of
Past [N] those around you, be cowardly in the face of death.
The Tairnadal elves of Valenar and Northern Aerenal Favoured Weapon Scimitar
worship the spirits of their past lives.
Cults of the Dragon
Areas of Concern Glory, battle, bravery, honour Below [CE]
Alignment N
The Cults of the Dragon Below are a varied set of
Divine Font Heal or Harm
cults that all worship a unique aspect of madness or
Divine Ability Strength or Constitution
evil.
Divine Skill Athletics
Domains Confidence, Might, Protection, Zeal Areas of Concern Various
Cleric Spells 1st: true strike, 2nd: enlarge, 4th: weapon Alignment LE, NE, CE
storm Divine Font Harm
Edicts Strive to uphold the ideals of your ancestor Divine Ability Strength or Constitution
spirit, practice with a weapon every day, destroy the Divine Skill Intimidation
negative undead. Domains Abomination, Cold, Darkness, Death,
Anathema Become or create undead, fail to strive to Decay, Delirium, Destruction, Dust, Earth,
uphold your ancestor spirit, dishonour yourself, Indulgence, Knowledge, Nightmares, Pain, Passion,
parlay with oathbreakers. Plague, Secrecy, Sorrow, Soul, Swarm, Time, Trickery,
Favoured Weapon Double Scimitar Tyranny, Undeath, Void, Wyrmkin
Cleric Spells 1st: grim tendrils, 4th: nightmare, 5th:
summon entity (varies)
Edicts Create darkness, sow discord among allies,
misuse positions of authority by steering events
toward apocalyptic ends (varies)
Anathema None (varies)
Favoured Weapon Great Pick (varies)
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The Planes of Eberron


Eberron is a world alone in its planar cosmology, unattached to the rest of the
multiverse. Eberron sits at the centre of thirteen outer planes, all of which influence
the material plane differently. Each plane is a piece that composes the world of
Eberron, though some connections are more noticeable than others.

The thirteen planes of Eberron are complex and exist as the total embodiment of a concept in all its forms. The
planes interact with Eberron and manifest their concepts and effects on the material plane. This can come in the
form of being coterminous or remote - in which the planes effect becomes more or less dramatic across the
world, or in the form of Manifest Zones which directly affect a small region of the world.

For more information on the planes of Eberron, see Exploring Eberron Chapter 5.

Planar Effects TABLE 2-1: PLANES OF EBERRON


Planar Effects detail the major mechanical changes Plane Moon Traits Description
that a creature from a different plane might experience Daanvi Nymm, the LN, Flowing, The Perfect
Crown Immeasurable Order
while visiting the plane. Though there are numerous
Cyra Subjective
other minor effects that you can add to your planes. (believe to Gravity, Flowing, The Region of
While the planar effects may wax or wane depending Dal Quor be Metamorphic, Dreams
on your location in the plane, they are typically destroyed) Immeasurable
always present no matter where you are in the plane. Dolurrh Aryth, the Timeless, The Realm of
Gateway Immeasurable The Dead
Manifest Zones Fernia Eyre, the Fire, The Sea of
Anvil Immeasurable Flame
Manifest zones typically have one or two planar traits
Irian Barrakas, NG, Positive, The Eternal
or some minor other effects detailed in the manifest the Lantern Immeasurable Dawn
zone section. However, some manifest zones can have CN, Erratic,
Kythri Zarantyr, Metamorphic, The Churning
none or even all of the effects depending on the zone's the Storm Chaos
strength. Immeasurable

Lamannia Olarune, the Immeasurable The Twilight


Coterminous and Remote Sentinel Forest

The planes of Eberron seem to follow cycles of Sypheros, NE, Negative, The Endless
Mabar the Shadow Shadow, Night
Coterminous phases and Remote phases. Typically, Immeasurable
when coterminous, manifest zones associated with the Dravago, Cold, Timeless, The Plain of
Risia
plane are stronger, but when remote, manifest zones the Herder Immeasurable Ice
associated with the plane become weaker or can even Shavarath Vult,
Warder
the Flowing,
Immeasurable
The
Battleground
temporarily disappear altogether.
Syrania Therendor, Air, Immeasurable The Azure
the Healer Sky

Thelanis Rhaan, the Flowing, The Faerie


Book Immeasurable Court

Xoriat Lharvion, Erratic, The Realm of


the Eye Immeasurable Madness
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DAANVI: THE PERFECT ORDER PLANE DAL QUOR: THE REGION OF DREAMS PLANE
LN FLOWING IMMEASURABLE SUBJECTIVE GRAVITY FLOWING METAMORPHIC IMMEASURABLE
Moon Nymm, the Crown Moon Crya (believed to be destroyed)
Moon and Portal Colour Yellow-gold Moon and Portal Colour Not visible in Eberron’s sky;
Native Inhabitants Modrons, Inevitables, Angels, impossibly black, portals are inaccessible
Devils Native Inhabitants Dreamers, Quori

PLANAR EFFECTS PLANAR EFFECTS


Plane of Truth. A creature under these effects can't Extremely Morphic. The environment of Dal Quor can
speak any deliberate and intentional lies and takes a shift at any moment. These changes are generally
–4 status penalty to Deception checks. drawn from the mind of the current dreamer, but
Impeded Illusion. When a creature casts an illusion the thoughts of adventurers might impact another
spell that has a duration of 1 minute or longer, the creature’s dream that they’re currently experiencing.
duration is halved. Extended Illusion. When a creature casts an illusion
The Eyes of the Law. When a creature casts a spell, its range is doubled; if that spell has a
divination spell, its range is doubled; if that spell has duration of at least 1 minute but less than 24 hours,
a duration of at least 1 minute but less than 24 the duration is also doubled.
hours, the duration is also doubled. Flowing Time. For every 10 minutes that pass in Dal
No Chance. The first time in a combat round (always, Quor, only 1 minute passes on the Material Plane.
in exploration mode) that a creature makes an
attack roll, skill check, or saving throw (other than a
MANIFEST ZONE
There have been no manifest zones created by Dal
recovery check), treat the roll as a 10. Neither
Quor.
Fortune nor Misfortune traits can be used while
under this planar effect. COTERMINOUS AND REMOTE
Flowing Time. For every 10 minutes that pass in The plane no longer goes through Coterminous or
Daanvi, only 1 minute passes in the Material Plane. Remote cycles.

MANIFEST ZONE
Manifest zones of Daanvi are uncommon, but those
that do manifest typically present one of the plane's
properties. Inside the manifest zone, things are
unnaturally orderly.

COTERMINOUS AND REMOTE


Daanvi has coterminous and remote periods, but
unlike those of other planes, these periods have no
obvious effects.
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DOLURRH: THE REALM OF THE DEAD PLANE When Dolurrh When


Effect is coterminous Dolurrh is
TIMELESS IMMEASURABLE remote
Moon Aryth, the Gateway 1d4 status penalty to the
primary check of a yes yes
Moon and Portal Colour Orange-red resurrection ritual
Native Inhabitants The Quick, the Dead, the Lingering The resurrection ritual is
always a critical failure no yes
PLANAR EFFECTS The resurrection is a success,
Eternal Ennui. When a creature enters Dolurrh, its but a creature of Dolurrh
also returns with the yes no
doomed condition immediately increases to a intended target
minimum of 1. While in Dolurrh, your doomed If the resurrection is a critical
condition cannot be removed or reduced by rest or success, it is reduced to yes yes
success instead
by any other means - though it can be suppressed.
The level of success of the
After leaving Dolurrh, the doomed condition fades resurrection is always one no yes
step lower
as normal. Creatures native to Dolurrh are immune
They will answer. When resurrection magic is used in
to this property’s effects.
a Dolurrh manifest zone with this effect, it can be a
Impeded Magic. To use the Cast a Spell activity for a
boon to bringing the soul back
1st level or higher spell, a creature must succeed on
a flat check of DC 5 + spell level. On a failed check,
Effect When Dolurrh is When
Dolurrh is
the action fails and its spell slot is not expended, Coterminous Remote
but the actions are still consumed. 1d4 status bonus to the
Inevitable Entrapment. Every 24 hours a living primary check of a yes yes
resurrection ritual
creature spends in Dolurrh, it must make a DC 20
The resurrection ritual is yes no
Will saving throw. On a failed save, it increases its always a critical success
doomed condition by 1. For every saving throw If the resurrection is a
made, the DC increases by 1. Creatures native to critical failure, it is only a yes yes
failure instead
Dolurrh are immune to this property’s effects.
The level of success of the
Timeless. Time passes at the same rate as on the resurrection is always one yes no
material plane and is consistent across its layers. step higher
Creatures can benefit from resting, suffer damage, The material cost of yes yes
resurrection is halved
and die. However, a creature on Dolurrh doesn’t age
Speaker for the Dead In these Manifest Zones, anyone
and doesn’t need to eat, sleep, or drink.
can cast the spell Talking Corpse with a casting time
MANIFEST ZONE of one hour as long as they have a personal
It is uncommon for a Dolurrh manifest zone to have connection to the deceased whose corpse they are
any of the plane's properties. When a zone manifests questioning.
an effect, it is typically one of the following
COTERMINOUS AND REMOTE
Path of the Dead Dolurrh manifest zones can act as a When Dolurrh is coterminous, ghosts and spirits of
gateway into Dolurrh. Sometimes this may require a Dolurrh are significantly more common - especially
ritual or sacrifice to activate, or other times it may near Dolurrh's manifest zones.
simply depend on the alignment of the Aryth or
While Dolurrh is remote, resurrection magic outside of
Dolurrh being conterminous.
Dolurrh's manifest zones always fails. The soul cannot
The way is shut. When resurrection magic is used in a
return from Dolurrh, and the only way to raise the
Dolurrh manifest zone with this effect, it can
dead is by travelling to Dolurrh itself to retrieve the
backfire dangerously
soul.
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FERNIA: THE SEA OF FLAME PLANE COTERMINOUS AND REMOTE


FIRE IMMEASURABLE When Fernia is coterminous, temperatures across
Eberron rise sharply. Regions that are already hot can
Moon Eyre, the Anvil
become dangerously hot - and can begin to manifest
Moon and Portal Colour Silver
the Fernia Planar traits even if unassociated with a
Native Inhabitants Efreet, Dao, Lesser Elementals,
Manifest Zone.
Fiends, Celestials

PLANAR EFFECTS While Fernia is remote, intense heat loses some of its
Burning Bright. When you make a recovery check and edge. Regions of high temperature become one stage
you are still dying after applying its effects, make lower than normal. In addition, creatures increase their
another recovery check. resistance to fire damage by 5.
Deadly Heat. All regions of Fernia are subject to
temperatures of extreme heat (Core Rulebook page
517), though many regions reach temperatures of
incredible heat. All creatures increase their
resistance to cold damage by 5.
Empowered Fire. Fire spells are enhanced, while cold
and water spells are impeded (Gamemastery Guide
page 136). When you Cast a Spell with the fire trait,
that spell is automatically heightened 1 level, up to a
level equal to the highest spell level you can cast.
Fire Energy Ley Line. Fernia is attuned to fire energy,
and by tapping into this source you can enhance fire
spells using that energy’s power. The strength of
this power varies throughout Fernia. (Secrets of
Magic pg 214)
Fires of Industry. When making a crafting check
involving the use of fire (such as cooking or
smithing), you gain a +2 item bonus to your check.
Standard Time. Time passes at the same pace as on
the Material Plane and is consistent across its
layers.

MANIFEST ZONES
A Fernia manifest zone typically manifests one or two
of the planar effects. In addition, it may have the
following additional properties.

Continual Flame Motes of continual flame are


spontaneously generated in this region, typically
attached to some vegetation or minerals from the
area. These flames persist even if they are removed
from the region.
Geothermal The area is dotted with pools of molten
earth and fissures of scalding water, from which
mephits and elementals emerge with regularity.
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IRIAN: THE ETERNAL DAWN PLANE MANIFEST ZONES


NG POSITIVE IMMEASURABLE An Irian manifest zone typically manifests one or two
of the planar effects, though only rarely does it extend
Moon Barrakas, the Lantern
the full effects of Life Triumphant. In addition, it may
Moon and Portal Colour Bright Grey
have the following additional properties.
Native Inhabitants Embers, lumi, celestials, the
Architects Restorative Springs The waters of a spring hold
PLANAR EFFECTS curative powers - removing disease, healing
Positive Power. Positive spells are enhanced, while wounds, even restoring lost senses.
negative spells are impeded (Gamemastery Guide Positive Crystals Clusters of radiant crystals sprout
page 136). When you Cast a Spell with the positive from the earth. These crystals typically emanate the
trait, that spell is automatically heightened 1 level, Positive Power planar effect, and some particularly
up to a level equal to the highest spell level you can potent crystals even replicate the Positive trait of
cast. the plane.
Negative Void. To Cast a Spell that deals negative
In addition to the above uncommon effects, all Irian
damage, a creature must succeed on a flat check
manifest zones always have the following effects
with a DC equal to 5 + the level of the spell. On a
failed check, the spell is not cast and its spell slot is Positive Influence Plants and animals thrive in these
not expended, but the actions are lost. zones, and people are less likely to dwell on
Pure Light. There is no darkness in Irian. Any spell, negative emotions and find it easier to embrace
effect, or other situation that would usually create hope and joy.
darkness instead only reduces the lighting to dim Healing Guidance You gain a +1 status bonus to all
light. Medicine checks.
Life Triumphant. When making a medicine check, you Upwelling of Life All non-undead creatures gain a +1
gain a +2 item bonus to your check, and any status bonus to saves against fear, poison, and
creature which rests doubles their number of disease effects. In addition, when you rest you
restored hit points. In addition, all non-undead double the number of hit points you would normally
creatures gain a +2 status bonus to saves against recover.
fear, poison, and disease effects. In addition, on
initiative count 20 a creature with at least 1 hit COTERMINOUS AND REMOTE
point regains 1 hit point, and a creature with the While Irian is coterminous, the Positive Power and
dying condition loses the dying condition and Upwelling of Life properties apply all across Eberron.
becomes stable.
When Irian is remote, colours seem to fade and a
Undead Bane. Creatures with the undead trait are
sense of ennui pervades the world. All creatures take a
sickened 2, they may not reduce this sickened value
-1 status penalty to saving throws against fear. In
until they escape the effects of Irian. This does not
addition, any effect that restores hit points - including
affect undead creatures that are sustained by Irian,
spells - only restores half the total.
such as the deathless elves of Aerenal.
Positive Energy Ley Line. Irian is attuned to positive
energy, and by tapping into this source you can
enhance positive spells using that energy’s power.
The strength of this power varies throughout Irian.
(Secrets of Magic pg 214)
Standard Time. Time passes at the same pace as on
the Material Plane and is consistent across its
layers.
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KYTHRI: THE CHURNING CHAOS PLANE LAMANNIA: THE TWILIGHT FOREST PLANE
CN ERRATIC METAMORPHIC IMMEASURABLE IMMEASURABLE
Moon Zarantyr, the Storm Moon Olarune, the Sentinel
Moon and Portal Colour Pearly white Moon and Portal Colour Pale orange
Native Inhabitants Wild things, Slaadi, Githzerai Native Inhabitants Beasts, Elementals, Humanoids
Kythri embodies chaos in all its forms.
PLANAR EFFECTS
PLANAR EFFECTS Extended Primal Magic. When a creature casts a spell
Broken Rhythms. You may not use the same action on the primal list, its range is doubled; if that spell
twice in one turn. If you used a specific action on has a duration of at least 1 minute but less than 24
your previous turn, you take a -2 status penalty to hours, the duration is also doubled.
use the action again this turn. Indomitable Beasts. Creatures with the animals,
Fluid in Form. When a creature casts a transmutation beasts, or elemental trait gain a +2 status bonus to
spell, its range is doubled; if that spell has a Fortitude and Will saves. Upon its arrival in
duration of at least 1 minute but less than 24 hours, Lamannia, any elemental or beast that’s under the
the duration is also doubled. effects of an enchantment spell or bound in any
Embrace the Unknown. To use the Cast a Spell activity way may choose to immediately end the effect.
for a 1st level or higher Divination spell, a creature Primal Power. When you Cast a Spell on the primal
must succeed on a flat check of DC 5 + spell level. list, that spell is automatically heightened 1 level, up
On a failed check, the action fails and its spell slot is to a level equal to the highest spell level you can
not expended, but the actions are still consumed. cast.
Divination spells cast on other planes can’t affect or The Land Provides. You gain a +2 status bonus to all
target creatures, places, or objects on Kythri. Survival checks.
The Odds Are Odd. When you roll a check, you Primordial Matter. It’s difficult to destroy or
critically succeed if you beat the DC by 5 or more. If contaminate the matter of Lamannia. All nonmagical
you fail the DC by 5 or more, you critically fail food and drink are purified and rendered free of
instead. poison and disease. In addition, natural materials
Constant Change. Every 24 hours spent in Kythri, such as wood and stone are tougher than their
some minor or major aspect of your character mundane counterparts. All objects made of
changes. This could be the colour of your clothing, Lamannian materials increase their hardness by 5.
the colour of your hair, or your gender. This aspect Standard Time. Time passes at the same pace as on
is determined by each player. the Material Plane and is consistent across its
Chaotic Time. Time is fluid in Kythri, inconsistent both layers.
with the Material Plane and within its islands. When
MANIFEST ZONES
returning to the material plane, a random amount of
Lamanna manifest zones are relatively common and
time has passed.
usually have at least one of the plane's properties.
MANIFEST ZONES COTERMINOUS AND REMOTE
Kythri manifest zones are often chaotic in minor or
While Lamannia is coterminous, spells that target
major ways. They may manifest one or more of the
creatures with the animal, beast, or elemental trait are
planar effects of Kythri, or simply cause the local zone
extended; if a spell has a duration of 1 minute or
to behave in unpredictable ways such as the sudden
longer, the duration is doubled; spells with a duration
change of weather.
of 24 hours or more are unaffected.
COTERMINOUS AND REMOTE
While Lamannia is remote, the duration of spells that
Neither coterminous nor remote periods have any
affect creatures with the animal, beast, or elemental
discernable effect on Eberron.
trait are cut in half, to a minimum duration of one
round.
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MABAR: THE ENDLESS NIGHT PLANE MANIFEST ZONES


NE NEGATIVE SHADOW IMMEASURABLE Mabar's manifest zones are often powerful sources of
negative energy. Skeletons, zombies, and ghouls can
Moon Syperos, the Shadow
all spontaneously rise in Mabaran manifest zones.
Moon and Portal Colour Smoky grey and
shadowy COTERMINOUS AND REMOTE
Native Inhabitants Shadows, Yugoloths and other On nights when Mabar is coterminous, the Necrotic
Immortals, Undead, Dark Powers, Hostages Power property encompasses the entire world, and the
radius of all light sources is halved.
PLANAR EFFECTS
Negative Power. Negative spells are enhanced, while When Mabar is remote, all creatures increase their
positive spells are impeded (Gamemastery Guide
resistance to negative damage by 5.
page 136). When you Cast a Spell with the negative
trait, that spell is automatically heightened 1 level,
up to a level equal to the highest spell level you can
cast.
Radiant Void. To Cast a Spell that deals positive
damage, a creature must succeed on a flat check
with a DC equal to 5 + the level of the spell. On a
failed check, the spell is not cast and its spell slot is
not expended, but the actions are lost.
Eternal Shadows. There is no light in Mabar. Any spell,
effect, or other situation that would usually create
bright light instead only increases the lighting to
dim light.
Death Triumphant. Mabar consumes the life force of
living things. Every round a living creature spends
in
Mabar, it takes 1d6 points of negative damage. If
this damage reduces a creature to 0 hit points, it
immediately dies and its body crumbles into ash.
Natives of Mabar and creatures under the effects of
a death ward spell are immune to the effects of this
property.
Life Bane. Creatures without the undead trait are
sickened 2, they may not reduce this sickened value
until they escape the effects of Mabar. This does not
affect creatures that are sustained by Mabar.
Negative Energy Ley Line. Mabar is attuned to
negative energy, and by tapping into this source you
can enhance negative spells using that energy’s
power. The strength of this power varies throughout
Mabar. (Secrets of Magic pg 214)
Standard Time. Time passes at the same pace as on
the Material Plane and is consistent across its
layers.
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RISIA: THE PLAIN OF ICE PLANE MANIFEST ZONES


COLD TIMELESS IMMEASURABLE A Risia manifest zone typically manifests one or two
of the planar effects. In addition, it may have the
Moon Dravago, the Herder
following additional properties.
Moon and Portal Colour Lavender
Native Inhabitants Spirits of Ice, Frost Giants and
Continual Ice Bits of ice and snow that will not melt
Dwarves seem to persist throughout the region. These frozen
PLANAR EFFECTS bits do not melt even if they are removed from the
Lethal Cold. All regions of Risia are subject to region.
temperatures of extreme cold (Core Rulebook page Permafrost The area is dotted with ice and permafrost,
517), though some regions reach temperatures of from which mephits and elementals emerge with
incredible cold. All creatures increase their regularity. Bodies of water are unusually cool even
resistance to fire damage by 5. if the surrounding region is hot.
Empowered Ice. Cold spells are enhanced, while fire
COTERMINOUS AND REMOTE
spells are impeded (Gamemastery Guide page 136). When Risia is coterminous, temperatures across
When you Cast a Spell with the cold trait, that spell
Eberron drop sharply. Regions that are already cold
is automatically heightened 1 level, up to a level can become dangerously cold - and even begin to
equal to the highest spell level you can cast.
manifest the Risia Planar traits even if unassociated
Preservation. When a creature starts its turn with the with a Manifest Zone.
dying condition, it loses the dying condition and
remains unconscious at 0 hit points, increasing the While Risia is remote, intense cold loses some of its
wounded condition as normal. While unconscious at bite. Regions of cold temperature become one stage
0 hit points, you enter a state of suspended higher than normal. In addition, creatures increase
animation. If an unconscious creature at 0 hit points their resistance to cold damage by 5.
remains in contact with the ground for more than 1
minute, it’s drawn below the surface and encased in
an ice-encrusted stasis. While encased in this way,
time ceases to flow for the creature and it doesn’t
grow older.
Stagnation. When a creature rests, it does not regain
any hit points.
Stillness of Flesh. Time passes at the same pace as on
the Material Plane and is consistent across its
layers. However, the passage of time has no effect
on a mortal creature’s body, and creatures don’t age
or grow while in Risia. Exhaustion, starvation, and
disease merely reduce a creature to 0 hit points and
do not kill it. Dwarves are immune to this property’s
effects, and in Risia they can grow, age, and die, just
as they would on the Material Plane.
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SHAVARATH: THE BATTLEGROUND PLANE SYRANIA: THE AZURE SKY PLANE


FLOWING IMMEASURABLE AIR IMMEASURABLE
Moon Vult, the Warder Moon Therendor, the Healer
Moon and Portal Colour Pockmarked steel-gray Moon and Portal Colour Blue-gray
Native Inhabitants Conscripts, Sword Wraiths, Native Inhabitants Angels, Virtues, Dominions,
Whirling Blades, Angels, Demons, Devils Thrones

PLANAR EFFECTS PLANAR EFFECTS


War Magic. When a creature casts a spell that grants a Unburdened. Creatures gain a flying speed equal to
bonus to AC, attack rolls, or saving throws or a spell their walking speed unless it already has a flying
that grants temporary hit points, its range is speed greater than or equal to their walking speed,
doubled; if that spell has a duration of at least 1 in which case that speed increases by 10 feet.
minute but less than 24 hours, the duration is also Gentle Thoughts. Creatures gain a +2 status bonus to
doubled. diplomacy checks, and a -2 status penalty to
Unquenchable Fury. Creatures gain a +2 status bonus intimidation checks.
to saving throws against any spells or abilities that Universal Understanding. A creature can understand
improve a target's Attitude or soothe their emotions the literal meaning of any spoken language that it
such as Calm Emotions. In addition, the duration of hears and can understand any written language
these effects is halved, to a minimum duration of 1 that it can see. This doesn’t decode secret messages
round. In addition, a barbarian's rage cannot be or reveal the meaning of symbols that aren’t part of
ended early unless they are knocked unconscious. a written language.
Fight On. On a creature’s turn, it can use an action to Absolute Peace. To make an attack or cast a damaging
spend a Hero Point to regain 1d10 + level + spell, a creature must succeed on a flat check of DC
Constitution modifier hit points (minimum of 1). 5 + spell level. On a failed check, the spell is not cast
Critical Specialization. All creatures gain the critical and its spell slot is not expended, but the actions
specialization of their weapons. If a creature already are still consumed.
had access to the critical specialization, they apply Standard Time. Time passes at the same pace as on
its effects on successful hits as well. the Material Plane and is consistent across its
Flexible Time. Time’s passage varies between layers.
Shavarath’s layers. In many, time passes at the same
rate as on the Material Plane, but other layers move
MANIFEST ZONES
Manifest zones tied to Syrania can reflect one or more
at different speeds.
of the properties of the plane, but often in more
MANIFEST ZONES limited ways.
Manifest zones tied to Shavarath often manifest one or
more of the planar effects of Shavarath.
COTERMINOUS AND REMOTE
When Syrania is coterminous, the Absolute Peace and
COTERMINOUS AND REMOTE Gentle Thoughts properties apply across Eberron.
When Shavarath is coterminous War Magic and However, if a creature is attacked, harmed by a spell,
Unquenchable Fury properties spread worldwide, or witnesses its friends being harmed, that creature is
encouraging violence. unaffected by Absolute Peace for one minute.

When Shavarath is remote, there is no apparent effect When Syrania is remote creatures gain a +2 status
on the material plane. bonus to intimidation checks, and a -2 status penalty
to diplomacy checks. Outside of Syranian manifest
zones, all flying speeds are reduced by 10 feet, to a
minimum of 5 feet.
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THELANIS: THE FAERIE COURT PLANE COTERMINOUS AND REMOTE


FLOWING IMMEASURABLE When Thelanis is coterminous, new gateway zones
spring up.
Moon Rhaan, the Book
Moon and Portal Colour Pale blue When Thelanis is remote, the effects of Thelanian
Native Inhabitants Supporting Cast, Eladrin and other
manifest zones are suppressed.
mortals, Greater Fey, Archfey and Anchor Barons
XORIAT: THE REALM OF MADNESS PLANE
PLANAR EFFECTS
ERRATIC IMMEASURABLE
Thelanis is unpredictable, and its cardinal rule is that
layers follow their own stories. Consider the following Moon Lharvion, the Eye
properties. Moon and Portal Colour Dull white with large
black chasm crossing it
Enchanted Realm. Creatures take a -2 status penalty Native Inhabitants The Daelkyr, Aberrations
to saving throws against any spells or abilities with
the illusion trait. When a creature casts an illusion
PLANAR EFFECTS
Dangerous Revelations. Whenever a creature rests for
spell, its range is doubled; if that spell has a
8 hours or is reduced to 0 hit points, it must make a
duration of at least 1 minute but less than 24 hours,
DC 20 Will saving throw. On a failed save, the
the duration is also doubled.
creature is exposed to a madness-inducing effect. It
Storybook Logic. No two layers of Thelanis are exactly
may learn a terrible secret, or fundamentally change
alike. While these effects vary from layer to layer,
its vision of reality. The creature becomes Stupefied
they are entirely reliable within that layer and
1 and may not reduce this value until it escapes this
should feel logical based on the nature of the local
planar effect.
story. Damage types could be swapped or rendered
Time Is an Illusion. Time is unreliable in Xoriat.
impotent, a particular skill could have status
Adventurers could be trapped in the Realm of
bonuses or penalties, or items could behave in
Madness for what feels like a lifetime, then find
unexpected ways.
only a moment has passed on Eberron. It’s even
Words Have Power. In Thelanis, words - and
possible for them to return to Eberron before they
particularly promises - have power. Creatures
left.
should be very careful about making formal
Strange Reality. The things adventurers rely on -
agreements of any sort, especially with archfey; the
gravity, time, their identity itself - aren’t always
more powerful the fey, the graver the consequences
reliable in Xoriat. These properties frequently
of breaking a promise.
change in ways that are near impossible to predict.
Chaotic Time. Time is entirely flexible in Thelanis,
moving at different rates from layer to layer. While MANIFEST ZONES
time may have passed faster or slower than Manifest zones typically convey one or more of the
expected while in Thelanis, often time catches up universal properties of the plane. The most common is
with mortals when they return to Eberron - either the Dangerous Revelations and Unpredictable Magic
swiftly ageing them if more time has passed on the are the most common properties.
Material Plane, or potentially restoring their youth
and erasing the decades spent in Thelanis.
COTERMINOUS AND REMOTE
The plane no longer goes through Coterminous or
MANIFEST ZONES Remote cycles.
Many manifest zones of Thelanis act as gateways into
the realm. Many other Manifest zones reflect the
properties and influence of Thelanis without allowing
passage between worlds.
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Guns
Eberron is a world of widespread arcane industry and advancement - rather than
technological. The second section of Guns and Gears - Guns - provides rules for the
introduction of black powder firearms into the world, a significant technological
advancement. This is incongruent with the lore of Eberron. While you may simply
declare the content universally disallowed, you instead may wish to integrate the
content in a lore friendly way. The Guns conversion allows just that.

Guns in Eberron arcane firearms rather than black powder. However,


these arcane firearms are significantly more
Guns are a hotly debated topic in the meta of Eberron.
While the lore of the world dictates that most combat complicated to function than a mundane firearm and
involves the use of spells, standard fantasy medieval too expensive to place into the hands of untrained
weapons, and does not introduce black powder militia. As such, the technology of arcane firearms is
firearms; many people may enjoy adding guns into the still in its nascence in Eberron, while mundane
setting as it is reminiscent of the late middle ages to firearms have yet to be invented.
the early industrial revolution, with film noir, pulp Typically, this means that all Guns content should be
action, and swashbuckling action themes. considered of the Rare rarity if it isn't already, and
content that you decide to include becomes
During session 0, discuss whether or not you might
Uncommon rarity. Always work with your GM to
like to introduce firearms into the world. You might
consider how backgrounds, items, classes, archetypes,
decide to simply disallow all Guns content, allow all
guns content including black powder as a recent feats, spells, and anything else from the Guns book
invention of the Last War, utilise this guide's suggested content fits into the world.
conversion of Guns content to arcane mechanisms
Siberys Powder
rather than scientific ones, or arrive at any decision for
In the place of black powder, arcanists have developed
your Eberron. The final say of the matter is up to your
what is referred to as the Breath of Siberys - or
GM and your table for your Eberron.
colloquially as siberys powder. The refined powder is
Wands and Staves - composed of carefully processed eberron shards
(despite the name) which are used to fuel the power of
Guns conversion arcane discharges. With the simple trigger of an arcane
Eberron is a world based on the idea that if magic was
spark or mundane fire, the Breath of Siberys
a universal force in the world, advancement would
destabilizes; instantly creating a blast of near pure
primarily revolve around the development of arcane
arcane energy - and smoke depending on the quality of
technology, rather than scientific development. Rather
the powder. Most firearms depend on this rapid
than inventing the telegram, House Sivis has created
destabilization to power enchantments that accelerate
communication networks using message and sending
small projectiles called bullets towards their targets, or
spells; rather than create steam engines, House Orien
even power a spell directly. Depending on the style of
simply uses bound Air Elementals to power the
weapon, typically the siberys powder can either be
lightning rail; rather than create black powder siege
loaded down the barrel as a siberys powder cartridge
weapons and firearms, soldiers employ massive siege
to detonate during the strike (typical of weapons that
staves and wield wands to discharge arcane spell
fire bullets), or a glass vile of the Breath of Siberys can
stikes.
be crushed on a special copper plate which stores the
These advancements replace a scientific equivalent, charge until discharged during a strike (typical of
and may even excel in some ways. In particular, siege weapons that make spell strikes).
staves and wands can accomplish more than the
In the world, these weapons that depend on the
mundane effects of black powder explosives or
siberys powder and ammunition to operate are still
impacts ever could - and as such most technological
referred to as wands or staves due to their similarity to
advances in these weapons are in the development of
their spellcasting cousins. However, informally these
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weapons are sometimes referred to as guns. For the same changes as mundane firearms. Given that
purposes of mechanics, any weapon that operates in standard firearms are already Uncommon to Rare in
this way may only interact with firearm rules, while Eberron, consider where this particularly unique
wands and staves may still only interact with wand creation may have come from. Is it an old Dhakaani
and stave rules. creation? Or is this weapon designed by your own
hand?
Firearms Unique and Rare firearms require individual attention
Items that utilise black powder can relatively easily be from the GM to fit into the world of Eberron, but the
reskinned to utilise siberys powder instead. Weapons firearm portion of which should require no more than
like the arquebus or blunderbuss might simply replace the same changes as mundane firearms.
black powder with siberys powder, or replace the
bullet altogether to discharge a unique cantrip Firearm Siege Weapons
powered by the siberys powder instead of a bullet. Firearm siege weapons, commonly referred to as siege
These changes can be anything that your GM staves, instead use charges of the breath of siberys to
approves the flavour of, aim for an arcane create explosive effects, propel ammunition, or create
implementation of the standard item. Keep in mind, long-range bludgeoning spell effects by casting a spell
however, that these changes should have no powered by the Breath of Siberys.
mechanical effect on the functionality of the weapon.
If your new weapon fires a special cantrip, it is still Tools and accessories
subject to the traits of a mundane bullet; it still deals Tools and accessories typically continue to function as
mundane bludgeoning or piercing damage, requires normal, though you could consider how some might
reloading, and costs the same amount per shot. be more magical in nature. Perhaps the scope you
attach doesn't use lenses to magnify light, but a
Ammunition permanent spell effect.
Mundane ammunition needs no reskinning,
continuing to function as a simple physical projectile. Wandslingers
Magical ammunition can be used without change, or Those who are brave enough to wield these unstable
you may flavour the ammunition as the discharge of a arcane firearms, and test the speed of their hand with
unique spell powered by the siberys powder. the cutting edge of arcane innovation, are typically
Mechanically this reskinning has no effect. referred to as wandslingers. Wandslingers utilise
arcane firearms to engage in battle relying on their
Uncommon, Rare, and Unique guns sharp eye and fast hand. These wandslingers, wielding
Some of these weapons are uncommon in Golarion, wands and staves to fight are sometimes referred to as
but in the world of Eberron, most of these weapons Gunslingers.
would be Rare if not Unique rarity. Consider Wandslingers are a simple rename of the Gunslinger
adjusting all of these items to at minimum Rare rarity, class and utilise all of their features and progressions
and consider how they might fit into the world if you with the arcane firearms of Eberron. Despite the
decide to include them. rename, they can typically only use firearms and most
Beast Guns need no change to fit into the world due to do not have any understanding of how a spellcasting
their inherent arcane nature. Think about where your wand might function. A limited few however have
beast gun was created if you gain one. picked up methods of integrating arcane power into
Cobbled firearms should make the same changes as the blast of their firearm - these wandslingers typically
mundane firearms, though make more sense as follow the Way of the Spellshot or the Way of the
creations of an independent gunslinger creating their Wandslinger. See the Wandslinger class archetype in
own weapons. While most cobbled firearms are the Archetypes section for more.
assembled by goblins, Dhakaani smiths are
significantly more talented than these independent
goblins and rarely create weapons that would be
considered cobbled. Given their talent with firearms
innovations, however, all Dhakaani still gain the
benefits of the use of the cobbled firearms as goblins.
Combination weapons do not require more than the
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Gears
Eberron is a world of widespread arcane industry and advancement - rather than
technological. The first section of Guns and Gears - Gears - provides rules for the
introduction of technological clockwork and contraptions into the world, a significant
mundane technological advancement - though less than the Guns section. While you
may simply declare the content universally disallowed, you instead may wish to
integrate the content in a lore friendly way. The Gears conversion allows just that.

Clockwork in than inventing the telegram, House Sivis has created


communication networks using message and sending
Eberron spells; rather than create steam engines, House Orien
Eberron is a world that is very commonly mistaken as simply uses bound Air Elementals to power the
a steampunk setting - and for good reason. There are lightning rail; rather than create clockwork siege
advances in the world powered by magic that feel like engines (though some examples may exist such as the
a representation of 1920s technology - the only clockwork cavalry of thrane) magic was used to create
difference being instead of steam or oil, the technology the warforged titans and collosi.
is powered by magic. Given the facade of 1920s
technology, it seems that gears technology should be a These advancements replace a scientific clockwork
relatively easy addition to the world. However, the equivalent, and may even excel in some ways. In
gears section of the Guns and Gears book adds what particular, clockwork and steam powered contraptions
is considered "weird science". There are contraptions are typicaly fueled by elementals bound in
powered by inexplicable science that achieve - or even dragonshards. This method of power makes them too
surpass - common modern technology of our world, expensive to be common, yet the development is still
well beyond the achievements common in Eberron. possible as prototype creations of advanced artificers.
While clockwork and technology in Eberron may be Typically, this means that all Gears content should be
more advanced than many settings, these far reaching considered of the Rare rarity if it isn't already, and
"weird science" advances could be considered content that you decide to include becomes
disruptive to the type of campaign you wish to run. Uncommon rarity. Always work with your GM to
Yet, many of these changes may be possible to support consider how backgrounds, items, classes, archetypes,
as unique creations of artificers or applied magic of feats, spells, and anything else from the Gears book
some kind. content fits into the world.
During session 0, discuss whether or not you might
like to introduce these clockwork and weird science
Artificers
Artificers are the backbone of arcane industry in
advancements into the world. You might decide to
Khorvaire. In the same way an inventor tinkers with
simply disallow all Gears content, allow all Gears
machines and contraptions to create technology, the
content as a recent developments of the Last War,
artificer plays with the fundamentals of magic to
utilise this guide's suggested conversion of Gears
create magical technology. The Artificer is a class
content to arcane mechanisms rather than scientific
which is common in Eberron, however given the
ones, or arrive at any decision for your Eberron. The
homebrew nature of this class it is still marked as
final say of the matter is up to your GM and your
Uncommon should your GM not wish to consider the
table for your Eberron.
balance implications of non-offical Paizo material. In
Dragonshards and addition to the artificer, there are new artificer
familiar, artificer items, and artificer feats that are
Arcane Conduits - introduced by this class. Should the Artificer not be
Gears conversion allowed by your table, everything with the Artificer
Eberron is a world based on the idea that if magic was trait should also be disallowed. See the Artificer in the
a universal force in the world, advancement would Classes entry for the rules around the Artificer class.
primarily revolve around the development of arcane
technology, rather than scientific development. Rather
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Ancestries
Humanoids of all kinds have made their mark on the continent of Khorvaire.
Presented in alphabetical order, the playable Ancestries in this section have especially
shaped the land’s recent history.

TABLE 3-1: ANCESTRY RARITY This guide does not aim to provide information about
Ancestry Rarity the Ancestries, but instead guidance about
Bugbears Uncommon implementing their mechanics in the world.
Dwarves Common For more information about the Ancestries of
Drow Uncommon Eberron, see the Eberronicon entries.
Eberron Changelings Uncommon The Pathfinder 2e mapping is denoted in brackets if
Elves Common necessary. All of the following ancestries note their
Gnolls Uncommon rarity, which replaces any pre-existing rarity trait if it
Gnomes Common exists.
Goblins Common
Half-Elves Common
Bugbears
Bugbears are uncommon in the world of Eberron.
Half-Orcs Common
The Bugbear Ancestry is provided in this document.
Halflings Common
Hobgoblins Uncommon For more information on Goblinoids of Eberron, see
Humans Common Exploring Eberron (p. 96).
Kalashtar Uncommon
Kobolds Common Dwarves
Lizardfolk Uncommon Dwarves are common in the world of Eberron.
Orcs Uncommon Dwarves of Eberron are well represented by the
Shifters Uncommon Pathfinder 2e implementation.
Warforged Common
For more information on the Dwarves, see Exploring
*All others not noted here are Rare.
Eberron (p.112)
TABLE 3-2: VERSATILE HERITAGE RARITY
Heritage Rarity Drow
Aasimar Uncommon Drow are uncommon in the world of Eberron.
Tieflings Uncommon If playing a Drow, use the Elf Ancestry with one of the
**All others not noted here are Rare. Cavern Elf, Seer Elf, or Whisper Elf.

Core Ancestries The use of these Heritages for Drow does not preclude
Pathfinder 2e integrates a significant amount of their use with Non-Drow Elves. With GM permission,
Golarian lore into the mechanics and feats of core you could also use any Elf Heritage to play a Drow.
ancestries. While all of the mechanics are solid, the
flavour associated with the ancestries and their feats For more information on the drow, see the Eberronicon
occasionally diverge from the flavour or lore of (p. 8).
Eberron. In the majority of cases, it is close enough to
Eberron that it doesn't warrant a rewrite, however,
you should consider modifying the flavour of your PC
to fit the world of Eberron. As always, work with
your GM if you are unsure.
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Eberron Changelings Half-Elves


The Changelings presented in the Pathfinder 2e rules, Half-Elves are common in the world of Eberron. Also
and Eberron Changelings are different in their lore and called Khoravar, the vast majority of Khoravar are the
mechanical implementation. Eberron changelings are a descendants of two Half-Elves rather than a Human
unique shapeshifting Ancestry. Changelings are and Elf parent.
uncommon in the world of Eberron. Half-Elves of Eberron are well represented by the
The Eberron Changeling Ancestry is provided in this Pathfinder 2e implementation.
document.
For more information on Khoravar of Eberron, see
For more information on Changelings of Eberron, see Eberron Campaign Setting (p. 15).
Exploring Eberron (p. 33).
Half-Orcs
Elves Half-Orcs are common in the world of Eberron. Half-
Elves are common in the world of Eberron. Orcs lineages are more varied than the Half-Elves. It is
Elves of Eberron are well represented by the as likely as not that your parents were Human and
Pathfinder 2e implementation. Orc as both Half-Orc.
Half-Orcs of Eberron are well represented by the
For more information on Elves of Eberron, see Eberron Pathfinder 2e implementation.
Campaign Setting (p. 14).
For more information on Half-Orcs of Eberron, see
Gnolls Eberron Campaign Setting (p. 16).
Gnolls are uncommon in the world of Eberron.
This document introduces lore adjustments, additional Halflings
heritages and feats which can be used for additional Halflings are common in the world of Eberron.
flavour on top of the Pathfinder 2e Gnoll Ancestry, Halflings of Eberron are well represented by the
detailed as a new Eberron Gnoll ancestry. Pathfinder 2e implementation.

For more information on Gnolls of Eberron, see For more information on Halflings, see Eberron
Exploring Eberron (p. 93.) Campaign Setting (p. 16).

Gnomes Hobgoblins
Gnomes are common in the world of Eberron. Hobgoblins are uncommon in the world of Eberron.
Gnomes of Eberron are well represented by the Hobgoblins of Eberron are well represented by the
Pathfinder 2e implementation. Pathfinder 2e implementation.

For more information on Gnomes of Eberron, see For more information on Goblinoids of Eberron, see
Eberron Campaign Setting (p. 14). Exploring Eberron (p. 96).

Goblins Humans
Goblins are common in the world of Eberron. Humans are common in the world of Eberron.
Goblins of Eberron are well represented by the Humans of Eberron are well represented by the
Pathfinder 2e implementation. Pathfinder 2e implementation.

For more information on Goblinoids of Eberron, see For more information on Humans, see Eberron Campaign
Exploring Eberron (p. 96). Setting (p. 12).

Kalashtar
Kalashtar are uncommon in the world of Eberron.
The Kalashtar Ancestry is provided in this document.

For more information on Kalashtar, see Exploring


Eberron (p. 40).
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Kobolds Versatile Ancestries


Kobolds are common in the world of Eberron. There exist instances of these versatile ancestries
Kobolds of Eberron are well represented by the throughout the world of Eberron, as such they are
Pathfinder 2e implementation. Uncommon in rarity. However, the following
Ancestries are typically the result of unique
For more information on Kobolds, see the Eberronicon circumstances around the birth of a child.
(p. 14).
Aasimar
Lizardfolk Aasimar of Eberron are well represented by the
Lizardfolk are uncommon in the world of Eberron. Pathfinder 2e implementation.
Lizardfolk of Eberron are well represented by the
For more information on Aasimar, see Exploring Eberron
Pathfinder 2e implementation.
(p. 77)
For more information on Kobolds, see the Eberronicon
(p. 15). Tieflings
Tieflings of Eberron are well represented by the
Orcs Pathfinder 2e implementation.
Orcs are uncommon in the world of Eberron.
For more information on Tieflings, see the Eberronicon
Orcs of Eberron are well represented by the Pathfinder
(p. 16).
2e implementation.

For more information on Orcs, see the Eberronicon (p.


15). Exotic Ancestries
Any ancestries in the Pathfinder 2e core rules that are
Shifters not listed above do not have any equivalent (or
Shifters are uncommon in the world of Eberron. common equivalent) in the world of Eberron. All
The Shifters Ancestry is provided in this document. exotic ancestries gain the Rare trait, replacing other
rarity traits they may have.
For more information on Shifters, see the Eberronicon
(p. 16).

Warforged
Warforged are common in the world of Eberron.
The warforged ancestry is provided in this document.

For more information on Warforged, see Exploring


Eberron (p. 45)
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Bugbears
Bugbears are celebrated for their strength and courage. Though they appear slow, they
are capable of great bursts of strength or speed when necessary.

Bugbears, for many, are monsters belonging to storybooks and nightmares. Stories speak of bugbears as great
hairy beasts that lurk in the shadows - it is the bugbears that lie in the darkness undetected, waiting for the
children that strayed off the beaten path or too far from their parents, or for the villagers wandering out at night
away from their homes.

You might…
Present an air of indolence that hides the vicious ferocity you display in battle.
Use your great strength, long limbs, and endurance to perform feats of athletics that few others are capable
of.
Move slowly and in time with the world around you, listening and waiting until the time is right to expend
your energy.

Others Probably…
Walk and talk cautiously around you, in fear of invoking your ire.
Look to use your might to their advantage, assuming that you are easily outsmarted.
Underestimate your silent step - assuming that your great mass could not possibly move as quietly as the
stories say.

Physical Description…
These stealthy and strong goblinoid creatures can thrive in the mayhem of battle or move slowly with the world
around them - regardless they usually conserve their great reserves of energy until needed. Standing between 6 to
8 feet tall and weighing 250 to 300lbs, bugbears outsize most humanoids that they meet. Bugbears are typically
extremely muscular, able to lift and move great weights with their long limbs. They are covered in thick short
yellowish fur and share the same pointed ears as their goblinoid cousins. Due to their longer limbs, weapons
wielded in the hands of bugbears have a greater reach than typical.
Despite their great size, bugbears show an uncanny ability to sneak up on the unsuspecting. They can use their
quiet step and darkvision to move quietly through the night, unnoticed if they so desire.
Bugbears reach physical adulthood around the age of 16, and they can live up to 80 years. For those that strive
for glory in battle or perform dangerous manual labour, death by old age is far less common.

Society…
Of the communities bugbears can belong to, the ones that are primarily goblinoid are Dhakaan, Darguun, or the
isolated druidic communities found throughout Khorvaire but primarily in the Khraal.
However, bugbears can also be found integrated within human settlements, and needn't originate from strictly
goblinoid communities. These bugbears often take up the culture of the nations they are found in and can play a
diversity of roles within them.

See Exploring Eberron (p. 96) for more information on Dhakaani Society.
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RARITY
Alignment and Religion… Uncommon
The religion of an individual bugbear depends on the culture in which
HIT POINTS
they were raised.
10
Bugbears tend towards lawful alignments. This can manifest in a tendency SIZE
towards organization, whether this is found in centralized or Medium
decentralized communities.
SPEED
Names… 25 feet
Goblinoid names often feature drawn-out vowel sounds (represented by ABILITY BOOSTS
doubled letters). Goblinoids typically use the same names and naming Strength
conventions. Free
LANGUAGES
Sample Names Common
Male Names: Aruget, Chetiin, Daavn, Dabrak, Dagii, Drevduul, Duulan, Goblin
Fenic, Gudruun, Haluun, Haruuc, Jhazaal, Kallaad, Krakuul, Krootad, Additional languages equal to your
Mazaan, Munta, Nasaar, Rakari, Reksiit, Tariic, Taruuzh, Thuun, Intelligence modifier (if it's
Vanii, Vanon, Wuudaraj positive). Choose from Gnomish,
Dwarvish, Elvish and any other
Female Names: Aaspar, Aguus, Belaluur, Denaal, Draraar, Duusha,
languages to which you have
Ekhaas, Eluun, Graal, Gaduul, Hashak, Jheluum, Kelaal, Mulaan, access (such as the languages
Nasree, Raleen, Razu, Rekseen, Senen, Shedroor, Tajiin, Tuneer, Valii, prevalent in your region).
Wuun
TRAITS
Bugbear
Humanoid
DARKVISION
You can see in darkness and dim
light just as well as you can in
bright light, though your vision in
darkness is only black and white.
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Bugbear Heritages In addition, you gain access to all uncommon goblin


Bugbears have less variation in their physical stature weapons. For the purpose of determining your
than goblins, but there are still a few distinct heritages proficiency, martial goblin weapons are simple
that are present in bugbears. Choose one of the weapons and advanced goblin weapons are martial
following bugbear heritages at 1st level. weapons.

Ghaal Guul'dar BULLY FEAT 1


You are bigger than most bugbears, and you use that BUGBEAR
to your advantage. You are trained in Athletics (or
Your long limbs and great strength provide you with
another skill if you were already trained in Athletics).
an advantage in physical contests on the battlefield.
In addition, you gain the Assurance general skill feat
Whenever you use an Athletics skill with the attack
in the Athletics skill.
trait on a creature smaller than you, you gain a +1
Khesh Guul'dar circumstance bonus.
Your stealth is uncanny, your step light, and your
muddy yellow fur seems to blend with the natural
COURAGE FEAT 1
world more than most bugbears. You are trained in BUGBEAR
Stealth (or another skill if you were already trained in Your courage on the battlefield is unmatched. You gain
Stealth). In addition, you gain the Terrain Stalker feat. a +1 circumstance bonus to saves against effects with

Thradaask Guul'Dar the fear trait, and a +2 circumstance bonus to your


Will DC against Intimidate skill actions, such as
You have resilience and an unshakable spirit that can
Demoralize.
keep you standing through wounds that would be
fatal to others. You gain the Diehard general feat and HEAVY BLOWS FEAT 1
gain a +1 circumstance bonus to all Recovery Checks.
BUGBEAR
Your long limbs give extra strength to your blows.
Ancestry Feats Your fist unarmed attacks no longer have the nonlethal
At 1st level, you gain one ancestry feat, and you gain trait and gain the shove weapon trait.
an additional ancestry feat every 4 levels thereafter (at
5th, 9th, 13th, and 17th levels). As a Bugbear, you STALKER FEAT 1
select from among the following ancestry feats. BUGBEAR

1st Level Stealth is an important tool in your arsenal. You can


move 5 feet farther when you take the Sneak action,
BUGBEAR LORE FEAT 1 up to your Speed. In addition, as long as you continue
BUGBEAR to use Sneak actions and succeed at your Stealth
You've studied bugbear traditions and survival tactics. check, you don't become observed if you don't have
You become trained in Athletics and Survival. For each cover or greater cover and aren't concealed at the end
of these skills in which you were already trained, you of the Sneak action, as long as you have cover or
become trained in a skill of your choice. You also greater cover or are concealed at the end of your turn.
become trained in Bugbear Lore.
STORYBOOK MONSTER FEAT 1
BUGBEAR WEAPON FAMILIARITY FEAT 1 BUGBEAR
BUGBEAR You use bugbears' reputation to your advantage.
You are trained with composite longbows, composite Against any of the common ancestries of Eberron, you
shortbows, longbows, shortbows, flails, and war flails. gain a +2 circumstance bonus to intimidation checks.
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VIGOROUS HEALTH FEAT 1 battlefield. Make an unarmed Strike against a creature.


This strike gains the Reach trait which does not stack
BUGBEAR
with Reach from other sources. Alternatively, you can
Your physique is robust and can withstand blood loss
use make a Disarm, Shove, or Trip action instead of an
startlingly well. Whenever you would gain the drained
unarmed Strike.
condition, you can attempt a DC 17 flat check. On a
success, you do not gain the drained condition. WORK HORSE FEAT 5
BUGBEAR
5th Level
You can use your mass and strength to carry more
BUGBEAR ENDURANCE FEAT 5 than most humanoids for longer durations. You gain
BUGBEAR the Hefty Hauler skill feat. In addition, when you have
Frequency once per hour the encumbered condition, the speed penalty is
Trigger You would be reduced to 0 Hit Points but not reduced by 5.
immediately killed.
9th Level
You stand through wounds that would drop most
mortals. Make a DC 10 flat check. On a success, you BUGBEAR FORTITUDE FEAT 9
avoid being knocked out and remain at 1 Hit Point, and BUGBEAR
your wounded condition increases by 1. Your hardiness lets you withstand more punishment
STEADFAST FEAT 5 than most before going down. Increase your maximum
Hit Points by your level. When you have the dying
BUGBEAR
condition, the DC of your recovery checks is equal to 9
Prerequisite Courage + your dying value (instead of 10 + your dying value).
When you gain the fleeing condition, its value is
reduced by 1 (to a minimum of 1). In addition, you may Special If you also have the Toughness feat, the Hit
choose to Delay your turn even if you have the fleeing Points gained from it and this feat are cumulative,
condition - standing resolute in the face of fear. and the DC of your recovery checks is equal to 6 +
your dying value.
STURDY STANCE FEAT 5 Special If you also have Bugbear Endurance, the flat
BUGBEAR check DC is reduced by 1.
You use your natural mass to resist effects that would
move you against your will. Gain a +1 circumstance
HEAVY HAULER FEAT 9
bonus to DCs to resist Athletics checks with the attack BUGBEAR

trait. Prerequisite Work Horse


You do not suffer any penalties from the Encumbered
TYRANT FEAT 5 condition. You still cannot carry bulk greater than 10
BUGBEAR plus your strength modifier.
Prerequisite Bully
You're able to control the battlefield by throwing your
STAND BY THE STRONG FEAT 9
muscle around. The effects of Bully apply to any BUGBEAR AUDITORY EMOTION MENTAL

creature at most one size larger than you. If your Frequency once per day
check is a critical failure, it is a failure instead. Trigger An ally within 30 feet of you makes a saving
throw against an effect with the fear trait.
UNARMED LUNGE FEAT 5
You can use your reaction with a shout to reinforce
BUGBEAR your ally's courage in battle. If your ally can hear you,
Requirements You have at least one hand free your ally gains a +2 circumstance bonus to their save.
You have an extraordinarily long reach - and practice
using it. With a combination of lunges and arcing Special You can use your reaction after you know the
swings, you can deliver blows at a distance on the result of the check.
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UNSTOPPABLE FEAT 9 17th Level


BUGBEAR
BUGBEAR JUGGERNAUT FEAT 17
Walking speed penalties can't reduce your Speed Prerequisite Bugbear Endurance
below 10 feet. In addition, when you use the Escape Trigger You use Bugbear Endurance
action, critical failures and successes are one step
BUGBEAR
better.
You refuse to fall no matter how many blows land.
13th Level Bugbear Endurance gains the following levels of
success based on the flat check.
FLEXIBLE MIGHT FEAT 13
BUGBEAR Critical Success As in success, but this activation of
Your long limbs and great strength are impossible for Bugbear Endurance doesn't count against its
enemies to control. If you are Grabbed, you do not frequency.
need to make a flat check to use actions with the Success As in Bugbear Endurance, but your wounded
manipulate trait. If you are Restrained, you may condition does not increase.
attempt actions with the manipulate or attack trait,
MARTIAL REACH FEAT 17
but you must succeed at a DC 5 flat check or the
BUGBEAR
actions are lost; roll the check after spending the
actions, but before any effects are applied. Prerequisite Unarmed Stance
Your weapons become extensions of your limbs on the
SILENT STALKER FEAT 13 battlefield, and you can extend the reach of your
Prerequisite Stalker
weapon attacks. While in the Unarmed Stance and
BUGBEAR wielding any Melee weapon with which you are at
You can move up to your speed when you use the least trained, it gains the Reach trait. If it already has
Sneak action, and you no longer need to have cover or the reach trait, the trait stacks.
greater cover or be concealed to Hide or Sneak.

UNARMED STANCE FEAT 13


BUGBEAR STANCE
Requirements You have at least one hand free
You take up a stance to take advantage of your long
limbs and swing with large arcs to lash out at distant
enemies. While you are in this stance, your unarmed
Strikes, Disarm, Shove, and Trip actions gain the reach
trait. This trait does not stack with reach from other
sources such as unarmed lunge.
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Eberron Changelings
Known under the moniker of "The Children of Jes", changelings are humanoid
creatures with shape-changing abilities. In particular, their abilities allow them to take
the form of other humanoid creatures with little limitation.

Changelings are shapeshifters capable of replicating any other humanoid creatures near perfectly. While this
talent makes them a highly-valuable asset to espionage agencies, most Changelings simply wish to make their
own way with their own personas.

You might…
Shift your shape to a persona that matches your mood or current activity. Though you, never use a
particular form for too long before moving on to the next.
Travel light, and keep an eye on the road, never settling down - whether that be a fear of being driven away
or simply a restless desire to travel.
Take a great interest in the people around you, their stories, and their histories. After all, these new
learnings might be the basis for one of your future personas.

Others Probably…
Others assume that because you have the uncanny ability to change their faces at will, that you will use it
for malevolent ends, cheating honest folk before moving on.
Employ you for your ability to shift your shape to any number of forms, whether this is for entertainment,
acting, or protection.
Don't understand the fluid nature you have with gender, form, or personality.

Physical Description…
Changelings are typically 5 to 6ft tall, weighing between 120 to 180lbs. Their base form is a nondescript
humanoid shape with white skin, hair, and featureless eyes - not unlike a mannequin. Beyond this, because of
their ability to shift-shape, changelings do not have a set physical description.

Society…
Changeling society is fragmented, and no two groups of changelings have the same culture. However, for
changelings that live in areas where other of their kind reside, and often shared feature is a fluidity in concepts of
identity, gender, and personality.

Alignment and Religion…


Changelings tend towards pragmatic neutrality, and few changelings embrace evil. As changelings are primarily
products of the culture in which they grow, their moral alignment tends to match the alignment of their peers.
Similarly, for religion, a changeling might be inclined to follow the dominant faith of their peers.
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RARITY
Names… Uncommon
The true name of a changeling tends to be simple and monosyllabic.
HIT POINTS
Sample Names 6
Changeling Names: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, SIZE
Ot, Paik, Ruz, Sim, Toox, Vil, Yug Medium
SPEED
See the Exploring Eberron entry on Changeling personas on pg. 34. 25 feet
ABILITY BOOSTS
SHIFT SHAPE Charisma
CONCENTRATE OCCULT EBERRON CHANGELING POLYMORPH TRANSMUTATION Free
Frequency Once per 10 minutes LANGUAGES
You can change your appearance and your voice. You determine the Common
specifics of the changes, including your colouration, hair length, and sex. Additional languages equal to 1 +
your Intelligence modifier (if it's
You can also adjust your height and weight, but not so much that your
positive). Choose from any other
size changes. You can make yourself appear as a member of another languages to which you have
ancestry, although your game statistics do not change. You cannot access (such as the languages
duplicate the appearance of a creature you have never seen, and you must prevalent in your region).
adopt a form that has the same basic arrangement of limbs that you have. TRAITS
However, your clothing and equipment are unchanged by this trait. Eberron Changeling
Shift shape counts as setting up a disguise for the Impersonate use of Humanoid
Deception; it ignores any circumstance penalties you might take for SHAPESHIFTER
disguising yourself as a dissimilar creature, it gives you a +4 status bonus You gain the Shift shape action as
to Deception checks to prevent others from seeing that you are a noted in the Changeling entry.
shapeshifted changeling, and you add your level even if you're untrained.

Special You stay in the new form until you use shift shape to change your
form again or until you die.

As per the wording of shift shape, it requires two applications of shift shape to change from one disguise to another.
Once to revert to your true form, and once to shift to the new disguise.
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Changeling Heritages sustenance at the local temple, a folk hero who will be
sheltered by the common people, or a veteran soldier
Changelings are nearly homogenous in their
physiology, however, the formative years of a who can always get a bed at the local garrison. Once
changeling have a large impact on their future. Choose this check has been made against a settlement, you
one of the following changeling heritages at 1st level. may not make it again for another month.

Changeling Traveler Watchful Changeling


You're an urban nomad, wandering from city to city. You're experienced with the deceptions of
You become trained in the Society Skill (or another shapeshifters, given that you specialize in it. You are
skill if you were already trained in Society) and gain trained in the Deception skill (or another skill if you
the Streetwise skill feat. You have experience fitting were already trained in Deception), and gain the Lie
into the local culture and blending with the common To Me skill feat. In addition, you gain a +2
folk, so you're easily able to get a feel for the pulse of circumstance bonus to detect polymorphed creatures.
the local settlement. You may use the streetwise skill
in any settlement in which you have spent at least a
day.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain
Hidden Changeling an additional ancestry feat every 4 levels thereafter (at
5th, 9th, 13th, and 17th levels). As a Changeling, you
While changelings are common in major cities, there
select from among the following ancestry feats.
are many villages and towns where changelings are
treated with fear and suspicion. You might have been 1st level
born into such a community, possibly never even
knowing another changeling. As a hidden changeling, CAMOUFLAGE FEAT 1
you have crafted a single identity that you consider to EBERRON CHANGELING
be your true face. You gain a +4 circumstance bonus
You can change your skin pattern to more closely
to Impersonate checks to pretend you are of the
match your environment. While in cover or difficult
ancestry which you were raised as. In addition, you
terrain - including rubble, snow, or underbrush - you
gain the adopted ancestry feat for that ancestry.
gain a +1 status bonus to your stealth checks to sneak,
While you gain a circumstance bonus to pretend you are hide, or otherwise avoid detection.
of an ancestry, this does not apply to deception checks
you make while you are that ancestry. For instance, a
CLAWED ADAPTATION FEAT 1
human guard might be unable to see that you are not EBERRON CHANGELING
human and are a shapeshifted changeling, but might still When you shift shape you can add claws, fangs,
be able to see that you are not the guard you are spines, horns, or a different natural weapon of your
pretending to be. choice to your form. Your unarmed strikes deal 1d4
piercing or slashing damage, as appropriate to the
Persona Changeling natural weapon you chose. These attacks are in the
You have developed multiple personas that have brawling weapon group and gain the agile, finesse, and
developed as entirely separate lives - and are
unarmed traits.
connected to the network of changeling personas
across Khorvaire. You gain the Different Worlds feat. EBERRON CHANGELING LORE FEAT 1
In addition, when you approach a new community
EBERRON CHANGELING
you may already be aware of local changeling
personas that you can use. At the GM's discretion, You excel at navigating social situations and keeping
make a DC 15 flat check. If you succeed, you may secrets. You gain the trained proficiency rank in
interact with this settlement as if you had a second Diplomacy and Deception. If you would automatically
identity from the Different Worlds feat, but without become trained in one of those skills (from your
the benefit of the lore skill. You could have already background or class, for example), you instead become
established a persona as a priest who will receive trained in a skill of your choice. You also
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become trained in Eberron Changeling Lore. PERSONABLE PERFORMER FEAT 1


EBERRON CHANGELING
Special If you are a Persona Changeling, the DC of
your checks to find a persona in a settlement is Performing for others has always been second nature
reduced by 2. to you. You gain the Virtuosic Performer skill feat. If
the performance you pick is visual, you can augment
RAPID SHIFT FEAT 1 your performance with a use of shift shape to take on
EBERRON CHANGELING a visually appealing form. If you do so, the
You can shift your form more quickly than most circumstance bonus is +2 whether or not you are a
Changelings. Shift Shape no longer has a maximum master in performance.
frequency and loses the concentrate trait.
WELLVERSED TRAVELLER FEAT 1
SHAPECHANGER'S INTUITION FEAT 1 EBERRON CHANGELING
EBERRON CHANGELING You have a way of communicating that leaves others
A lifetime of experience helps you see through hanging on your words. You become trained in
disguises. When you come within 10 feet of a creature Diplomacy (or another skill if you are already trained
that is transformed into another form or is in Diplomacy). You may pick Bargain Hunter, Bon Mot,
Impersonating a specific creature, the GM rolls a Group Impression, or Hobnobber. If you get a critical
secret Perception check for you to realize that the failure when using the skill feat you picked, it is a
creature is transformed, even if you didn't spend an failure instead.
action to Seek against that creature.
5th level
SKIN CANT FEAT 1 CLIMBING ADAPTATION FEAT 5
EBERRON CHANGELING
EBERRON CHANGELING
You are familiar with the innate language of
When you use Shift Shape, you can choose one to
changelings and have picked up languages beyond
manifest an increased climbing ability. This can be a
this. You gain the Skin Cant language and an additional
set of claws, modified arms, or some other set of
common language of your choice. In addition, if you
obvious physical changes that aid your climb. You gain
spend a week of downtime training someone, they can
a climb speed of 10 feet. These changes are obvious to
learn to pick up on single word messages.
observers.
SKIN CANT DEEP SHIFT FEAT 5
Skin cant is a method of visual communication available
EBERRON CHANGELING
only to Changelings, though others may learn to
understand it. You can shift your appearance in subtle Your ability to shape change is more than skin deep.
ways to communicate messages to others who When you use Shift Shape, the form you shift into no
understand the language. This form of communication longer needs to have the same basic arrangement or
only has the visual trait. number of limbs. You can transform into a form similar
to any medium creature; humanoid, beast, or
THE TRAVELLER'S GIFT FEAT 1 otherwise. You can add or remove limbs, digits, or
EBERRON CHANGELING even organs. Any feature added beyond your normal
Have you heard of the Traveller? As a changeling features (such as additional eyes, legs, or hands) is
whether or not you have, you have developed a knack non-functional beyond the basics of keeping up
for the Traveller's talents. Choose one cantrip from the appearances. Any removed features limit your physical
occult spell list. You can cast this spell as an occult abilities respectively. For instance, if you shift your
innate spell at will. A cantrip is heightened to a spell shape to have no limbs then you similarly lose the
level equal to half your level rounded up. ability to move and manipulate objects. These
transformations can never modify your mental
statistics.
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You cannot create non-fleshy materials such as chitin 9th level


or metal plates. So though you could shape yourself
into a construct creature, the material is very clearly AMORPHOUS FEAT 9
flesh and is insufficient to deceive observers. EBERRON CHANGELING
You have managed to develop a malleability that
In addition, your gear does not change shape with you
allows you to change the size of your transformations.
and may not fit the form you choose to transform into
When you shift shape, you can take on small or large
if it is significantly different (such as shift shaping
forms. You are subject to the restrictions, but do not
from your humanoid form into a wolf).
gain any bonuses from the new form (such as the
The intent of the deep shift feat is to allow a changeling ability to wield larger weapons).
to take on a visual appearance of any fleshy creature, AQUATIC ADAPTATION FEAT 9
and perform basic actions for the purposes of deception
or performance. The shift should generally not provide EBERRON CHANGELING

any new abilities, movements, or otherwise, that a Prerequisite Deep Shift


simple visual change doesn't support. Similarly, it should When you use Shift Shape, you can choose one to
generally not remove standard abilities, movements, or manifest gills and webbing between your fingers. You
otherwise of the character unless the new form does not can breathe underwater and gain a swimming speed
support the continued use of the feature.
equal to your walking speed. These changes are
obvious to observers.
EMOTIONAL EMPATHY FEAT 5
EBERRON CHANGELING MIND OF THE TRAVELLER FEAT 9
Frequency Once per minute EBERRON CHANGELING

You are in tune with the emotions of those around The Traveller's gifts have manifested an ability for you
you. You gain a +2 circumstance bonus to perception to read others, and see or trouble before it happens.
checks to sense motive. If you succeed on a sense You can cast mind reading once per day as an occult
motive check (even if it reveals nothing), you gain a +1 innate spell. When you do so, mind-reading loses the
circumstance bonus to the next Diplomacy, Deception, verbal and somatic casting requirements, and a critical
or Intimidation check you make to interact with the failure becomes a failure instead.
creature.
RAPID REGENERATION FEAT 9
SKIN GLIDER FEAT 5 EBERRON CHANGELING
CONCENTRATE EBERRON CHANGELING Frequency once per day
Trigger You begin to fall more than 30 feet. You're able to shift your shape to repair wounds and
When you begin to fall, you're able to shift your shape injuries. You gain fast healing equal to half your level
to maximize your air resistance, not unlike a flying for 1 minute. While Rapid Regeneration is active, you
squirrel. Your fall slows to 60 feet per round. This revert to your base changeling form and can't use shift
rapid change is extremely obvious to any observers shape. This counts against the frequency of your shift
watching, and all of them become aware that you are a shape.
changeling.

Special If you have the Rapid Shift feat, the trigger is


instead when you begin to fall more than 5 feet.
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SKIN DANCER FEAT 9 TERRIFYING SHIFT FEAT 13


EBERRON CHANGELING CONCENTRATE EBERRON CHANGELING EMOTION FEAR
Prerequisite Expert in Performance. MENTAL VISUAL

You are a master of the unique changeling art of skin Frequency Once per 10 minutes
dancing. You can create intricate patterns and even With a rapid change, you take on a monstrous form for
images on your skin, and shift them about in an instant before shifting back. Choose any creatures
mesmerizing ways. You can achieve effects such as that you're aware of within 30 feet as your targets.
lighting coursing up your arms, or and fire dancing in a Make an Intimidation check and compare the result of
crown around your brow. You gain the Virtuosic the check to each target's Will DCs. It’s possible to get
Performer skill feat in the speciality of dance (if you a different degree of success for each target.
already have the Virtuosic Performer in dance, you Regardless of your result, all targets are temporarily
may choose an additional different speciality). When immune to your Demoralize attempts for 10 minutes.
you use the Virtuosic Performer feat for dance, you
gain a +1 status bonus if you augment your Critical Success The target becomes frightened 2.
performance with a special use of shift shape, or +2 if Success The target becomes frightened 1.
you are Legendary in Performance. This use of shift
17th level
shape is free as part of the performance and lasts until
you shift shape again. THE TRAVELLER'S PROTECTION FEAT 17
EBERRON CHANGELING SECRET
Special Skin dancer counts for the favourable form of
Frequency Once per 10 minutes
the Personable Performer feat as well.
With your ability to read a situation and change your
13th level form in precise and subtle ways, people second-guess
whether or not they did see through disguise - as if
MARVELOUS MIMIC FEAT 13 the Traveller protects you still.
UNCOMMON EBERRON CHANGELING
Prerequisite Deep Shift If a creature succeeds on a check to see through your
Your ability to change is at a level only seen in true impersonation, you become aware of their increasing
mimics. When you shift shape, you can take on the disbelief. The GM will make you aware that a creature
appearance of any Medium creature or object - within succeeded on their check. You may choose to use the
practical limits. This transformation doesn't change Traveller's protection to force a reroll of the dice to
your statistics in any way, and you don't gain any take the lower of the two options. If you do so, their
special abilities of the form you assume (including check gains the misfortune trait, and the outcome of
potential functional features of an object - such as a this new roll is a secret to you.
key, ladder, rope, or crowbar).
Similarly, if you fail an impersonation check against a
You can recreate non-fleshy materials such as chitin or creature, you are aware of your blunder. The GM will
metal plates such that they are visually and tactilely make you aware that you have failed the check, and
deceptive to quick inspections. Materials created in you may choose to use the Traveller's protection to
this way do not have any functional properties of the force a reroll to take the higher of the two options. If
material. you do so, the check gains the fortune trait, and the
outcome of this new roll is a secret to you.
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Gnolls
Powerfully-built humanoids that bear resemblance to hyenas, gnolls are cunning
warriors and hunters. Their frightening visage and efficient tactics have given them an
ill-starred reputation.

Gnolls began their existence being bred for and recruited by the overlords of War, Rak Tulkhesh, and the Wild,
the Wild Heart. Those who absolved themselves of servitude took their idols to the Znir - a word that means
stone - and destroyed the sculptures of the fiends that kept them bound to violence. All of these clans - warrior,
shaman, hunter - vowed that no god, chib, nor demon would hold dominion over them and while their clans
differed, they all were of the same pact. These were the ancestors of the Znir Pact gnolls, now found throughout
Khorvaire but most prevalently in Droaam.

You might…
Always try to work smarter, not harder.
Be very physically demonstrative-often hugging, punching, or licking your friends.
Chew through scraps and bones others would throw away.

Others Probably…
Are intimidated by your size, teeth, and eerie laugh.
Assume that you are dishonourable or worse.
Respect the brutal efficiency of your hunting style.

Physical Description…
Gnolls are large, hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears.
Their bodies are covered in shaggy fur, lighter on the stomach and throat. The colour varies depending on the
gnoll, but brown shade—spots and stripes are common. Gnolls typically stand between six and seven feet tall.
The women are typically larger and stronger than the males. Gnolls are considered adults at fifteen, and live
about 60 years on average.

Society…
The Znir gnolls include a dozen different clans, each of which holds distinct traditions. All gnolls skillfully hunt
and fight, but the Barrakas are known to be the finest trackers of the Pact; the Aryth, the deadliest archers; the
Olarune, the strongest warriors and most forceful in the vanguard. Typically, mercenary units are comprised of
gnolls of a single clan, assigned based on the nature of the task that lies ahead, and contracts are usually
negotiated for a period based on cycles of the clan’s moon.

Alignment and Religion…


Gnolls have very strong pack instincts and instinctively work together in combat. This means the typical gnoll
trends towards a Lawful alignment, but good and evil depend on the current terms of their contract.

Names…
A Gnoll's most important identifier is its whoop. Impossible for most non-gnolls to properly replicate a whoop,
thus gnolls also use contract names.

Sample gnoll contract names


Dagnyr, Dhyrn, Ghyrryn, Gnasc, Gnoryc, Gnyrn, Gnyrl, Hyrn, Lhoryn, Lhyr, Lhyrl, Mognyr, Myrl, Sorgnyn,
Thyrn, Toryc, Yrgnyn, Yrych
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Gnoll Heritages Gnoll Statistics


Gnolls gameplay statistics,
You can select one of the following heritage at 1st level to reflect abilities
heritages, and additional feats are
that are representative of the training and development you received while provided by the Pathfinder 2e
you were raised in a specific clan. These skills and abilities are specialities Mwangi Expanse book. The
of your clan, passed down to you from your ancestors. You have only one following Heritages and feats
heritage and can’t change it later. While you must belong to that clan if should be considered an additional
you pick one of these heritages, any base pathfinder 2e heritages can pool to pick from in addition to the
belong to any clan. The base heritages are not limited to any particular Pathfinder 2e information already
clan, though some clans might have more or fewer members from a provided.
particular base heritage. The pathfinder 2e heritages do not count for clan heritage requirements.

Aryth Clan Lharvion Clan


Your clan is tied to the moon Aryth - the Gateway. Your clan is tied to the moon Lharvion - the Eye. Your
Considered the best Archers of the Znir gnolls, you clan has unnatural insights and experience with the
become trained in Simple and Martial ranged otherworldly. You become trained in Occultism (or
weapons. Advanced gnoll weapons count as martial another skill if you were already trained in Occultism)
weapons for you. and gain the Root Magic skill feat. When crafting
Root Magic talismans you are always able to produce
Barrakas Clan one for yourself, in addition to one which you give to
Your clan is tied to the moon Barrakas - the Lantern. one ally (excluding yourself).
Considered the best trackers of the Znir pact, you gain
a special sense: imprecise scent with a range of 30 feet. Nymm Clan
This means you can use your sense of smell to Your clan is tied to the moon Nymm - the Crown.
determine the location of a creature, but it remains Your clan specializes in leadership in battle, and the
hidden. In addition, you become trained in survival ability to direct allies simultaneously. You gain access
and you gain a +1 circumstance bonus to Survival to the Bark Orders action.
checks to Track creatures that you have previously
sensed with your scent. BARK ORDERS
AUDITORY GNOLL LINGUISTIC
Dravago Clan Frequency once per day
Your clan is tied to the moon Dravago - the Herder.
You can command your allies to reposition. Any allies
Your connection to the moon Dravago grants you
who hear and understand this order can use a reaction
resistance to the cold. You gain cold resistance equal
to half your level (minimum 1). In addition, due to to Step. Any ally who uses their reaction then
your large paws and sharp claws, snow and ice do not becomes immune to bark orders for 10 minutes.

Olarune Clan
count as difficult terrain for you.

Eyre Clan Your clan is tied to the moon Olarune - The Sentinel.
Your clan is tied to the moon Eyre - the Anvil. You Considered the strongest and most disciplined of the
become trained in Crafting (or another skill if you Znir gnolls, you gain the Shield Block general feat and
were already trained in Crafting), and you gain the the Rapid Cover action.
Quick Repair skill feat. In addition, if you roll a
RAPID COVER
Critical Failure on a Repair check, you get a failure
instead. GNOLL FLOURISH
Frequency Once per day
Requirements You are wielding a raised tower shield
You are trained to hold the line against any charge.
You may take cover behind the shield, gaining the
higher bonus for the tower shield.
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Rhaan Clan
Your clan is tied to the moon Rhaan - the Book. The
Rhaan clan maintains the history of the clans through
story and song, and you have a deeper connection to
the Primal energies of the world. Choose one cantrip
from the primal spell list. You can cast this spell as a
primal innate spell at will. A cantrip is heightened to a
spell level equal to half your level rounded up. You
can change this cantrip to a different one from the
same list once per day by meditating and connecting
to the Primal energies of Eberron; this is a 10-minute
activity that has the concentrate trait.

Sypheros Clan
Your clan is tied to the moon Sypheros - the Shadow.
You have a natural resilience to the dark
manifestations of the world. You gain negative
resistance equal to half your level (minimum 1). You
also have Darkvision instead of Low-Light vision.

Therendor Clan
Your clan is tied to the moon Therendor - The
Healer's Moon. You become trained in Medicine (or
another skill if you were already trained in Medicine),
and you gain the Battle Medicine skill feat. In
addition, when you roll a medicine check to
Administer First Aid a critical failure becomes a
failure, and a failure becomes a success.

Vult Clan
Your clan is tied to the moon Vult - the Warding
Moon. You gain the Armor Proficiency general feat. In
addition, you may cast the Shield cantrip as an innate
occult spell at will. A cantrip is heightened to a spell
level equal to half your level rounded up.

Zarantyr Clan
Your clan is tied to the moon Zarantyr - the Storm.
You can take advantage of the chaos of battle, ripping
and tearing through the enemy. You gain the Rampage
reaction.

RAMPAGE
GNOLL
Frequency Once per day
Trigger You reduce a creature to 0 hp.
You take advantage of the opening. You may spend
your reaction to step, stride half your speed, or make a
strike.
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Removed Ancestry 13th Level


Feats GNOLL WEAPON EXPERTISE FEAT 13
The following feats provided by pathfinder should be
GNOLL
ignored as they conflict with new mechanics or lore.
Prerequisites Gnoll Weapon Practicality
1st Level Whenever you gain a class feature that grants you
SENSITIVE NOSE FEAT 1 expert or greater proficiency in a given weapon or
weapons, you also gain that proficiency in composite
GNOLL
longbows, gnoll bows, flails, khopeshes, mambeles,
This feat is replaced with the Barrakas Clan heritage.
myrnaxes, spears, and war flails.

Modified Ancestry New Ancestry Feats


Feats The following feats should be considered in addition
The following feats should replace Gnoll feats of the to the base Gnoll ancestry feats.
same name.
1st Level
1st Level
AGGRESSION FEAT 1
GNOLL WEAPON FAMILIARITY FEAT 1 GNOLL
GNOLL Gnolls often seem very aggressive to other creatures -
You're practised with the weapons and arms of the partially because gnolls themselves don’t consider
Znir pact. You are trained with composite longbows, such casual intimidation to be a hostile act. You gain a
gnoll bows, flails, khopeshes, mambeles, myrnaxes, +1 circumstance bonus to intimidation checks made
spears, and war flails. while in exploration mode, and a +1 circumstance
bonus to your Will DC against Intimidate skill actions,
In addition, you gain access to all uncommon Gnoll
such as Demoralize.
weapons. For the purpose of determining your
proficiency, martial gnoll weapons are simple weapons PACK ATTACK FEAT 1
and advanced gnoll weapons are martial weapons. GNOLL

5th Level Frequency once per round


Prerequisites Aryth, Nymm, Olarune, Vult, or Zarantyr
DISTANT CACKLE FEAT 5 clan heritage.
GNOLL With the aid of your allies, you hone in on vital points
Prerequisites Witch Gnoll, Lharvion, Rhaan, or of the enemy. On a successful melee strike, you can
Sypheros Clan Heritage deal an extra 1d4 extra precision damage to any
It takes a very brave person to enter the laughter- creature that’s within reach of at least two of your
haunted forest where you dwell. You can cast allies.
ventriloquism once per day as a 1st-level occult innate
spell.

GNOLL WEAPON PRACTICALITY FEAT 5


Prerequisites Gnoll Weapon Familiarity
GNOLL
You are brutally efficient with the weapons of your
gnoll ancestors. Whenever you critically hit using
composite longbows, gnoll bows, flails, khopeshes,
mambeles, myrnaxes, spears, or war flails, you apply
the weapon's critical specialization effect.
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BONE EATER FEAT 1 ESSENCE OF THE MOON FEAT 5


GNOLL GNOLL
You are used to subsisting on scraps of meat that Prerequisites clan heritage
would poison or be inedible to others. You can eat and Your connection to the tribe and your moon is strong.
drink things when you are sickened. You gain the bonus associated with your clan.

You gain a +2 circumstance bonus to saving throws Aryth With keen eyes, your shots land true. You may
against afflictions, against gaining the sickened ignore the penalty for targetting a creature in the
condition and to remove the sickened condition. When second range increment of your ranged weapons,
you roll a success on a Fortitude save affected by this and the volley trait of your weapons is reduced by
bonus, you get a critical success instead. All these 15 feet.
benefits apply only when the affliction or condition Barrakas The range of your imprecise smell sense is
resulted from something you ingested. increased to 60 feet. In addition, when you track
creatures that you have previously sensed with
RUNNER FEAT 1
your scent you gain a +2 circumstance bonus.
GNOLL
Dravago You gain Terrain Expertise in the arctic (or a
You move more quickly on foot. You gain the Fleet different terrain if you have the arctic already) and
feat. In addition, when you step you may ignore become trained in survival (or expert if you are
difficult terrain. already trained).
ZNIR LORE Eyre You can repair damaged weapons and armour on
FEAT 1
the field, and return companions to the fight swiftly.
GNOLL
You gain a +1 circumstance bonus to Crafting checks
You've picked up skills and tales from the Znir pact to repair items, and you don’t need a repair kit for
leaders. You gain the trained proficiency rank in non-magical item repairs as long as you have any
Occultism and Survival. If you would automatically amount of junk, spare parts, or debris at your
become trained in one of those skills (from your disposal. The gear you are repairing can be worn for
background or class, for example), you instead become the duration of the repair, but the wearer cannot do
trained in a skill of your choice. You also become anything without interrupting the repair.
trained in Gnoll Lore. Lharvion Once per day, you can cast Protection. At 7th
level, the spell is heightened to 2nd level, and every
5th Level
2 levels thereafter, the spell is heightened an
GNOLL COMMUNICATOR FEAT 5 additional spell level.
GNOLL Nymm The frequency of bark orders becomes once per
The Gnoll language is unique, with a range of pitches hour instead. Additionally, you may instead single
that are difficult for humanoids to hear, let alone out an ally to use their reaction to make a strike.
duplicate. Olarune The frequency of Rapid Cover becomes once
per hour instead. In addition, when you use the
When in combat with allies that you have been shield block reaction you have resistance 10 to any
travelling with for at least a week, you can damage over the shield's hardness.
communicate simple orders and messages to them. Rhaan Your connection to the primal energies of
These barks and laughs are unintelligible to any Eberron lets you reach the fey more easily. You gain
creature without the gnoll trait that has not been the Summon Fey primal spell which you can cast
similarly trained in the gnoll language. once per day. At 7th level, the spell is heightened to
2nd level, and every 2 levels thereafter, the spell is
heightened an additional spell level.
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Sypheros The DC of your recovery checks is equal to 9 NEITHER GOD NOR DEMON FEAT 9
+ your dying value, or 8 + your dying value if you
GNOLL
have the Toughness general feat. In addition,
Trigger You attempt a saving throw against a divine
whenever someone returns you to life using magic
magical effect, but you haven't rolled yet.
that would normally leave you debilitated for a
The Znir pact shattered the images of the fiends they
week (such as raise dead or the resurrect ritual),
you don't suffer that condition. once served and swore they would allow no one-not
chib, god, or demon-to hold dominion over them.
Therendor With experience performing first aid in
Channelling the power of your ancestors, you
adverse conditions, hostile environments do not
increase the difficulty of your Treat Wounds checks. ferociously resist divine magic. You gain a +2
circumstance bonus against divine spells, and if you
In addition, when you make a Treat Wounds check
the healing dice are increased to d10s, and if you roll a critical failure on the saving throw against that
roll a critical failure it becomes a failure instead. spell, you get a failure instead.
Vult Your warding abilities extend to others as well. PACK FRENZY FEAT 9
You can cast the Forbidding Ward cantrip at will,
GNOLL
and once per day, you can cast Protection as innate
Prerequisites Pack Attack
occult spells. Both these spells are heightened to
half your level. More than able to just hone in on vulnerabilities, an
Zarantyr The frequency of rampage is reduced to once enemy is always vulnerable to you simply by the
per 10 minutes. Additionally, if you miss the strike support of your pack. Any creature that’s within reach
of you and at least one of your allies is flat-footed to
from your rampage it does not count against your
multiple attack penalty. you.

SURVIVOR FEAT 5 ARMOURED WARRIOR FEAT 9


GNOLL
GNOLL
You are capable of surviving on very little and have Prerequisites Eyre, Olarune, Vult Clan
experience making do without. You gain the Forager You have trained hard to optimize your armour's
skill feat, and the penalty for subsisting after 8 or protective qualities. You gain the armour specialization
fewer hours of exploration is decreased by 2. effects of medium and heavy armour.

9th Level 13th Level

GNOLL OF MANY TRIBES FEAT 9 MOON PRESENCE FEAT 13


GNOLL GNOLL

You may pick an additional Gnoll clan heritage, as you Prerequisites clan heritage
begin to understand their learnings. You may pick this By the clan and the pact your powers are heightened,
feat multiple times, each time picking a different clan. and your senses keen. You channel a connection to
When you pick a clan, it must not be the same as a your clan that few have ever been able to achieve. You
clan that you already have learned from. gain the bonus depending on your original clan. Gnoll
of many tribes does not count for this feat.
INTIMIDATING FEROCITY FEAT 9
GNOLL Aryth The impact of your ranged weapons is aided by
Survivors of gnoll attacks speak of the terrible fear your precision. Once per turn, you gain a
that seized them before encountering a gnoll on the circumstance bonus to your ranged attack damage
battlefield, leaving them frozen in place. Whenever rolls equal to the number of weapon damage dice.
you get a critical success on a demoralize check, if the
creature is lower level than you, you may also choose
to make the creature stunned 1.
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Barrakas Your scent sense becomes a precise sense. maximum price of the shield). For instance, crafting a
Creatures under the effects of magic that would standard-grade adamantine tower shield is a total cost
hide their passing or presence find it foiled by your of 440 GP with at least 55 GP of adamantine and 55
keen smell unless accounted for. If you make a GP of darkwood.
survival check to track a creature under the effects
of Pass Without Trace, the DC has a -4 circumstance Rhaan The tricks of the fey have become part of your
penalty (no lower than their regular survival DC). repertoire. You can cast haste and slow as primal
Dravago You gain the Terrain Stalker feat for snow and innate spells once per day. At 17th level, these are
can move up to half your speed without attempting heightened to 7th level.
a Stealth check. In addition, you can translate your Sypheros The realm of the dead grants you a pathway
experience with the difficult terrain of the arctic to to many abilities some consider to be unnatural. You
anywhere. Creatures in difficult terrain are flat- can save others from death, and also yourself. The
footed to you. DC of your recovery checks is to 8 + your dying
Eyre You can sharpen weapons, polish armour, and value, or 7 + your dying value if you have the
apply special techniques to temporarily gain better Toughness general feat. In addition, once per day
effects from your armaments. By spending 1 hour you can cast death ward as an occult innate spell.
working on a weapon or armour, you can grant it Therendor Your healing abilities channelled by the
the effects of a +1 potency rune until your next daily power of the moon can bring back those others
preparations, gaining a +1 item bonus to attack rolls could not. If a creature has died of mortal wounds
for a weapon or increasing armour’s item bonus to within the last minute, you may attempt an
AC by 1. Once per day, you may choose one of these Administer First Aid check. On a critical success, the
items to gain a bonus of 2 instead. This has no creature is revived, loses the dying condition (but
effect if the weapon or armour already had a remains unconscious), and becomes drained 1 for 1
potency rune. week. This check can not overcome extraordinary
Lharvion Aberrations of the world are the speciality of circumstances, such as diseases, curses, or massive
your clan, and in particular, the series of blows to damage to the body. After you attempt this special
best fell one. You become trained in Aberration lore. check, the creature becomes immune to it for a
In addition, if you succeed on a strike against an week.
Aberration, it becomes flat-footed to you until the Vult You can ward off even the eyes that would follow
start of your next turn. your movements. You gain nondetection as an
Nymm Leadership is what keeps the Znir strong, and innate occult spell once per day, which can only be
you have trained to maximize the potential of cast on yourself and is automatically heightened to
yourself and your allies. When you are adjacent to half your level rounded up.
at least one ally, you and adjacent allies gain a +1 Zarantyr Rip and tear until it is done, there is no
circumstance bonus to AC and saving throws. This frequency on rampage, but it gains the flourish trait.
bonus increases to +2 to Reflex saves against area
17th Level
effects.
Olarune You no longer need to take cover to gain the PROFESSIONAL MERCENARY FEAT 17
higher bonus from tower shields, instead, you GNOLL
always have the higher bonus. In addition, with You have trained relentlessly to become the best in
your great strength, you can wield tower shields your field. You may pick an additional feat from your
beyond what any other mortal could carry. Anyone class of 13th level or lower.
may craft tower shields out of any precious
material, but only you may wield them due to their
great bulk. When crafting a tower shield out of a
precious material that is not darkwood, you must
have the equivalent value in darkwood (up to the
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Kalashtar
Kalashtar are born with a bond to an otherworldly being. They have memories of lives
never lived, visions of combat with fiends that they never fought, and the sense of an
endless struggle against darkness. For all the pain and suffering in the world, the
Kalashtar know that there is a path to light. Some faceless enemies would hunt all the
Kalashtar down and would see their bloodlines eradicated. The Kalashtar's path to
light is a dangerous one, as death awaits in the shadows.

As a result of their bonds to their Quori spirit, Kalashtar experience the world differently than other creatures.
Their bonded nature enables an aptitude for psionics and greater resistance against psionic attacks.

You might…
Aim to understand the emotions of those around you, even if the situation doesn't call for it.
Very rarely consider the limitations you may encounter as you draw up your goals and aspirations.
Believe that the rules of reality can be bent like those in dreams.

Others Probably…
Think you're human, though you move and act in a slightly otherworldly way.
Find themselves drawn to your raw charisma, and the otherworldly presence you exhibit.
Opening their emotions to you, even before they realize they are doing so.

Physical Description…
Kalashtar appear human, most people struggle to detect physical differences between Kalashtars and Humans.

Society…
There are a few main kalashtar societies. The Adaran Kalashtar, the Khorvairian kalashtar, and kalashtar that
do not belong to a community with others of their kind at all.

Alignment and Religion…


Kalashtar are willing to achieve their motivations in any number of ways, so neither law nor chaos has strong
sway over the kalashtar.

Names…
A kalashtar name adds a personal prefix to the name of the quori spirit within the kalashtar.

Sample Names
Quori Names: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash
Kalashtar Names: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri,
Nevitash, Sorashana, Torashtai, Valakhad, Vishara
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RARITY
LINK MIND CANTRIP 1 Uncommon
UNCOMMON CANTRIP CONCENTRATE ILLUSION KALASHTAR MENTAL
HIT POINTS
Cost somatic 6
Range 30 feet; Targets 1 creature SIZE
Duration 10 minutes Medium
You link your mind with a creature you can see, allowing two-way SPEED
communication with a creature while they are in range. You can 25 feet
communicate basic ideas telepathically with creatures using shared ABILITY BOOSTS
mental imagery even if you don't share a language. You can Dismiss the Charisma
spell, and the link ends if the target moves outside the range. You may Free
only have one active Link Mind in this way at a time. LANGUAGES
Common
If the creature is unwilling, they must attempt a Will saving throw to Quori
resist your connection. Regardless of the result, the creature is immune to Additional languages equal to your
Link Minds as long as they are unwilling for up to 1 hour. Intelligence modifier (if it's
positive). Choose from Riedran,
Success The Link Mind spell fails. Gnomish, Dwarvish, Elvish and any
Failure You successfully link your mind with the creature. The creature other languages to which you have
access (such as the languages
may make a Will saving throw at the end of each of their turns.
prevalent in your region).
Critical Failure As failure, but the creature may only make a Will saving
TRAITS
throw once per minute.
Kalashtar
Heightened (+1) The range increases by 15ft, and the duration increases by Humanoid
10 minutes.
LINK MINDS
Kalashtar Heritages You gain the link mind cantrip as an
innate occult spell that you can
The abilities and the personalities of kalashtar are heavily influenced by
cast at will. A cantrip is
their quori spirit. Recall that the fiendish heritage of each spirit can be
automatically heightened to half
used either to strengthen the Light or enable the Darkness. Choose one of your level rounded up.
the following kalashtar heritages at 1st level - what does your choice
represent about your character's relationship with their spirits?

Du'ulora Kalashtar Du'ulora Battle Spirit


The fiendish du'ulora spirit inhabits your bloodline You learn to increase the adrenaline and focus of those
and is one that feeds on rage and aggression. You you support in the heat of battle. You may use the aid
choose one of the following paths. reaction on any allies under the effect of your Link
Special If at any point you gain access to the Moment Minds to assist in Athletics checks or Attack rolls.
of Clarity feat through class or archetype, you After you do so, your Link Minds ends on that ally.
automatically gain it from this heritage.
Hashalaq Kalashtar
Du'ulora Aggravator The hashalaq quori is a force that feeds on doubt and
You learn to channel others' anger to blind your desire. You can choose one of the following paths.
enemies with rage. You become trained in
Intimidation (or another skill if you were already Hashalaq Seducer
trained in Intimidation). In addition, when you use the You become trained in Diplomacy (or another skill if
Feint action, you may make an Intimidation check you were already trained in Diplomacy). When you
instead of making a Deception check. Make an Impression you gain a +2 circumstance
bonus to your check and a +1 circumstance bonus to
your Requests of Helpful NPCs.
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Hashalaq Insightful No matter the result, the ally is temporarily immune to


You become trained in Deception (or another skill if your Encouraging Words for 1 hour.
you were already trained in Deception). You gain the
Critical Success The ally gains 2d8 Temporary Hit
Lie to Me skill feat. In addition, you gain a +1
circumstance bonus against any attempt to lie to you. Points.
Success The ally gains 1d8 Temporary Hit Points.
Hashalaq Deciever Critical Failure Your words fall flat, the ally is
You become trained in Deception (or another skill if temporarily immune to Encouraging Words for 1
you were already trained in Deception). You gain the day.
Charming Liar skill feat. In addition, you gain a +1 Special The temporary hit points gained through this
circumstance bonus to your deception checks.
action can never be greater than the total hit points
Kalaraq Kalashtar that a creature has lost. If the recipient receives
Kalaraq are the natural leaders of the quori, spirits of healing which would make the temporary hit points
pride and ambition. Though rarest of the kalashtar greater than total hit points lost, the temporary hit
spiritual lineages, you depend on your allies as they points from this source are reduced to be equal to
depend on you. You become trained in Diplomacy (or total hit points lost.
another skill if you were already trained in
Diplomacy). You must also choose one of the STAMINA SYSTEM
following paths. Encouraging Words is designed for the stamina system.
Keep in mind if you are not using the stamina system,
Kalaraq Commander that this feat is an approximation of it. Encouraging
Inhabiting a leader spirit of the quori, you exhibit a Words intends to allow you to keep your allies in the
force of charisma that persuades others to listen to fight longer, but without providing a bonus beyond that.
what you say. You become trained in Diplomacy (or It should not allow "overhealing" as other sources of
another skill if you were already trained in temporary hit points might allow.
Diplomacy). You gain the Group Impression skill feat.
For example, if your ally has 10 maximum hp and has
In addition, when you make a group impression you
taken 5 damage: if you succeed on your Encouraging
can increase the number of targets by half rounded up.
words and roll 8 on 1d8 for temporary hit points, that
Kalaraq Supporter ally gains 5 temporary hit points. This brings them "back
If you are using the stamina variant rules, you gain the to their maximum hit points", even though some of it is
Encouraging Words skill feat (even without meeting temporary. If they receive 3 points of regular healing
the level prerequisites). Otherwise, you gain the after this, they lose 3 temporary hit points as well,
following Encouraging Words action. maintaining their total of 10. As a result, it is possible to
lose all the temporary hit points to healing.
ENCOURAGING WORDS FEAT 1
AUDITORY KALASHTAR LINGUISTIC MENTAL Tsucora Kalashtar
Requirements The target ally lost hp within the last The tsucora are the quori of classic nightmares,
round. feeding on terror. If you have this quori ancestry, you
can choose one of the following paths.
You give an ally within 30 feet a quick boost of
encouragement, helping them recover. Attempt a Tsucora Intimidator
Diplomacy check. The DC is usually the same as a treat You become trained in intimidation (or another skill if
wounds check, though the GM might adjust it based you were already trained in intimidation) and gain the
on the circumstances. If you have expert proficiency in Intimidating Glare feat. When you use the Demoralize
Diplomacy, you can instead attempt a DC 20 check to action, you can instead bend the target's mind to
increase the Temporary Hit Points recovered by 5; if inspire fear. If you do so, Demoralize gains the mental
you have master proficiency, you can attempt a DC 30 trait rather than the visual trait.
check to increase the Temporary Hit Points by 15; if
you have legendary proficiency, you can attempt a DC
40 check to increase the Temporary Hit Points by 25.
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Tsucora Emancipator EDGEWALKER FEAT 1


You gain the ability to control and dampen the KALASHTAR
influence fear has over you, and your allies. Allies
You have trained to fight extraplanar threats to
under the effect of your Link Minds gain a +1 status
Eberron. You gain a +1 circumstance bonus to saving
bonus to their saves against effects with the Fear trait.
throws against extraplanar creatures, and you gain a
For more information on the various quori bonds, see +1 circumstance bonus to damage with weapons and
Exploring Eberron pg 41. unarmed attacks against them. If your attack would
deal more than one weapon die of damage (as is
Ancestry Feats common at higher levels than 1st), the bonus is equal
At 1st level, you gain one ancestry feat, and you gain to the number of weapon dice or unarmed attack dice.
an additional ancestry feat every 4 levels thereafter (at
5th, 9th, 13th, and 17th levels). As a Kalashtar, you INTUITIVE LINK FEAT 1
select from among the following ancestry feats. KALASHTAR
You can link your mind to others with ease. Mind link
1st Level
loses the concentrate trait, loses the somatic
ATTUNED SPIRIT FEAT 1 component, and has a casting time of one action.
KALASHTAR
KALASHTAR LORE FEAT 1
A lifetime of experience helps you detect other
KALASHTAR
Kalashtar. When you come within 10 feet of a creature
that is connected to or possessed by a quori, the GM You have learned the ways of Kalashtar culture. You
rolls a secret Perception check for you to recognize the gain the trained proficiency rank in Diplomacy and
nature of that creature, even if you didn't spend an Occultism. If you are already trained in both
action to Seek against that creature. Diplomacy or Occultism (from your background or
class, for example), you instead become trained in a
DISTANT LINK FEAT 1 skill of your choice. You also become trained in
KALASHTAR Kalashtar Lore.
You can communicate your directed messages with
OVERCOME ILLUSIONS FEAT 1
greater power. The range of Link Mind is doubled, and
KALASHTAR
you no longer need to see the creature to target them
with link mind. Though you do not need to see them, One of the basic exercises of the Kalashtar is to
they cannot be Unnoticed or Undetected to you when practice seeing the world in front of you for what it
you initiate your Link Mind. truly is. You can see through manipulations of reality
with greater ease than most. You gain a +2
DEEP SLEEP FEAT 1 circumstance bonus to disbelieve illusions.
KALASHTAR
As a Kalashtar, your trance allows you a more robust
recovery and greater resistance to forced sleep. You
gain a +2 circumstance bonus to all saving throws
against sleep effects and effects that cause or alter
dreams.
In addition, sleep is more restorative for you. You
regain HP equal to your Constitution modifier times
double your level instead of just times your level, and
you reduce any drained and doomed conditions you
have by 2 instead of by 1.
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PSI-BLADES FEAT 1 CHANNEL FEAR FEAT 5


KALASHTAR CONCENTRATION KALASHTAR
Frequency once per 10 minutes Prerequisites Tsucora Kalashtar heritage
Psionic blades appear as a shimmering, semi- No matter the confidence a creature projects, everyone
transparent extension of the wielder's willpower that has nightmares. You can manipulate the subtle fears
cut just as well as a real blade. They often take the that haunt a creature's dreams. You can cast Fear once
form of slender, elongated, razor-sharp constructs per day as a 1st-level occult innate spell.
resembling traditional blades, though their
appearances can be as varied as the imagination of the
CHILDREN OF THE MIND FEAT 5
wielder. You can manifest a psi-blade in a free hand, or KALASHTAR

two psi-blades if both your hands are free. These You are in tune with your mind, and the spirit within.
simple weapons are attacks that deal 1d4 slashing Others who would seek to control you seem to need to
damage. The blades are in the Knife group and have struggle against an otherworldly force. You gain a +1
the agile, finesse, and twin traits. circumstance bonus to Will saving throws against
You can choose to dissipate the blades at any time as a mental effects. If you roll a success on your saving
free action. throw against a mental effect that would make you
Special If you gain the Mind Smith dedication, the Psi- controlled, you get a critical success instead.
Blades you manifest from this feat are included as one
MANIPULATE DESIRES FEAT 5
of the statistics your mind smith weapon can take on.
KALASHTAR
In addition - rather than during your daily preparations
- you can complete a 10 minute activity to focus and Prerequisites Hashalaq Kalashtar heritage
change the form of your mind smith weapon to any Like the quori that guides you, you have learned how
other mind smith weapon. to manipulate other creatures based on their desires.
You can cast charm once per day as a 1st-level occult
PSI-SHIELD FEAT 1 innate spell.
KALASHTAR

You can manifest a shield that would ward off blows.


KALARAQ GUARDIAN FEAT 5
You gain shield as an innate occult cantrip, which is KALASHTAR

automatically heightened to half your level. In Prerequisites Kalaraq Kalashtar heritage


addition, you may use the shield block reaction of your Trigger An ally under the effects of your Link Minds is
psi-shield on incoming psychic attacks as well as hit by an attack or must make a saving throw, and
physical attacks. the +1 circumstance bonus will change the level of
success.
SHADOW DANCE FEAT 1
The Kalaraq are the natural leaders of the Quori and
KALASHTAR can guide their followers to stand resolute. While an
You have practised the art of nimbly dancing through ally is under the effects of your Link Minds, you can
the shadows to remain unnoticed. You gain a +1 choose to grant them a +1 circumstance bonus to their
circumstance bonus to your acrobatics checks and AC or saving throw.
Stealth checks while concealed.
MENTAL PROJECTION FEAT 5
5th Level KALASHTAR

BROAD LINK FEAT 5 You can project your emotions into any creature's
KALASHTAR
mind, conveying thought without language. When you
cast a spell or use an action with the Auditory and
You have honed your telepathic abilities, allowing you
Linguistic traits, you may replace the Auditory and
to communicate with more targets at once. Your mind
Linguistic traits with the Mental trait. Diplomacy
link can target up to 2 creatures at once, and you can
checks made in this way take a -2 circumstance
have two active telepathic communications at once.
penalty.
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SENSE ALIGNMENT FEAT 5 MENTAL FORTRESS FEAT 9


UNCOMMON KALASHTAR KALASHTAR
You can pick up on the auras of other creatures, letting You've developed your mental fortitude against the
you foresee potential threats and allies. You can cast pain of psychic attacks, deflecting the worst of the
Detect Alignment once per day as an innate occult damage. Gain psychic resistance equal to half your
spell. At 7th level, this spell is heightened to 2nd level. level (minimum 1).

9th Level PSI-SENSE FEAT 9


ENRAGE FEAT 5 KALASHTAR
With a sensation that something is wrong, you can
KALASHTAR EMOTION MENTAL
detect dangers before they happen, giving you a slight
Prerequisites Du'ulora Kalashtar heritage
advantage to react. You gain a +1 status bonus to your
Frequency once per hour
initiative rolls.
As a creature succumbs to its feelings of anger and
hate, your control over them grows. Choose a hostile THOUGHTSINGER FEAT 9
foe within 30 feet, that creature must make a Will KALASHTAR MENTAL
save against your innate occult spell DC which you Target One creature with which you have linked your
become trained in if you are not already. See core mind
rulebook 302.
You are in sync with your companions' mental state
Critical Success The creature resists your taunt. and can calm their minds to boost their focus when
they need it most. When you use this action, it counts
Success On the creature's turn, it must spend 1 of its
actions to attack you if it can, or in the pursuit of as a preparation to help for the aid reaction. You may
being able to attack you. use your diplomacy or occultism to encourage your
ally for the aid bonus. No matter the result, the target
Failure The creature becomes Stupefied 1. On the
creature's turn, it must spend 2 of its actions to then becomes immune to Thoughtsinger for 1 hour.
attack you if it can, or in the pursuit of being able to QUORI FOCUS FEAT 9
attack you.
KALASHTAR
Critical Failure The creature becomes Stupefied 1. On
Frequency once per day
the creature's turn, it must spend all of its actions to
Trigger Your turn begins.
attack you if it can, or in the pursuit of being able to
Your quori spirit sustains the powers that you project
attack you.
into the world. You immediately gain the effects of a
FEEDBACK FEAT 9 Sustain a Spell action to extend the duration of one of
KALASHTAR your active effects.
You are a master of your mind and have used that
13th Level
mastery to ward it against invaders. You can cast
Animus Mine as an innate 2nd level spell once per day. DISTRIBUTED SPIRIT FEAT 13
At 13th level, this spell is heightened to 3rd level, and KALASHTAR
at 17th level, this spell is heightened to 4th level. Prerequisite Broad Link
Whenever you place any Animus Mine on yourself,
You have perfected your telepathic communication
you can suppress the effects of the mine for 1 round as abilities and can maintain conversations with ease.
a free action to allow someone to safely use a mental Your Link Mind can target up to 6 creatures at once.
effect on you. While creatures are linked and in range, these
creatures can converse not only with you but with
each other target of the Link Mind. If the targets of
Link Mind are directly communicating with each other
they must share a language.
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AURA SENSE FEAT 13


KALASHTAR
You can feel the creatures of the world around you
even before your other senses pick up on it. You gain a
special vague sense to detect creatures' auras within
60ft. When a creature that has not taken special
precautions against scrying or to mask its aura comes
within 60ft of you, they are no longer unnoticed by
you. This sense is disrupted by any effects that would
also disrupt or prevent scrying effects.

MIND BENDER FEAT 13


KALASHTAR MENTAL
When you land a melee strike, you can manifest a
pulse of energy that warps the target's mind. You can
add +2 psychic damage to your attacks. If this melee
strike reduces a creature to 0 hit points, you can
choose to make the blow non-lethal by using the pulse
of psychic energy to ward off the mortal wounds of
the strike. You do not take any penalty for using a
weapon without the non-lethal trait to do so.

17th Level
SPEAKER FOR THE DREAMERS FEAT 17
KALASHTAR
The control you have over your dreams lets you
extend them to others, intercepting their travels to Dal
Quor. You can cast Dream Council or Possession once
per day as occult innate spells.
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Shifters
Shifters are an ancestry with many similarities to the werecreatures of Eberron. While
shifters cannot completely change like werecreatures, they can shift to take on the
features of their beast within. From their beast within a shifter gains extraordinary
abilities, such as deadly fangs, refined senses, speed, and other similar traits.

Shifters are a diverse ancestry that combines the traits of humanoid and beast heritage, not unlike a were-
creature.

You might…
Prefer the companionship of other shifters or a close group of friends.
Feel strong emotions, typically manifesting in the spirit of your beast within.
View survival as a challenge, and strive to be self-reliant, adaptable, and resourceful.

Others Probably…
Assume that you have a natural connection to animals and the natural world. Especially that of your beast
within.
Worry that you can't control yourself and may give in to your feral instincts to attack others, especially
when the moon is full.
Have difficulty relating to the strong emotions you can feel.

Physical Description…
Shifters are humanoid in shape, but their ancestry gives shifters a distinctly lithe form compared to humans.
Their faces and bodies typically show traits of their beast within, such as longer fangs, pointed ears, feline eyes,
and other such features. Their bodies -especially their legs and forearms -are typically covered in more hair than
a human, creating a fur-like covering over their limbs.
A Shifters' beast within is more obvious when they are transformed into their hybrid shape, their features
shifting to resemble the animal to which they are connected. The manifestation of these features varies from
shifter to shifter, but typically, their teeth become more prominent, their skin toughens like hide, their hair
lengthens, and their eyes reshape.

Society…
Shifters are a relatively uncommon race in the Five Nations.

Alignment and Religion…


Shifters are varied and can be inclined to any alignment.

Names…
Shifters typically take on names similar to that of humans, or that of the community around them though with a
more rustic inclination. Shifters typically have a personal name that they use with their friends and a wandering
name that they use with strangers.

Sample names
Aethelwulf, Bennin, Bree, Burch, Dominic, Erylis, Geth, Karmos, Lorelai, Lyndra, Taria, Volante

Sample wandering names


Ash, Aurora, Autumn, Brook, Claw, Cliff, Dawn, Flint, Frost, Hazel, Iris, Lily, Rain, River, Rose, Rock, Thorn,
Torn, Storm, Summer
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RARITY
CHANGE SHAPE
Uncommon
CONCENTRATE POLYMORPH PRIMAL TRANSMUTATION
HIT POINTS
Frequency Once per hour. 8
You assume a more bestial shape. This hybrid shape has a specific, SIZE
persistent appearance, which appears to be a half mix between a human Medium
and your beast within. This change is not similar to the change of a were- SPEED
creature. While in hybrid shape, you gain a feature of the beast within 25 feet
your heritage. This transformation lasts for 1 minute, or until you spend an ABILITY BOOSTS
action to dismiss it. While in your hybrid form, you gain the beast trait. In Dexterity
addition, you gain a claws unarmed Strike resembling the features of your Free
beast within (claws for felines, talons for Free
eagles, and so on). Your claws deal 1d4 piercing damage, have the agile, ABILITY FLAW
finesse, and unarmed traits, and are in the brawling weapon group. Charisma
LANGUAGES
Shifter Heritages Common
You select a heritage at 1st level to reflect abilities passed down to you Additional languages equal to 1 +
from your ancestors or common among those of your ancestry in the your Intelligence modifier (if it's
environment where you were born or grew up. You have only one positive). Choose from any other
heritage and can’t change it later. A heritage is not the same as a culture languages to which you have
or ethnicity, though some cultures or ethnicities might have more or fewer access (such as the languages
members from a particular heritage. prevalent in your region).
TRAITS
Beasthide Shifter Shifter
Typically manifesting traits of the bear or the boar, beasthide shifters can Humanoid
have traits of any animal known for its toughness. Beasthide shifters are SHAPECHANGER
known for being straightforward, although sometimes this leads them to You gain the Change Shape action
be misunderstood as rude. These shifters are also characterized by a as noted in the shifter entry.
steadfast - sometimes stubborn - drive to complete the tasks they take up.
LOW-LIGHT VISION
You gain 10 Hit Points from your ancestry instead of 8, and Change You can see in dim light as though
Shape loses the concentrate trait. it were bright light, so you ignore
the concealed condition due to dim
Hybrid form light.
While in your hybrid form, you gain the following action

BRACE
SHIFTER
Requirements You are in your hybrid form.
You brace yourself, using your thick skin and fortitude to protect yourself. You gain a +1 circumstance bonus to
AC. You remain braced until the start of your next turn.
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Cliffwalk Shifter Gorebrute


Typically manifesting traits of the mountain goat, Typically manifesting traits of a bull or ram,
cliffwalk shifters can have traits of any animal with an Gorebrute shifters can have traits of any animal with a
aptitude for climbing. Cliffwalk shifters often have a violent charge. Gorebrute shifters value assertiveness
shy and introverted nature but have a strong sense of and confidence, although these shifters' love for a
kindness and justice for those around them. challenge can be viewed as aggressive. These shifters
tend to follow a code of honour or have strong
You are talented at scaling surfaces without focusing
principles of how one should carry themselves in
on the climb itself. You gain the Combat Climber feat.
conflict.
Hybrid form You use your bulk to gain a +1 circumstance bonus to
While in your hybrid form, you gain a +1 Athletics checks to Shove or Trip foes.
circumstance bonus to your Athletics check to climb
or Grab an Edge. Hybrid form
While in your hybrid shape, gain a natural weapon of
Dreamsight Shifter your animal such as horns or tusks to make unarmed
Dreamsight shifters are rare among shifters, and their attacks that deal 1d6 bludgeoning damage. Your
personage extends beyond their beast within. natural weapon is in the brawling group and has the
Dreamsight shifters have a sharpened instinct and shove trait.
senses compared to other shifters, as they have a
deeper connection to the plane of Lamannia. A
Longstride Shifter
Longstride shifters typically manifest traits of cats,
dreamsight shifter may have any kind of beast within -
hares, or rats, though can have traits of any swift
though the animal is typically found in other shifter
animal. Longstride shifters are graceful and quick.
heritages too. Dreamsight shifters are usually calm and
Longstride shifters are aloof and difficult to pin down
contemplative, especially when compared to other
physically or socially.
shifters.
You are nimble and can easily recover from a fall. You
You gain a +1 circumstance to use the Diplomacy or
gain the Cat Fall feat.
Nature skill checks with animals and beasts.

Hybrid form Hybrid form


While in your Hybrid form, you can use bursts of
While in your hybrid form, you have the ability to
speed to outrun your competition. Your speed
detect the presence of other creatures. You gain an
increases by 5 feet.
imprecise lifesense of 15 feet which can detect any
animal, beast, humanoid, or plant creature. This
allows you to sense the life force within living
creatures of the natural world.
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Longtooth Shifter wings to travel longer distances when jumping. When


in your hybrid form, if you leap horizontally, you
Typically manifesting traits of a canine, tiger, hyena,
move an additional 5 feet. You don't automatically
or other predator, Longtooth shifters can have traits of
fail your checks to High Jump or Long Jump if you
any animal with a fierce bite. Longtooth shifters have
don't Stride at least 10 feet first. In addition, when
the greatest connectedness with the natural order of all
you make a Long Jump, you can jump a distance up to
shifters. Sometimes considered savage by others, they
10 feet further than your Athletics check result,
rather prefer to live in tune with their surroundings.
though still with the normal maximum of your Speed.
Using the menace of your teeth, you intimidate others. In addition, while in your hybrid form you take no
You gain the Intimidating Glare feat. damage from falling, regardless of the distance you
fall.
Hybrid form
While in your hybrid form, your long fangs are Truedive Shifter
formidable weapons. You have a jaws unarmed attack Typically manifesting traits of a crocodile or shark,
that deals 1d6 piercing damage. Your jaws are in the truedive shifters can have traits of any animal with
brawling group and have the grapple trait. aquatic capabilities. Truedive shifters can be

Razorclaw Shifter considered by others to be somewhat remote or


callous, but they are steadfast through turmoil and
Typically manifesting traits of a feline, Longtooth waves of change.
shifters can have traits of any animal with sharp
claws. Razorclaw shifters prioritize their physical When you succeed at an Athletics check to Swim, you
might and constitution more than others. They are get a critical success instead.
ardent protectors of those they love, and vigilant
Hybrid form
warriors against those who have wronged them.
While in your hybrid form, you gain the amphibious
As a razorclaw shifter in your humanoid form, you trait and a swim Speed of 15 feet.
still have particularly long, sharp claws. You gain a
claw unarmed attack that deals 1d4 slashing damage. Wildhunt Shifter
Your claws are in the brawling group and have the Wildhunt shifters typically show traits of the wolf, but
agile, finesse, and unarmed traits. their animal may be any type of hunting pack animal.
Wildhunt shifters can be suspicious and untrusting,
Hybrid form but their loyalty when earned is a nearly impossible
While in your hybrid form, your claws become bond to break.
capable of delivering vicious wounds with a wicked
You gain imprecise scent with a range of 30 feet. This
swipe. Your claw attack deals 1d6 damage, is part of
means you can use your sense of smell to determine a
the brawling group, and gains the versatile (piercing)
creature's location. The GM will usually double the
trait.
range if you're downwind from the creature or halve
Swiftwing Shifter the range if you're upwind.
A swiftwing shifter's beast within is typically a bird In addition, you gain a +2 circumstance bonus to
such as an eagle or falcon but can have an animal Track a creature or object if you've smelled it before.
representing any aerial predator. Swiftwing shifters
often come across as twitchy or nervous but instead Hybrid form
are incredibly perceptive and quick to respond to signs While in your hybrid form, you can use the Seek
of danger. As adept scouts, Swiftwing shifters value action to sense undetected creatures within a 30-foot
perceptiveness and caution. burst instead of a 15-foot burst.

While in your humanoid form, your lighter bones and


connection to your beast within allows you to slow
your falls. When you fall, you take only half the
normal damage and don't land prone.

Hybrid form
Despite your beast within, flying is extraordinarily
challenging for a swiftwing shifter. However, while in
their hybrid form most can use a strong flap of their
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Ancestry Feats SHIFTER INSTINCTS FEAT 1


At 1st level, you gain one ancestry feat, and you gain SHIFTER
an additional ancestry feat every 4 levels thereafter (at
Your heritage has given you sharp senses and quick
5th, 9th, 13th, and 17th levels). As a Shifter, you select
reflexes, and you have learned to trust your equally
from among the following ancestry feats.
sharp instincts. You gain a +1 circumstance bonus to
1st Level Perception checks to Seek, Sense Motive, and Initiative
rolls.
BEASTHIDE ENDURANCE FEAT 1
SHIFTER SHIFTER LORE FEAT 1
Frequency once per day SHIFTER
Trigger You are in your hybrid form and would be You learned skills for surviving no matter the shifter
reduced to 0 Hit Points but not immediately killed. community you were raised in. You gain the trained
Prerequisites Beasthide shifter heritage proficiency rank in Nature and Survival. If you would
You are a tenacious combatant, continuing to fight automatically become trained in one of those skills
when others would succumb to pain and injury. You (from your background or class, for example), you
avoid being knocked out and remain at 1 Hit Point, and instead become trained in a skill of your choice. You
your wounded condition increases by 1. also become trained in Shifter Lore.

NATURAL SKILL FEAT 1 SHIFTER MAGNETISM FEAT 1


SHIFTER SHIFTER

Your survival instinct and drive to be self-sufficient Your heritage gives you a strong animal presence. You
allow you to learn a wide variety of skills. You gain the gain a +1 circumstance bonus to Diplomacy, and
trained proficiency rank in two skills of your choice. Intimidation against animals and beasts, and to Nature
checks to Command an Animal.
NIGHT SENSES FEAT 1
SHIFTER Special If you have the Dreamsight shifter heritage,
Your senses sharpen and you have the ability to see your circumstance bonus is +2.
through the dark and gloom. You gain darkvision. QUICK SHAPE FEAT 1
PACK HUNTER FEAT 1 SHIFTER

SHIFTER Trigger You roll initiative.


You were taught how to hunt as part of a pack. You Your instincts kick in and you take on an aggressive
gain a +2 circumstance bonus to checks to Aid, and stance. You use Change Shape to enter or exit your
your allies gain a +2 circumstance bonus to checks to hybrid form.
Aid you.
WILD STEALTH FEAT 1
SHIFTER WEAPON FAMILIARITY FEAT 1 SHIFTER
SHIFTER You can call upon your bestial heritage to increase
You favour the weapons common to shifters. You are your stealth. You can move 5 feet farther when you
trained with the hatchet, kama, kukri, scimitar, and take the Sneak action, up to your Speed.
sickle. In addition, you gain access to kama, kukris,
In addition, while in your hybrid form as long as you
and all uncommon shifter weapons. For you, martial
continue to use Sneak actions and succeed at your
shifter weapons are simple weapons and advanced
Stealth check, you don't become observed if you don't
shifter weapons are martial weapons.
have cover or greater cover and aren't concealed at the
end of the Sneak action, as long as you have cover or
greater cover or are concealed at the end of your turn.
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5th Level PACK STALKER FEAT 5


ANIMALISTIC RESISTANCE FEAT 5 SHIFTER
Prerequisites Pack Hunter; expert in Stealth
SHIFTER
Hunting with a pack is a shifter tradition. You gain the
Your animalistic connections help you resist natural
Terrain Stalker feat and can extend its effects to a
afflictions. You gain a +2 circumstance bonus to saves
single ally so long as they remain within 10 ft. of you.
to resist diseases and poisons.
If you have master proficiency in Stealth, you can
NATURAL GRIP FEAT 5 extend the effect to two allies. If you have legendary
SHIFTER proficiency in Stealth, you can extend it to four allies.
Prerequisites Cliffwalk Shifter heritage SENSE ALLIES FEAT 5
While in your hybrid form, you climb walls with a
SHIFTER
preternatural grip. You gain a climb Speed of 15 feet.
Like many shifters raised in a close-knit community,
FLEDGLING FLIGHT FEAT 5 you have always been strongly attuned to the
presence of others. Willing allies that you are aware of
SHIFTER
within 60 feet that would otherwise be undetected by
Frequency once per round
you are instead hidden from you. The flat check DC for
Prerequisites Swiftwing shifter heritage
you to target willing allies within 60 feet that are
While in your hybrid form, you can fly through the air
hidden from you is 5 instead of 11.
in short bursts at half your land Speed. If you don't
end your movement on solid ground, you fall at the SHIFTER WEAPON PROWESS FEAT 5
end of your turn. SHIFTER

GOREBRUTE VENGEANCE FEAT 5 Prerequisites Shifter Weapon Familiarity


You know how to efficiently use the weapons of the
EMOTION MENTAL SHIFTER
shifters. Whenever you critically hit using a shifter
Frequency once per 10 minutes
weapon or one of the weapons listed in Shifter
Prerequisites Gorebrute shifter heritage
Weapon Familiarity, you apply the weapon's critical
Trigger You, or an ally you can see, are damaged by an
specialization effect.
enemy's critical hit and you are in your hybrid form.
You dedicate yourself to destroying those who harm TRUEDIVE ELITE FEAT 5
your companions. Until the end of your next turn, you SHIFTER
deal an additional +1d6 damage on Strikes against the
Prerequisites Truedive Shifter heritage
triggering enemy. The bonus increases to +2d6 if you
You gain a 10 foot swim Speed and the Underwater
use a striking weapon or unarmed attack and +3d6 if
Marauder skill feat. While in your hybrid form, your
you use a major striking weapon or unarmed attack.
swim Speed is 25 feet.
GREATER ANIMAL SENSES FEAT 5 UNARMED CUNNING FEAT 5
SHIFTER
SHIFTER
Your senses advance to match those of your animal
Prerequisites Gorebrute, Longtooth, or Razorclaw
aspect. You gain one of the following senses available
Shifter heritage
to your beast within: echolocation (imprecise) 30 feet,
You make the most of your unarmed attacks.
tremorsense (imprecise) 30 feet, or wavesense
Whenever you score a critical hit with an unarmed
(imprecise) 30 feet. If your beast within doesn't
attack you gained from your shifter heritage or a
typically have a specific type of sense, you can't gain
shifter ancestry feat, you apply the unarmed attack’s
the sense with this feat.
critical specialization effect.
Special You can select this feat multiple times, either
choosing a different sense or improving an
imprecise sense granted by this feat to a precise
sense.
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9th Level HYBRID STRENGTH FEAT 9


ANIMAL MAGIC FEAT 9 SHIFTER
You have strengthened your connection to your hybrid
SHIFTER
form. Your Change Shape no longer has a maximum
Your shapeshifting grants you a magical connection to
frequency, and your hybrid form transformation has
the animal world. You can cast animal messenger, calm
no maximum duration.
emotions (animals only), and speak with animals as
2nd-level primal innate spells once per day each. These JUVENILE FLIGHT FEAT 9
spells use your class DC or spell DC, whichever is SHIFTER
higher.
Frequency once per day
DREAMSIGHT EXPERT FEAT 9 Prerequisites Swiftwing shifter heritage
Requirements You can use change shape
SHIFTER
You shift into your hybrid form, with special focus on
Prerequisites Dreamsight Shifter heritage
your wings. You can keep this form for 10 minutes.
Your senses are keen, and you can pick up on the life
You gain a fly Speed equal to your land Speed while
force traces of any creature. While in your hybrid
your wings are unfurled. If you have Fledgling Flight,
form, your lifesense can detect any creature not
you gain a +10-foot status bonus to your fly Speed
protected against detection by magical means.
with Juvenile Flight. As normal, since your fly Speed is
FLEET STEP FEAT 9 derived from your land Speed, this status bonus isn't
cumulative with a status bonus to your land Speed, if
SHIFTER
you have one. This transformation counts against the
With a quick step, you use your natural agility to stay
frequency of your change shape.
light on your feet as you move. You Step 5 feet twice.

GROUP AID FEAT 9 LONGSTRIDE ELITE FEAT 9


SHIFTER
SHIFTER
Prerequisites Longstride shifter heritage
Your upbringing emphasized teamwork and helping
your allies comes naturally to you. After you Aid an You have honed your speed in all forms. You increase
your Speed by 5 feet. When you enter your Hybrid
ally at a skill check that doesn't have the attack trait,
form, this speed increase becomes 10 feet.
you can also Aid any other ally who attempts the
same skill check for the same purpose that round. You LONGTOOTH ELITE FEAT 9
do so as a free action rather than a reaction.
SHIFTER

The preparation you did to help must still apply to the Prerequisites Longtooth shifter heritage
other allies, and you can Aid each ally only once. For Your proficiency with your bite becomes devastating.
example, if you helped lift up an ally to Aid them on an Your jaws unarmed attack becomes part of the Pick
Athletics check to scale a wall, you could keep the weapon group and you gain the Critical Specialization
same posture to give a boost to other allies attempting effect for your jaws unarmed attack.
to scale the wall in the same round.
PACK BOND FEAT 9
HARDY TRAVELER FEAT 9 SHIFTER
SHIFTER Prerequisites Pack Hunter
There's no journey too far or burden too heavy when You have developed a soul-deep bond with your
your friends are at your side. Increase your maximum comrades and maintain an even greater degree of
and encumbered Bulk limits by 1. In addition, you gain cooperation with them. If you are at least an expert in
a +10-foot circumstance bonus to your Speed during the skill you are Aiding, you get a success on any
overland travel. outcome rolled to Aid other than a critical success.
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PACK TACTICS FEAT 9 CLIFFWALK ELITE FEAT 13


SHIFTER SHIFTER
You have mastered how to hunt with your pack. If an Prerequisites Cliffwalk Shifter heritage
enemy is within reach of you and at least two of your You have a climb speed of 10 feet. While in your
allies, that enemy is flat-footed against you. hybrid form, your climb Speed becomes 25 feet.

RAZORCLAW ELITE FEAT 9 FULLY FLIGHTED FEAT 13


SHIFTER SHIFTER
Prerequisites Razorclaw shifter heritage Prerequisites Swiftwing shifter heritage; Juvenile
Your proficiency with your claws causes bleeding Flight
wounds. Your claw unarmed attack becomes part of Whenever you change into your hybrid form, you gain
the Knife weapon group and you gain the Critical the effects of Juvenile Flight, rather after than just
Specialization effect for your claw unarmed attack. once per day for 10 minutes. This includes the status
bonus to your Speed if you have Fledgling Flight.
TERRAIN ADVANTAGE FEAT 9
SHIFTER GIFT OF THE MOON FEAT 13
Prerequisites Longstride shifter heritage SHIFTER
You can take advantage of the terrain to bypass foes’ Prerequisites Dreamsight shifter heritage
defences. While in your hybrid form, non-shifter You can share your power with others, but they can't
creatures in difficult terrain are flat-footed to you. escape the call of the wild as easily as you can. You
can cast a 5th-level moon frenzy as a primal innate
THICK SKIN FEAT 9
spell once per day. At 15th level, you cast a 6th-level
SHIFTER
moon frenzy instead. At 17th level, your 6th-level
Prerequisite Beasthide Shifter heritage moon frenzy grants its standard effects, except the
Your skin has thickened with battle, granting you temporary Hit Points increase to 15 and the silver
greater resistance to damage. Your DC on flat checks weakness increases to 15. At 20th level, you cast a
to end persistent bleed damage is reduced from 15 to 10th-level moon frenzy instead. The spell uses your
10, or from 10 to 5 after receiving especially class DC or spell DC, whichever is higher.
appropriate assistance.
SHIFTER PARAGON FEAT 13
WILDHUNT ELITE FEAT 9 SHIFTER
SHIFTER You are a paragon of shifters and manifest the traits of
Prerequisite Wildhunt Shifter heritage a second shifter heritage. Select a shifter heritage
Your shifter-enhanced instincts and senses allow you other than your current heritage. You gain the heritage
to detect concealed and invisible creatures. Your scent effects and may select feats restricted to this heritage.
sense becomes precise. While in your hybrid form, you gain the benefits of
both of your heritages.
13th Level
SHIFTER WEAPON EXPERTISE FEAT 13
BOUNCE BACK FEAT 13
SHIFTER
SHIFTER
Prerequisites Shifter Weapon Familiarity
Frequency once per day
Whenever you gain a class feature that grants you
Trigger You lose the dying condition
expert or greater proficiency in certain weapons, you
You recover from near-death experiences with
also gain that proficiency rank in all weapons you are
astounding resilience. Don't increase the value of your
trained in from Shifter Weapon Familiarity.
wounded condition due to losing the dying condition.
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STUBBORN PERSISTENCE FEAT 13


SHIFTER
Shifters are renowned for their ability like humans, to
persist through the most gruelling of trials. When you
would become fatigued, attempt a DC 17 flat check. On
a success, you aren't fatigued. If the fatigued condition
has an underlying cause that you don't address, such
as lack of rest, you must attempt the check again at an
interval determined by the GM until you fail the flat
check or address the underlying cause.

Special If you have the beasthide or gorebrute


heritage, you gain a +1 status bonus to your checks
against becoming fatigued.

17th Level
ANIMAL SWIFTNESS FEAT 17
SHIFTER
You move like an animal. Your Speed increases by 5
feet. In addition, you gain one of the following Speeds
available to your beast within: climb, fly, or swim. You
gain this Speed only while in your hybrid shape. The
new movement is as fast as your standard Speed; for
example, if you have a 30-foot Speed, you can gain a
30-foot climb Speed. If your beast within doesn't
typically have a specific type of Speed, you can't gain
it with this feat. If your beast within doesn't typically
have a climb, fly, or swim Speed, your Speed increases
by 10 feet instead.

Special If you have the longstride heritage, you gain


an additional 5 feet to each movement speed you
gain or increase.

DREAMSIGHT ELITE FEAT 17


SHIFTER
Prerequisites Dreamsight Shifter heritage
Your sense of the world increase to perceive all things
as they are. You gain the true perception general feat,
even if you don't meet the prerequisites. In addition,
you gain the lifesense of your hybrid form as an
imprecise sense with a range of 15 feet while in your
humanoid form. This lifesense can detect any animal,
beast, humanoid, or plant creature. While in your
hybrid form your lifesense becomes a precise sense.

Special If you have the Dreamsight Expert feat, you


can detect any creature type while in your
humanoid form with your lifesense.
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Warforged
Trained from the instant they were constructed, until the moment they were deployed,
warforged were invented and born for war. As the war came to an end, warforged
were recognized and granted their rights as humanoids by the Treaty of Thronehold.
Now, they are soldiers whose only purpose has come to an end and must find meaning
in a world that has abandoned them.

Warforged were created as expendable construct soldiers to fight in the HIT POINTS
last war. 8
SIZE
You might… Medium
Have scars and wounds from fighting in the last war, dealing with SPEED
old injuries and trauma that has never healed 25 feet
Often misread other creatures' emotions, struggling to understand
ABILITY BOOSTS
their - and your own - feelings
Constitution
Apply wartime thinking to every situation, analyzing every situation
Free
as a tactical puzzle
Free
ABILITY FLAW
Others Probably… Charisma
Believe you do not experience emotions and are incapable of higher LANGUAGES
thinking beyond your programming Common
Are an expendable asset, and to be taken advantage of for your Additional languages equal to 1 +
tireless nature and lack of world experience outside the war your Intelligence modifier (if it's
See you as a valuable ally to have on the battlefield, even if positive). Choose from Dwarvish,
Elvish, Gnomish, Goblin, Halfling,
sometimes they struggle to relate to you
and any other common languages
Physical Description… to which you have access (such as
the languages prevalent in your
Warforged exterior is covered in a series of flexible metallic or leather
region).
plates, creating a form of integrated armour which grants them protection
on the battlefield. TRAITS
Warforged
As constructs, warforged typically don't need to breathe, eat, or sleep; Construct
however, the body of a warforged needs to vent alchemical impurities at a
LIVING CONSTRUCT
constant rate. This venting process requires breathable air to prevent a
Your physiological needs are
buildup of impurities in a warforged's alchemical fluids which can seize a different from those of living
warforged's biological components, sometimes to fatal effect. Thus, creatures. You don't need to eat or
warforged can still suffocate much like living creatures, but can in a drink, but can if you choose to for
limited sense hold their breath as other humanoid creatures can. Though the effects of consumable spells
they don't sleep, warforged require a period of restoration to allow the and magic items. You don't need to
alchemical fluids of their body to replenish. Without this process, a sleep, but you still need a daily
warforged is incapable of fully restoring their body and they enter an period of rest. During this period of
inefficient state (similar to a humanoid who doesn't get 8 hours of sleep). rest, you must enter a recuperating
standby state for at least 2 hours,
Society… which is similar to sleeping except
Warforged do not have any established cultures or traditions, or any sort you are aware of your surroundings
of developed place in society. and don't take penalties for being
unconscious. Much like with
sleeping, if you go too long without
entering your standby state, you
become fatigued and can't recover
until you enter standby for 2 hours.
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LIVING BODY
Alignment and Religion… Your body is formed of both wood
Warforged tend to be neutrally aligned. Warforged similarly tend to be and steel which by the powers of
unreligious. the creation forge are granted life.
This life energy flows through you
Names… much like the blood of humanoids.
Most warforged do not have a name for themselves beyond their creation As a result, you are a living
number such as unit 4859. Others come up with a specific name, typically creature. You don't have the typical
just a single noun or adjective. construct immunities, can be
affected by effects that target a
Sample warforged names living creature, and can recover Hit
Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Points normally via positive energy.
Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Additionally, you are not destroyed
Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, when reduced to 0 Hit Points.
Spike, Temple, Vault, Wall Instead, your life energy attempts
to keep you active even in dire
straits; you are knocked out and
Integrated Armor begin dying when reduced to 0 Hit
Points.
Your heritage grants you one type of integrated armour, as noted below. If
your integrated armour becomes destroyed, it no longer grants an item CONSTRUCTED RESISTANCE
bonus to your AC but remains integrated into your body. However, your Your constructed body has
destroyed integrated armour can still be repaired at a very hard DC for its advantages and disadvantages that
most humanoid creatures do not.
level, losing the destroyed condition when its HP is above 0.
You gain a +1 circumstance bonus
Nominal Integrated Armour to saving throws against diseases
and poisons. However, you are
Your body does not have the armour protections afforded to most other
considered to be a creature
warforged. Though you are still physically wearing integrated armour,
composed entirely of wood and
you are considered unarmored. Your integrated armour is in the leather
metal for the purposes of magical
armour group and has a Dex cap of +5. This armour has no bulk, but you or other effects regardless of your
can never wear other armour or remove your integrated armour; however, integrated armour type. Your
you still don't become fatigued from sleeping. Finally, you can etch integrated armour and physical
armour runes onto your armour as normal. composition do not violate
anathemas - such as the druid's
Light Integrated Armour anathema - against metals.
Your body is designed to be agile with some protection. Your integrated
EMOTIONALLY UNAWARE
armour is light armour in the leather armour group that grants a +2 item
Warforged find it difficult to
bonus to AC, a Dex cap of +3, a check penalty of –1, and a Strength value understand and express complex
of 12. This armour has no bulk, but you can never wear other armour or emotions. You take a –1
remove your integrated armour; however, you still don't become fatigued circumstance penalty to Diplomacy,
from sleeping. Finally, you can etch armour runes onto your armour as and Performance checks, and on
normal. Perception checks to Sense Motive.

Medium Integrated Armour


Your body is designed to be particularly resilient. Your integrated armour is medium armour in the plate armour
group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a speed penalty of –5 feet, and
a Strength value of 16. This armour has no bulk, but you can never wear other armour or remove your
integrated armour; however, you still don't become fatigued from sleeping. Finally, you can etch armour runes
onto your armour as normal.
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Heavy Integrated Armour


Your body is designed to be extremely resilient. Your integrated armour is heavy armour in the plate armour
group that grants a +6 item bonus to AC, a Dex cap of 0, a check penalty of –3, a speed penalty of –10 feet, has
the Bulwark trait, and a Strength value of 18. This armour has no bulk, but you can never wear other armour or
remove your integrated armour; however, you still don't become fatigued from sleeping. Finally, you can etch
armour runes onto your armour as normal.

Warforged Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among
those of your ancestry in the environment where you were born or grew up. You have only one heritage and
can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities
might have more or fewer members from a particular heritage.

Vanguard Warforged
The primary soldier of the warforged armies of the last war, the Vanguard warforged was the most commonly
created of the warforged.
You have medium integrated armour and gain the Weapon Proficiency general feat.

Juggernaut Warforged
Used as shock troops in the last war, they are a heavier version of the Vanguard Warforged but otherwise have
many of the same physical attributes.
You have heavy integrated armour. You gain the Armor Proficiency general feat.

Skirmisher Warforged
Designed as lightly armoured but more mobile warforged, the Skirmisher Warforged were widely deployed
throughout Khorvaire.
You have light integrated armour and gain the fleet general feat.

Skilled Warforged heritage


The Skilled Warforged were a creation with both Military and Civilian purposes in mind.
You have nominal integrated armour and become trained in one lore and one common or uncommon language
of your choice. At 5th level, you become an expert in the selected lore.

Living Wand Warforged heritage


The Living Wand Warforged were an attempt at creating a warforged capable of innate spellcraft.
You have nominal integrated armour, and gain one cantrip from the arcane spell list. You can cast this spell as
an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Prototype Warforged [Uncommon]


Many prototype warforged throughout the war.
As unique warforged design, work with your GM to figure out what you were created for. Select an integrated
armour type, and you become trained in a skill and a 1st level skill feat associated with that skill.
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Warforged Feats EMOTIONLESS FEAT 1


1st level WARFORGED
You have turned what some would consider a great
ALCHEMICAL RESISTANCE FEAT 1
weakness into a strength. You gain a +1 circumstance
WARFORGED
bonus to saving throws against emotion and fear
You release the alchemical impurities building inside effects. If you roll a success on a saving throw against
you to purge yourself of harmful chemicals and toxins. an emotion or fear effect, you get a critical success
Each time you succeed at a Fortitude save against an instead.
ongoing poison, you reduce its stage by 2, or by 1
against a virulent poison. Each critical success you Enhancement You have complete physical control over
achieve against an ongoing poison reduces its stage by your body, if not always your mind. If you would
3, or by 2 against a virulent poison. start your turn confused, controlled, or fleeing due
to a failed Will save, you can attempt a Will save
Enhancement You become immune to poison against the same DC; on a success, you become
altogether, and the effects of Abysium. paralyzed until your next turn, rather than act
ALERT SCOUT against your will.
FEAT 1
WARFORGED INTEGRATED TOOL FEAT 1
You are trained to observe and react to danger. You WARFORGED
gain a +2 circumstance bonus to Perception checks You can integrate toolsets as a direct extension of
made as initiative rolls. yourself. You can use a 1-minute activity which has the
manipulate trait to integrate a set of tools you own,
Enhancement You can react no matter the
such as thieves' tools or healer's tools, that weigh a
circumstance. You gain a +2 circumstance bonus to
total of 2 Bulk or less into your body. These items
all initiative rolls you make.
count as carried bulk. You can draw or stow this item
DARK VISION FEAT 1 as an Interact action. Creatures don't automatically see
WARFORGED this integrated item when it's stowed and must
actively Seek in order to find it. They take a –2
Your eyes have been magically enhanced to pierce dim
circumstance penalty to any checks to do so. While
light. You gain low-light vision.
you are holding the item, it can't be Disarmed and you
Enhancement Your eyes have been further enhanced can't drop or Release it; you must Interact to store the
to pierce darkness. You gain darkvision. item and free that hand. A creature determined to
retrieve the item can do so, but it requires either 1
minute to remove it or extreme violence to you — such
as physically removing portions of the limb.
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Enhancement Your body has more space for Enhancement You can see mistakes as they happen
integration, or you have become more adept at and rapidly adjust to prevent them. If you use
using your tools. You can now either integrate two Skilled Capability on a skill check and fail, you may
tool kits of 2 bulk or less, or gain a +1 circumstance reroll the triggering check without the +2 status
bonus to a tool kit of your choice when it is bonus from Skilled Capability. If you do so, skilled
integrated into your body. Capability gains the fortune trait. You must use the
new result, even if it's worse than your first roll.
REPLACEABLE INTEGRATED ARMOUR FEAT 1
WARFORGED WARFORGED ARMAMENT FEAT 1
Though it is an extremely uncomfortable process - less WARFORGED
painful but akin to a human replacing their skin - you You gain either a claw or slam unarmed attack. The
can replace your integrated armour. You can remove claw deals 1d4 slashing damage, is in the brawling
the integrated armour that you are wearing, and group, and has the agile, and finesse, and unarmed
replace it with any other set of armour. This activity traits. The slam deals 1d8 bludgeoning damage, is in
takes 1 hour, and while you replace your armour you the brawling group, and has the shove and unarmed
are considered unarmoured and flat-footed. When you traits. This attack is not affected by the material
complete the process, the new armour is incorporated configuration of your integrated armour.
into your body and has no bulk as a result. You can
still never wear other armour on top of this armour, Your weapon can be reconfigured; you can select this
and can only have one integrated armour at a time. feat at any level, and you can retrain into or out of this
While this armour is integrated, you don't become feat or change the type of attack you gain.
fatigued from sleeping in it. As before, you can etch
Enhancement Your attacking part is reinforced.
armour runes onto your armour while you are wearing
Increase the damage die of the unarmed attack you
it as normal.
gain from this feat by one step (from 1d4 to 1d6, or
If you are removing the Integrated Armour from your from 1d8 to 1d10).
Heritage, it is considered worthless scrap metal and WARFORGED LORE FEAT 1
can only be used as armour if you reincorporate it into
WARFORGED
your body.
You have come to better understand the process that
Enhancement Your armour becomes more integrated made your body and the magic that powers it. You
into your body. You gain the Chassis Deflection gain the trained proficiency rank in Arcana and
reaction. Crafting. If you would automatically become trained in
one of those skills (from your background or class, for
CHASSIS DEFLECTION example), you instead become trained in a skill of your
Trigger A critical hit deals physical damage to you
choice. You also become trained in Warforged Lore.
Attempt a DC 17 flat check. If you are successful, the
attack becomes a normal hit. Enhancement You gain a greater understanding of
your creation. Increase your proficiency rank in
SKILLED CAPABILITY FEAT 1 either Arcana or Crafting, as well as Warforged
WARFORGED CONCENTRATE Lore, to expert. If you were already an expert in the
Prerequisites Skilled Warforged heritage chosen skill, increase your rank to master instead.
Frequency once per hour
Trigger You attempt a skill check in which you are at
least trained requiring three actions or fewer.
Your training allows you to rapidly adapt
circumstances to give yourself the best chance of
success. You gain a +2 status bonus to the triggering
skill check.
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5th Level INCREDIBLE DEFENSE FEAT 5


ARCANE SAFEGUARDS FEAT 5 WARFORGED
Prerequisites Juggernaut Warforged heritage
WARFORGED
Trigger You attempt a saving throw
The constructed nature of your body makes it difficult
Frequency once per hour
for outside magic to affect you. You gain the Resist
You brace yourself and your defences. When you
Magic reaction.
attempt a saving throw, you gain a +2 status bonus to
RESIST MAGIC the triggering saving throw.
Trigger You attempt a saving throw against a harmful
magical effect but haven't rolled yet. Enhancement You use your constructed nature to
resist and endure as you were built to do. You can
Your constructed magic protects you. You gain a +1
use Incredible Defense once per 10 minutes, rather
circumstance bonus to the triggering saving throw.
than once per hour.
Additionally, if the triggering effect is arcane, if you
roll a success, you get a critical success instead. INTEGRATED ARMAMENT FEAT 5
Enhancement Your safeguards improve. When you WARFORGED
Resist Magic, you gain a number of temporary Hit Your mechanical body houses a weapon or shield that
Points equal to the spell level of the triggering you can quickly draw and stow, leaving you prepared
effect. for combat at all times.
DISEASE RESISTANCE FEAT 5 You can use a 1-minute activity, which has the
WARFORGED manipulate trait, to integrate a single, one-handed
Your body rejects diseases with ease. Each time you weapon or shield into one of your arms. You can draw
succeed at a Fortitude save against an ongoing or stow this item as an Interact action. Creatures don't
disease, you reduce its stage by 2, or by 1 against a automatically see this integrated item when it's
virulent disease. Each critical success you achieve stowed and must actively Seek in order to find it. They
against an ongoing disease reduces its stage by 3, or take a –2 circumstance penalty to any checks to do so.
by 2 against a virulent disease. While you are wielding the item, it can't be Disarmed
and you can't drop or Release it; you must Interact to
Enhancement You become immune to diseases store the weapon and free that hand. A creature
altogether. determined to retrieve the item can do so, but it
MAGICAL RESISTANCE FEAT 5 requires either 1 minute to remove it or extreme
violence to your arm—such as physically removing
WARFORGED
portions of the limb. You can only have one integrated
Your constructed body provides some defence against
armament at a time, though you can use the 1-minute
magical attacks. Choose one of the following energy
activity to replace the item or swap the arm in which
damage types: cold, electricity, or sonic. You gain
it's stored.
resistance 5 to that damage type.
Enhancement Your body has more space for
Enhancement You develop deeper resistance to
integration. You can now either integrate two one-
magical attacks, and your resistance improves.
handed weapons, a one-handed weapon and a
Choose one of the following benefits: you gain
shield, or a single two-handed weapon that is split
resistance 5 to the remaining two damage types
across both arms. You can use a single Interact
from the above list, or your chosen resistance
action to draw or store both integrated armaments.
increases to a value equal to 1 + half your level.
When you draw a single weapon, you can choose to
hold it with either one hand or both hands.
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9th Level JUGGERNAUT REPAIR FEAT 9


ARCANE ATTUNEMENT FEAT 9 CONCENTRATE WARFORGED
Prerequisites Juggernaut Warforged heritage
WARFORGED
Frequency once per day
Prerequisites Living Wand Warforged heritage
You manually control and recompose the components
You have attuned with the arcane runes etched into
of your body, healing and repairing your wounds. You
your construction. Select one 1st-level arcane spell and
gain fast healing equal to half your level for 1 minute.
one 2nd-level or lower arcane spell, to which you have
access. You can cast your chosen spells as arcane Enhancement While your Juggernaut Repair is active,
innate spells each once per day. you gain a +1 status bonus to your AC.

Enhancement Your attunement grows stronger. Select LESSER AUGMENTATION FEAT 9


one 5th-level or lower arcane spell and one 6th-level WARFORGED
or lower arcane spell, to which you have access. You
You've focused on enhancing yourself and have
can cast them as arcane innate spells each once per
received an improvement to one of your existing
day, in addition to the original spells.
abilities. You gain the enhancement benefits of one of
GREENSHADOW FEAT 9 your 1st- or 5th-level warforged ancestry feats.
WARFORGED
You are also capable of reconfiguring your
One of the uncommon manifestations of Warforged is augmentations to meet your needs. You can spend one
the ability to change the colour of your body to match week of downtime to change the enhancement you
your surroundings. You can cast blur and invisibility gain with this feat.
each once per day as 2nd-level arcane innate spells.
Enhancement You gain the enhancement benefits of
Enhancement Your camouflage is more potent. Your another 1st- or 5th-level warforged ancestry feat.
blur spell now lasts 10 minutes and when you cast Also, your reconfigurations take less time. You only
invisibility, you can choose to gain the effects of the need to spend 1 day of downtime to change any of
4th-level version of the spell. In addition, you can your enhancements. If you have multiple
now cast blur and invisibility each twice per day. enhancements, changing each one requires a
separate day.
INTERNAL PROCESSING FEAT 9
WARFORGED SLAM FEAT 9
Your body can internally process the impurities WARFORGED
building in your alchemical fluids for a period of time. Prerequisites Vanguard or Juggernaut Warforged
You can go without access to breathable air for an heritage
hour due to your internal processing. At the end of this Requirements You have a creature grabbed or
hour, your alchemical fluids are saturated with restrained.
impurities, and you must hold your breath as normal. You drive to use the maximum potential of your
Venting the build-up of impurities in your system musculature, empowering your attack as you attempt
takes 10 minutes of exposure to breathable air. to slam your foe into the ground. Attempt an Athletics
check against the foe's Fortitude DC. You take a –2
Enhancement You are entirely capable of functioning
circumstance penalty to your check if the target is one
without access to breathable air. You no longer need
size larger than you and a –4 circumstance penalty if
to breathe at all and are not considered a breathing
it's larger than that. You gain a +2 circumstance bonus
creature unless you so choose.
to your check if the target is one size smaller than you
and a +4 circumstance bonus if it's smaller than that.
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Critical Success You slam the foe down and the force 13th Level
overwhelms it. The creature is knocked prone,
becomes dazzled for 1 round, and takes damage CONSTRUCT REJUVENATION FEAT 13
equal to 2d6 plus your Strength modifier. The foe is WARFORGED
no longer grabbed or restrained by you. Frequency once per day
Success You slam the foe down. The creature is Trigger You have the dying condition and are about to
knocked prone and takes damage equal to your attempt a recovery check.
Strength modifier. The foe is no longer grabbed or Your willpower taps into the physical essence of your
restrained by you. construction to push against the grasp of death and
Failure You are unable to slam the creature, but your allow you to recover consciousness. You're restored to
hold on the creature remains. 1 Hit Point, lose the dying and unconscious conditions,
Critical Failure The creature breaks free and is no and can act normally on this turn. You gain or increase
longer grabbed or restrained by you. the wounded condition as normal when losing the
Enhancement Your arms better channel your core's dying condition in this way.
power. You no longer take penalties for attempting
Enhancement You can push yourself even harder to
to slam larger foes. Your foe takes damage equal to
rise from death, granting you additional benefits.
2d6 plus your Strength modifier on a success (or
When you use Construct Rejuvenation, you also
double that on a critical success).
gain a number of temporary Hit Points equal to
WARFORGED OFFENSE FEAT 9 three times your level. These Hit Points remain for 1
WARFORGED minute.
Prerequisites Vanguard Warforged heritage ENHANCED LOCOMOTION FEAT 13
Frequency once per hour
WARFORGED
Trigger You make an attack roll.
You've modified your body or developed the ability to
Your innate combat ability enables you to strengthen
augment your movement. You gain either a climb
your attack. You gain a +1 status bonus to the
Speed of 20 feet or a swim Speed of 20 feet, your
triggering attack roll.
choice.
Enhancement You can execute a series of practised
Enhancement Your body allows for even further forms
blows to take advantage of this surge of strength,
of movement. You can either select the option from
the +1 status bonus applies to each attack roll you
this feat you haven't chosen yet (climb Speed or
make until the start of your next turn.
swim Speed), or you can increase your land Speed
PRECIOUS MATERIAL TRACERY FEAT 9 by 5 feet and increase the Speed you chose from
this feat increase to be equal to your adjusted land
WARFORGED
Speed.
Prerequisite in possession of 1 ingot of the precious
material you select 17th Level
Regardless of your integrated armour type, your body
GREATER AUGMENTATION FEAT 17
becomes covered and traced with thin root-like
strands of a precious material as you incorporate it WARFORGED

into your body. Select either Cold Iron or Silver. A You've greatly improved your abilities and your core
creature with weakness to any of these materials is can support further augmentations. You gain the
subject to its effects as if you were wearing armour enhancement benefits of one of your 1st-, 5th-, 9th-, or
made of the precious material. 13th-level warforged ancestry feats.

Enhancement You may select the other precious You are also capable of reconfiguring your
material type and become traced in both. augmentations to meet your needs. You can spend one
week of downtime to change the enhancement you
gain with this feat.
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Dragonmarks
With a flash from the Dragonmark of a Deneith heir, the swing of a blade is deflected
at the last moment. As a peace negotiation comes to a close, the glow of a Mark of
Detection stops a hidden blade from ending it in war. Dragonmarks are powers that
the heirs of twelve houses use to empower their skillset and specialize in their fields.

Dragonmarks are arcane symbols marked on the skin of seven of Khorvaire's common races. Dragonmarks
are weaved of blue, green, and purple streaks so vivid, that they seem to glow even without producing light
As marks manifested on the peoples of Khorvaire, they did so exclusively in specific bloodlines. Each of these
bloodlines has since joined with all other bloodlines of the same type of mark to form a dragonmarked house -
gaining complete monopoly over the use of their mark in the world. With the power of their marks, these
powerful houses now control large pieces of the economy of Khorvaire.

Dragonmarks
Dragonmarks provide arcane power related to a specific and limited area of specialization. Depending on its
type, a dragonmark will produce effects related to Detection, Finding, Handling, Healing, Hospitality, Making,
Passage, Scribing, Sentinel, Storm, or Warding. The powers manifested by dragonmarks are spell-like effects, the
variety and strength of these powers increase with your power, and the size of the dragonmark itself. These
powers granted to you by your dragonmark, are in the form of Dragonmark Spells.

Dragonmark Spells
When you select a Dragonmarked Heritage, you do not start with Dragonmark Spells. When you gain a
Dragonmark, it will grant you Dragonmark Spells which are a type of focus spell. It costs 1 Focus Point to cast a
focus spell, and the Dragonmark grants you a focus pool of 1 Focus Point. You refill your focus pool during
your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to
restore the powers of your dragonmark.
Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots,
nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your
focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells
appear here.
All Dragonmark Focus Spells are considered to be of the arcane tradition, though use their own Dragonmark
proficiency. When you gain a Dragonmark Focus Pool - while most dragonmarks use Charisma as their
spellcasting ability modifier - you may choose to instead use either Intelligence or Wisdom. You may not change
which spellcasting ability modifier you use once you have selected it.
Dragonmarks are unique in that they provide arcane specialization in specific and limited areas, and originate
directly from your Dragonmark. All Dragonmark Focus Spells require the Dragonmark component. This
component is supplied by the dragonmark itself, and so long as nothing is interfering with the dragonmark's
powers, the component is automatically provided for the casting of the spell. When the dragonmark component
is provided, it is evidently visible as the dragonmark glows with a dim light and shifts about on the caster's skin.
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Dragonmark Traits Mark of Making: This mark heritage is unique to the


Mark of Making. You may only select feats and cast
Aberrant Mark: This mark heritage is unique to the
spells with this Trait if you possess the Mark of
Aberrant Mark Versatile Heritage. You may only
Making trait, in which case you ignore any other
select feats, interact with items, and cast spells with
specific mark heritage traits.
this Trait if you possess the Aberrant Mark trait, in
which case you ignore any other specific mark Mark of Passage: This mark heritage is unique to the
heritage traits. Mark of Passage. You may only select feats and cast
spells with this Trait if you possess the Mark of
Aberrant Feedback: The use of your Aberrant powers
Passage trait, in which case you ignore any other
can be overwhelming. See the Aberrant Mark
specific mark heritage traits.
feedback section for more information.
Mark of Scribing: This mark heritage is unique to the
Dragonmark: Feats, Items, and Spells with this trait
Mark of Scribing Heritage. You may only select
are powered by your dragonmark and require that
feats and cast spells with this Trait if you possess the
you have the dragonmark trait to interact with
Mark of Scribing trait, in which case you ignore any
them. Creatures with this trait have manifested a
other specific mark heritage traits.
dragonmark.
Mark of Sentinel: This mark heritage is unique to the
Dragonmarked Heritage: When you select your
Mark of Sentinel Heritage. You may only select
heritage as one of the dragonmarked bloodlines,
feats and cast spells with this Trait if you possess the
you gain this trait. This does not necessarily mean
Mark of Sentinel trait, in which case you ignore any
you have a dragonmark, only that you have the
other specific mark heritage traits.
potential to develop and use one. You may only
pick feats with this trait if you have the Mark of Shadow: This mark heritage is unique to the
dragonmarked heritage trait. Mark of Shadow Heritage. You may only select
feats and cast spells with this Trait if you possess the
Mark of Detection: This mark heritage trait is unique
Mark of Shadow trait, in which case you ignore any
to the Mark of Detection Heritage. You may only
other specific mark heritage traits.
select feats, interact with items, and cast spells with
this Trait if you possess the Mark of Detection trait, Mark of Storm: This mark heritage is unique to the
in which case you ignore any other specific mark Mark of Storm Heritage. You may only select feats
heritage traits. and cast spells with this Trait if you possess the
Mark of Storm trait, in which case you ignore any
Mark of Finding: This mark heritage is unique to the
other specific mark heritage traits.
Mark of Finding Heritage. You may only select feats
and cast spells with this Trait if you possess the Mark of Warding: This mark heritage is unique to the
Mark of Finding trait, in which case you ignore any Mark of Warding Heritage. You may only select
other specific mark heritage traits. feats and cast spells with this Trait if you possess the
Mark of Warding trait, in which case you ignore
Mark of Handling: This mark heritage is unique to the
any other specific mark heritage traits.
Mark of Handling Heritage. You may only select
feats and cast spells with this Trait if you possess the True Dragonmark: These marks always have the same
Mark of Handling trait, in which case you ignore shape, manifest a consistent set of powers across all
any other specific mark heritage traits. marks of the same type, and are generally
constructive in nature. All dragonmarks except the
Mark of Healing: This mark heritage is unique to the
Aberrant marked have this trait. If you possess the
Mark of Healing Heritage. You may only select
True Dragonmark trait, you may select feats and use
feats and cast spells with this Trait if you possess the
items with the True Dragonmark trait.
Mark of Healing trait, in which case you ignore any
other specific mark heritage traits. Dragonmarked Heritage Feats
Mark of Hospitality: This mark heritage is unique to If you have the dragonmarked heritage trait, you may
the Mark of Hospitality Heritage. You may only pick from any of the following feats as Ancestry feats.
select feats and cast spells with this Trait if you
possess the Mark of Hospitality trait, in which case
you ignore any other specific mark heritage traits.
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1st Level Manifesting a Dragonmark


Despite the rigorous study of
LEAST MARK FEAT 1 dragonmarks, it is not entirely
understood how marks manifest. If
UNCOMMON DRAGONMARKED HERITAGE
a dragonmark does appear, often
You gain or increase your Focus Pool by 1 and select a new dragonmark the mark will manifest first as the
Focus Spell. least mark. Through study and
focus the bearer increases their
When you gain new dragonmark focus spells, you may select from any power, and the dragonmark
focus spell with the Dragonmark trait and the same trait as your Mark similarly increases in size and
complexity. As their power grows,
(e.g. Mark of Detection). The spell you select may be up to half your level
the marks channel not just stronger
rounded up, but no more than 3rd level.
powers, but additional abilities.
You become trained in Dragonmark attack rolls and DCs, and you must
select your spellcasting ability modifier for Dragonmark Spells from Bypassing Prerequisites
Though most marks start as Least
Intelligence, Wisdom, or Charisma. You gain the Dragonmark trait.
Marks, some will manifest a Lesser
Mark or even Greater Mark without
5th Level
explanation. Siberys marks in
LESSER MARK FEAT 5 particular have been known to
manifest on previously unmarked
UNCOMMON DRAGONMARKED HERITAGE
individuals. As a GM, you can
Prerequisites: Least Mark consider allowing players to bypass
Your dragonmark grows along with your powers. You may select a new the prerequisites or level of a
dragonmark Focus Spell, however, you do not increase your Focus Pool. dragonmark feat. If the
prerequisites or level of the
When you gain new dragonmark focus spells, you may select from any dragonmarked feat is not met, it
gains the Rare trait. When
focus spell with the Dragonmark trait and the same trait as your Mark
bypassing requirements in this way,
(e.g. Mark of Detection). The spell you select may be up to half your level assume that each of the
rounded up, but no more than 6th level. prerequisite feats has also been
gained for the purposes of
You become expert in Dragonmark attack rolls and DCs. Dragonmark Pool size and
Dragonmark Focus Spell selection.
9th Level
LESSER DRAGONMARKED EVOLUTION FEAT 9
UNCOMMON DRAGONMARKED HERITAGE
Prerequisites: Lesser Mark
The well of power that you draw from your dragonmark grows deeper. You increase the size of your focus pool
by 1, and you may select two new dragonmark focus spells.

By spending a week retraining, you may change any dragonmark focus spell in your repertoire with a different
dragonmark focus spell you select.
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13th Level 1st Level


GREATER MARK FEAT 13 CANNITH FORGECRAFT FEAT 1
UNCOMMON DRAGONMARKED HERITAGE FORTUNE GENERAL MARK OF MAKING SKILL
Prerequisites: Lesser Mark Prerequisites trained in Crafting
You have gained a greater mark. You may select a new Frequency once per day
dragonmark Focus Spell, however, you do not increase Trigger you fail a craft check.
your Focus Pool. The stubborn persistence you developed with Cannith
training can sometimes salvage a failed construction.
When you gain new dragonmark focus spells, you may If you fail a craft check, you can reroll the check. You
select from any focus spell with the Dragonmark trait may select the better of the two rolls.
and the same trait as your Mark (e.g. Mark of
Detection). The spell you select may be up to half your DENEITH BATTLE FORTITUDE FEAT 1
level rounded up, but no more than 8th level. FORTUNE GENERAL MARK OF SENTINEL SKILL
Prerequisites trained in Athletics
You become Master Proficiency in Dragonmark attack
Frequency once per day
rolls and DCs.
Trigger you fail an athletics check.
17th Level Your rigorous training in battlefield manoeuvres lets
you push through failures. If you fail an Athletics
SIBERYS MARK FEAT 17 check, you can reroll the check. You may select the
RARE DRAGONMARKED HERITAGE better of the two rolls.
Prerequisites: You must have the Dragonmark trait
You have manifested a Siberys Mark. Siberys marks
DENEITH BATTLE TRAINING FEAT 1
are extraordinarily rare, and to gain one immediately GENERAL MARK OF SENTINEL

marks you as a valuable asset to your house. You gain Thanks to your training, you are more difficult to push
or increase your Focus Pool by 1 and select a new around on the battlefield. You gain a +1 circumstance
dragonmark Focus Spell. bonus to saves to resist forced movement.

When you gain new dragonmark focus spells, you may EYE OF MEDANI FEAT 1
select from any focus spell with the Dragonmark trait FORTUNE GENERAL MARK OF DETECTION SKILL
and the same trait as your Mark (e.g. Mark of Frequency Once per day
Detection). The spell you select may be up to half your Trigger you fail a perception check.
level rounded up. Your eye for detail is enhanced by your training with
house Medani. If you fail a perception check, you can
You become Legendary Proficiency in Dragonmark
reroll the check. You may select the better of the two
attack rolls and DCs.
rolls.
Dragonmark general feats GRACE OF GHALLANDA FEAT 1
The following feats are available to all ancestries
FORTUNE GENERAL MARK OF HOSPITALITY SKILL
unless otherwise denoted by a Dragonmark trait or a
Mark trait. When you gain a general feat, you may Prerequisites trained in Diplomacy
additionally select from among one of the following Frequency once per day
feats as long as you meet the Trait requirements and Trigger you fail a diplomacy check.
prerequisites. Formal training with house Ghallanda allows you to
upkeep your social grace. If you fail a Diplomacy
check, you can reroll the check. You may select the
better of the two rolls.
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JORASCO TREATMENT FEAT 1 MARK OF VENGEANCE FEAT 1


FORTUNE GENERAL MARK OF HEALING SKILL ABERRANT MARK GENERAL DRAGONMARK
Prerequisites trained in Medicine Your aberrant dragonmark strikes at the hearts of
Frequency once per day dragonmarked foes you attack. When you strike a foe
Trigger you fail a medicine check. with a true dragonmark, you gain a +2 status bonus to
Your training in the infirmaries of Jorasco improves damage. If your attack would deal more than one die
your skill with medicine. If you fail a Medicine check, of damage, the bonus is equal to 1 + the number of
you can reroll the check. You may select the better of dice.
the two rolls.
ORIEN DRIVE MASTER FEAT 1
KUNDARAK INSIGHT FEAT 1 GENERAL MARK OF PASSAGE SKILL
GENERAL MARK OF WARDING SKILL You were trained to drive one of the many Orien
The development of Kundarak interests has granted caravan vehicles. You become trained in Driving lore.
you insight into the placement of structure wards and At 3rd, 6th, and 13th levels, you gain an additional skill
defences. You also become trained in Security lore. At increase to Driving Lore. Additionally, if you have a
3rd, 6th, and 13th levels, you gain an additional skill Mark of Passage you may drive elemental vehicles
increase to Security lore. using Orien focus items.

SECURITY LORE ORIEN TRAVELLER FEAT 1


The general understanding of the defence and GENERAL MARK OF PASSAGE SKILL
construction of structures and locations. It is an You are trained to navigate long distances while
understanding of things such as the types of locks that maintaining awareness of your surroundings. When
might be used, general magical or non-magical traps you use the scout or defend exploration activities, you
that might be employed, or the sort of guard rotations
may move at your full speed. While fatigued, you may
that might be stationed. In exploration, it might be used
still use the scout activity.
to detect hazards, disable a device, or counteracting
their effects. In downtime, this might be used to help PHIARLAN PERFORMER FEAT 1
architect new buildings or inspect building defences for
FORTUNE GENERAL MARK OF SHADOW SKILL
flaws.
Prerequisites trained in Performance
LYRANDAR CAPTAIN FEAT 1 Frequency once per day
Trigger you fail a performance check.
GENERAL MARK OF STORM SKILL
Your training with house Phiarlan grants you a stage
You were trained in the navigation and piloting of
presence that masks your mistakes. If you fail a
Lyrandar ships. You become trained in Sailing lore. At
performance check, you can reroll the check. You may
3rd, 6th, and 13th levels, you gain an additional skill
select the better of the two rolls.
increase to Sailing lore. Additionally, if you have a
Mark of Storm you may sail elemental ships using SCRIBE OF SIVIS FEAT 1
Lyrandar focus items. FORTUNE GENERAL MARK OF SCRIBING SKILL

LYRANDAR STORMRIDER FEAT 1 Prerequisites trained in Arcana or Society


Frequency once per day
FORTUNE GENERAL MARK OF STORM SKILL
Trigger you fail a Decipher Writing, Learn a Spell, Craft
Prerequisites trained in Acrobatics
a Scroll, or Create Forgery check.
Frequency once per day
Your training grants an eye and hand for scribing
Trigger you fail an acrobatics check.
words, magical and mundane. If you fail a Decipher
Hard training on ships in all conditions improves your
Writing, Learn a Spell, Create Forgery check, or Craft
balance. If you fail an Acrobatics check, you can reroll
check to produce a Scroll, you can reroll the check. You
the check. You may select the better of the two rolls.
may select the better of the two rolls.
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SHIELD OF SIBERYS FEAT 1 BLOOD OF THE DAUNTLESS FEAT 3


DRAGONMARK GENERAL TRUE DRAGONMARK DRAGONMARK GENERAL MARK OF SENTINEL
Your dragonmark protects you against the powers of You can shake off effects that would incapacitate you
those cursed with aberrant dragonmarks. If a creature on the battlefield. When you would gain the Stunned
with an aberrant dragonmark comes within 60 feet of condition you reduce its value by 1 (to a minimum of 1).
you, it becomes undetected to you unless it has taken When you have the Confused condition you may
special precautions. spend your actions to do nothing or raise a shield on
your turn.
THARASHK SURVIVALIST FEAT 1
FORTUNE GENERAL MARK OF FINDING SKILL MARK OF VERMIN FEAT 3
Prerequisites trained in Survival ABERRANT MARK GENERAL DRAGONMARK
Frequency once per day Your aberrant dragonmark gives you a natural affinity
Trigger you fail a survival check. for vermin. When you use a spell that can target
Your training with Tharashk provided you with the individual animals such as Possession or Summon
training to make the best of a bad survival situation. If Animal, you may ignore the swarm mind immunity of
you fail a Survival check, you can reroll the check. You swarms, and target swarms as an individual creature.
may select the better of the two rolls.
SCRIBE'S EYE FEAT 3
THURANNI SPECTRE FEAT 1 DRAGONMARK GENERAL MARK OF SCRIBING SKILL
FORTUNE GENERAL MARK OF SHADOW SKILL Prerequisites trained in Arcana
Prerequisites trained in stealth With an eye for the magic of symbols, you gain a +2
Frequency once per day status bonus to detect arcane symbols such as Sigil or
Trigger you fail a stealth check. Glyph of Warding. When you come within 15 feet of a
Your training with house Thuranni grants you an hidden symbol, the GM makes a secret check for you
understanding of using the light and shadow around to detect them, even if you didn't spend an action to
you to your advantage. If you fail a stealth check, you Seek for the symbol.
can reroll the check. You may select the better of the
TEST OF SIBERYS FEAT 3
two rolls.
UNIQUE DRAGONMARKED HERITAGE GENERAL
VADALIS INSTINCTS FEAT 1 Prerequisites You do not have a Dragonmark, Access
FORTUNE GENERAL MARK OF HANDLING SKILL to the Test of Siberys
Prerequisites trained in Nature If you choose the Test of Siberys, your character must
Frequency once per day undergo the test associated with their mark. If you
Trigger you fail a nature check. succeed, gain the Least Mark ancestry feat.
Your training with animals and nature improves your
ties to the primal world. If you fail a Nature check, you AWARDING THE FEAT
A character can only gain the benefits of the Test of
can reroll the check. You may select the better of the
Siberys if they pass the test. A GM should run this as a
two rolls.
personal challenge to the player, customized depending
3rd Level on their house. This challenge has a good chance of
failure and even the potential of death. When a player
ABERRANT CONTROL FEAT 3 would select this feat, do not grant them the bonus of a
DRAGONMARK GENERAL ABERRANT MARK mark yet. Instead - as soon as reasonably possible in
game - they should take the Test of Siberys. On a failure,
You bring the powers of your Aberrant Mark under
have the player select a different feat in its place. On a
your control. When you cast a spell with the Aberrant
success, this feat is permanent and they may not retrain
Feedback trait, you may choose to ignore the effects.
it. They may not (except under extraordinary
circumstances) ever attempt the test again.
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7th Level
KHYBER'S REAPER FEAT 7
GENERAL DRAGONMARK ABERRANT MARK
Frequency once per day
Trigger You reduce an enemy to 0 Hit Points with the
powers of your mark.
As your powers wreak havoc, your mark reaps the
chaos. You instantly regain 1 focus point.

ORIEN BATTLE STRIDE FEAT 7


DRAGONMARK GENERAL MARK OF PASSAGE
Trigger An enemy you can see misses a melee strike
against you.
You have been trained to make your way through any
danger that may be encountered on the road. When an
enemy misses a melee strike against you, you may
immediately step.

11th Level
FOREWARNED FEAT 11
DRAGONMARK GENERAL MARK OF DETECTION
Your dragonmark maintains your awareness of the
world around you at all times, you gain a +1 status
bonus to your perception. In addition, you are never
flat-footed to hidden enemies.

DRAGONMARKED MASTERY FEAT 11


DRAGONMARK GENERAL METAMAGIC
Frequency once per day
You can quickly channel the powers of your mark. If
the next spell you cast is a dragonmark focus spell,
reduce the number of actions to cast it by 1 (minimum
1 action).
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Mark of Detection
The Mark of Detection is an inquisitive's dream. It sharpens powers of observation
and intuition, allowing the bearer to draw connections and interpret clues others
might miss. By actively drawing on its powers, the bearer can detect poisons and study
the energies of magic.

The Mark of Detection manifests on the Khoravar of Level Focus Spell


Eberron. Khoravar are half-elves by lineage, but use 1 Deductive Intuition*
the pathfinder rules of half-elves as a heritage of the 1 Dragonmarked Guidance*
human ancestry. When you pick the human ancestry, 1 Hyperfocus
you may pick this heritage. By picking this heritage at
1 Warded Reflex*
first level, you gain access to all of the Mark of
2 Cantrip of Detection*
Detection ancestry feats and the potential of
2 Detect Danger*
manifesting a dragonmark.
2 Dragonmarked Detector*
Mark of Detection [Human Heritage] 2 Light of Revelation
At least one of your parents is a half-elf descendant of 4 Glimpse the Truth
a mark of detection bloodline, whether or not they 4 Know the Enemy
manifested a mark. You have slightly pointed ears and 7 Summon Living Dragonmark*
other telltale signs of half-elf heritage. You gain the elf *appears below or in the spell section of this document
trait, the half-elf trait, the dragonmarked heritage
trait, mark of detection trait, and low-light vision. In New Focus Spells
addition, you can pick elf, half-elf, human, As a member of the Mark of Detection, the following
dragonmarked heritage, and mark of detection feats spells are new unique spells for your mark.
whenever you gain an ancestry feat.
CANTRIP OF DETECTION CANTRIP 2
Mark of Detection Focus Spells CANTRIP DRAGONMARK MARK OF DETECTION
If you manifest a mark, you will begin to gain access Cast see replicated spell; dragonmark, somatic
to the mark of detection focus spells. As the powers of
With a subtle manipulation of the powers of your
your mark are heightened, the powers and variety of
mark, you can replicate simple cantrips to aid you.
spells will increase as well.
When you cast the Cantrip of Detection you can
Focus Spells choose Detect Magic or Read the Air. Cantrip of
As a member of the Mark of Detection, you may Detection gains the traits of the cast cantrip. You then
utilise the following focus spells. Some of these spells replicate the cantrip's effect by completing the Cast a
may belong to a class or archetype. If you select one of Spell activity using the normal number of actions.
these focus spells, they lose the class and archetype These cantrips are automatically heightened to the
traits if they have it, and gain the Dragonmark, and
level of this spell.
Mark of Detection traits. The tradition of the spell
A spell cast by Cantrip of Detection doesn’t require
becomes Arcane. Note that rarity is maintained, and
material or verbal components but always requires a
uncommon spells should still be verified with your
dragonmark and somatic component.
GM.
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DEDUCTIVE INTUITION FOCUS 1 DRAGONMARKED DETECTOR SPELL LIST


DIVINATION DRAGONMARK MARK OF DETECTION Heightened Level Spell

Cast dragonmark, somatic 2 Detect Poison, See Invisibility

Duration sustained up to 10 minutes 3 Object Reading


4 Clairvoyance
You call upon your dragonmark's power to better
5 Discern Lies
uncover secrets. When you Cast the Spell, any time
6 Detect Scrying
you Recall Knowledge, Seek, or Sense Motive you gain
7 True Seeing
a +1 status bonus to the skill or perception used for
8 Retrocognition
the roll. This bonus remains as long as you Sustain the
9 Foresight
Spell.
Heightened (3rd) You may cast Dragonmarked
Heightened (3rd) You do not need to sustain Deductive
Detector up to twice per day. Only one of these
Intuition.
casts may be from the heightened level 4 or above.
Heightened (5th) The bonus increases to +2.
Heightened (6th) You may cast Dragonmarked
Heightened (7th) The duration is 1 hour.
Detector up to three times per day. Only one of
Heightened (9th) The bonus increases to +3.
these casts may be from the heightened level 4 or
DRAGONMARKED DETECTOR FOCUS 2 above.
DRAGONMARK MARK OF DETECTION Heightened (7th) You may cast Dragonmarked
Cast see replicated spell; dragonmark, somatic Detector up to three times per day. Only one of
Frequency The strain of bending your dragonmark to these casts may be from the heightened level 6 or
above.
replicate a specific spell is so great, that you can
only cast this spell once per day - even if you have Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
focus points to cast it with.
Dragonmarked Detector.
With a concentrated effort to bend the powers of your
mark, you can replicate the effects of a spell. DETECT DANGER FOCUS 2
When you begin to cast Dragonmarked Detector,
DIVINATION DRAGONMARK MARK OF DETECTION PREDICTION
you can select a spell from the Dragonmarked
Cast dragonmark, somatic
Detector spell list at the heightened level of
Range touch; Targets 1 creature
Dragonmarked Detector or lower. Dragonmarked
Duration sustained up to 10 minutes
Detector gains the traits of the selected spell, then you
You call upon your dragonmark's power to forewarn
may replicate the spell's effect by completing the Cast
your target of impending danger. When you cast the
a Spell activity using the selected spell's number of
spell, the target gains a +1 status bonus to initiative
actions. The replicated spell is automatically
rolls and isn't flat-footed against undetected creatures.
heightened to the level of Dragonmarked Detector.
This bonus remains as long as you Sustain the Spell.
A spell cast by Dragonmarked Detector doesn’t
The target is temporarily immune to Detect Danger for
require material or verbal components but always
1 hour.
requires a dragonmark and somatic component. If the
spell requires a focus, you must still have that focus to Heightened (3rd) You do not need to sustain Detect
cast the spell, and if the spell has a cost, you must still Danger.
pay that cost to cast the spell. Heightened (5th) The bonus increases to +2.
Heightened (7th) The duration is sustained up to 1
hour.
Heightened (9th) The bonus increases to +3.
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Mark of Finding
The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the
dragonmarks, the Mark of Finding is carried by half-orcs. It first appeared in the
Shadow Marches, where clan hunters used it to find their prey.

The Mark of Finding manifests on the half-orcs of Level Focus Spell


Eberron. When you pick the human ancestry, you may 1 Dragonmarked Guidance*
pick this heritage. By picking this heritage at first level 1 Hunter's Intuition*
you gain access to all of the mark of finding ancestry 1 Hyperfocus
feats and the potential of manifesting a dragonmark.
1 Zenith Star
Mark of Finding [Human Heritage] 2 Cantrip of Finding*

At least one of your parents is a half-orc descendant of 2 Dragonmarked Hunter*


the mark of finding bloodline, whether or not they 2 Eyes of the Finder*
manifested a mark. You have a green tinge to your 2 Light of Revelation
skin and other indicators of orc heritage. You gain the 3 Ephemeral Tracking
orc trait, the half-orc trait, the dragonmarked heritage 5 Hunter's Vision
trait, and low-light vision. In addition, you can pick 7 Summon Living Dragonmark*
orc, half-orc, human, dragonmarked heritage, and *appears below or in the spell section of this document
mark of finding feats whenever you gain an ancestry
feat. New Focus Spells
As a member of the Mark of Finding, the following
Mark of Finding Focus Spells spells are new unique spells for your mark.
If you manifest a mark, you will begin to gain access
to the following mark of finding focus spells. As the CANTRIP OF FINDING CANTRIP 2
powers of your mark are heightened, the powers and CANTRIP DRAGONMARK MARK OF FINDING
variety of spells will increase as well. Cast see replicated spell; dragonmark, somatic
Focus Spells With a subtle manipulation of the powers of your
As a member of the Mark of Finding, you may utilise mark, you can replicate simple cantrips to aid you.
the following focus spells. Some of these spells may When you cast the Cantrip of Finding you can
belong to a class or archetype. If you select one of choose Detect Magic or Know Direction. Cantrip of
these focus spells, they lose the class and archetype Finding gains the traits of the cast cantrip. You then
traits if they have it, and gain the Dragonmark, and replicate the cantrip's effect by completing the Cast a
Mark of Finding traits. The tradition of the spell Spell activity using the normal number of actions.
becomes Arcane. Note that rarity is maintained, and These cantrips are automatically heightened to the
uncommon spells should still be verified with your
level of this spell.
GM.
A spell cast by Cantrip of Finding doesn’t require
material or verbal components but always requires a
dragonmark and somatic component.
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HUNTER'S INTUITION FOCUS 1 DRAGONMARKED HUNTER SPELL LIST


DIVINATION DRAGONMARK MARK OF FINDING Heightened Level Spell

Cast dragonmark, somatic 2 Expeditious Excavation, Status

Duration sustained up to 10 minutes 3 Locate


4 Wanderer's Guide
You call upon your dragonmark's power to better
5 Countless Eyes
locate objects. When you Cast the Spell, any time you
6 Scrying
Recall Knowledge (Survival), Identify Magic, Seek,
7 True Seeing
Sense Direction, Subsist, or Track you gain a +1 status
8 Discern Location
bonus to perception or the skill used for the roll. This
9 Unrelenting Observation
bonus remains as long as you Sustain the Spell.
Heightened (3rd) You may cast Dragonmarked Hunter
Heightened (3rd) You do not need to sustain Hunter's
up to twice per day. Only one of these casts may be
Intuition.
from the heightened level 4 or above.
Heightened (5th) The bonus increases to +2.
Heightened (6th) You may cast Dragonmarked Hunter
Heightened (7th) The duration is 1 hour.
up to three times per day. Only one of these casts
Heightened (9th) The bonus increases to +3.
may be from the heightened level 4 or above.
DRAGONMARKED HUNTER FOCUS 2 Heightened (7th) You may cast Dragonmarked Hunter
DRAGONMARK MARK OF FINDING up to three times per day. Only one of these casts
Cast see replicated spell; dragonmark, somatic may be from the heightened level 6 or above.
Frequency The strain of bending your dragonmark to Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
replicate a specific spell is so great, that you can
only cast this spell once per day - even if you have Dragonmarked Hunter.
focus points to cast it with. EYES OF THE FINDER FOCUS 2
With a concentrated effort to bend the powers of your
DIVINATION DRAGONMARK MARK OF FINDING
mark, you can replicate the effects of a spell.
Cast dragonmark, somatic
When you begin to cast Dragonmarked Hunter, you
Duration sustained up to 1 minute
can select a spell from the Dragonmarked Hunter spell
While this spell is sustained, you gain the ability to see
list at the heightened level of Dragonmarked Hunter or
through solid objects to a range of 30 feet. Within that
lower. Dragonmarked Hunter gains the traits of the
range, you have darkvision if you don’t already have it.
selected spell, then you may replicate the spell's effect
While this spell is active, you perceive objects as
by completing the Cast a Spell activity using the
ghostly, transparent images. The spell can see through
selected spell's number of actions. The replicated spell
most barriers, but it is blocked by 1 foot of stone, 1
is automatically heightened to the level of
inch of common metal, a thin sheet of lead, or 3 feet of
Dragonmarked Hunter.
wood or dirt. You then become immune to the eyes of
A spell cast by Dragonmarked Hunter doesn’t
the finder until your next daily preparation.
require material or verbal components but always
requires a dragonmark and somatic component. If the Heightened (3rd) You can see through twice the
spell requires a focus, you must still have that focus to thickness of materials. Any amount of lead still
cast the spell, and if the spell has a cost, you must still blocks your vision.
pay that cost to cast the spell. Heightened (5th) You do not need to sustain Eyes of
the Finder.
Heightened (6th) You become immune to Eyes of the
Finder for only 1 hour after the spell ends.
Heightened (7th) The duration becomes 10 minutes.
Heightened (9th) You do not become immune to Eyes
of the Finder after the spell ends.
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Mark of Handling
The Mark of Handling gives its bearer a primal connection to beasts and the natural
world, granting the power to calm and coax. This extends beyond purely natural
animals; the mark allows its bearer to guide a hippogriff as easily as a horse.

The Mark of Handling is a Human Heritage. By New Focus Spells


picking this Heritage at first level you gain access to all
As a member of the Mark of Handling, the following
of the Mark of Handling ancestry feats.
spells are new unique spells for your mark.
Mark of Handling [Human Heritage] CANTRIP OF THE HANDLER CANTRIP 2
At least one of your parents is a human descendant of
CANTRIP DRAGONMARK ENCHANTMENT MARK OF HANDLING
the Mark of Handling bloodline, whether or not they
manifested a mark. You gain the Dragonmarked Cast see replicated spell; dragonmark, somatic
Heritage trait. In addition, you can pick human, With a subtle manipulation of the powers of your
Dragonmarked Heritage, and Mark of Handling feats mark, you can replicate simple cantrips to aid you.
whenever you gain an ancestry feat. When you cast the Cantrip of the Handler you can
choose Protect Companion or Tame. Cantrip of the
Mark of Handling Focus Spells Handler gains the traits of the cast cantrip. You then
If you manifest a mark, you will begin to gain access
replicate the cantrip's effect by completing the Cast a
to the following mark of handling focus spells. As the
Spell activity using the normal number of actions.
powers of your mark are heightened, the powers and
These cantrips are automatically heightened to the
variety of spells will increase as well.
level of this spell.
Focus Spells A spell cast by Cantrip of the Handler doesn’t
As a member of the Mark of Handling, you may require material or verbal components but always
utilise the following focus spells. Some of these spells requires a dragonmark and somatic component.
may belong to a class or archetype. If you select one of
these focus spells, they lose the class and archetype PRIMAL CONNECTION FOCUS 1
traits if they have it, and gain the Dragonmark, and DRAGONMARK ENCHANTMENT MARK OF HANDLING
Mark of Handling traits. The tradition of the spell
Cast dragonmark, somatic
becomes Arcane. Note that rarity is maintained, and
Range 30 feet; Target up to 1 animal
uncommon spells should still be verified with your
Duration sustained up to 10 minutes
GM.
You call upon your dragonmark's power to better
Level Focus Spell interact with animals. When you Cast the Spell, any
1 Animal Friendship*
time you Recall Knowledge (Nature), or Command an
1 Dragonmarked Guidance*
Animal you gain a +1 status bonus to the skill used for
1 Feral Blessing*
the roll. If you target an animal, it gains a +1 status
1 Heal Animal
bonus to all skill checks that it makes. This bonus
1 Heal Companion
remains as long as you Sustain the Spell.
1 Magic Hide
Heightened (3rd) You do not need to sustain Primal
1 Primal Connection*
Connection.
2 Cantrip of the Handler*
Heightened (5th) The bonus increases to +2.
2 Dragonmarked Handler*
Heightened (7th) The duration is 1 hour.
3 Beastmaster Trance
Heightened (9th) The bonus increases to +3.
4 Enlarge Companion
7 Summon Living Dragonmark*
*appears below or in the spell section of this document
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ANIMAL FRIENDSHIP FOCUS 1 FERAL BLESSING FOCUS 4


DRAGONMARK MARK OF HANDLING INCAPACITATION ABJURATION DRAGONMARK MARK OF HANDLING
ENCHANTMENT Cast dragonmark, somatic
Cast dragonmark, somatic Range 30 feet; Targets 1 willing creature
Range 30 feet; Targets 1 living creature with the Duration sustained 1 minute
Animal or Beast trait Grant a willing creature a +1 status bonus either
Duration sustained up to 1 minute Strength or Dexterity, selected when you cast the
You call upon your dragonmark's power to calm animal spell.
emotions and aid your interactions with animals. Heightened (+3) The status bonus increases by 1
When you Cast the Spell, unwilling targets must
attempt a Will save, with a +4 circumstance bonus if
you or your allies recently threatened it or used hostile
actions against it.
You can Dismiss the spell. If you use hostile actions
against the target, the spell ends. If the spell ends
before the full duration, the creature reverts to its
original attitude. If the spell is sustained for the full
duration, the effects remain and the spell ends.

Critical Success The target's Attitude towards you


decreases by one step. This does not revert if
dismissed early.
Success The target's Attitude towards you is
unchanged.
Failure The target's Attitude towards you increases by
one step, to a minimum of indifferent.
Critical Failure The target's Attitude towards you
increases by two steps, to a minimum of friendly.
Heightened (3rd) Even if the target succeeds its save,
its Attitude becomes a minimum of unfriendly.
Heightened (4th) You may target up to 2 living
creatures with the Animal or Beast trait.
Heightened (6th) You may target up to 4 living
creatures with the Animal or Beast trait.
Heightened (7th) The duration is reduced to 18
seconds after which the effects remain and the spell
ends.
Heightened (8th) You may target any number of living
creatures with the Animal or Beast trait in range.
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DRAGONMARKED HANDLER FOCUS 2 Heightened (7th) You may cast Dragonmarked Handler
up to three times per day. Only one of these casts
DRAGONMARK MARK OF HANDLING
may be from the heightened level 6 or above.
Cast see replicated spell; dragonmark, somatic
Heightened (9th) Spells of the third heightened level
Frequency The strain of bending your dragonmark to
or lower do not count against the frequency of
replicate a specific spell is so great, that you can
Dragonmarked Handler. The spells you cast are no
only cast this spell once per day - even if you have
longer restricted by Animal or Beast trait
focus points to cast it with.
restrictions.
With a concentrated effort to bend the powers of your
mark, you can replicate the effects of a spell.
When you begin to cast Dragonmarked Handler, you
can select a spell from the Dragonmarked Handler
spell list at the heightened level of Dragonmarked
Handler or lower. Dragonmarked Handler gains the
traits of the selected spell, then you may replicate the
spell's effect by completing the Cast a Spell activity
using the selected spell's number of actions. The
replicated spell is automatically heightened to the
level of Dragonmarked Handler.
A spell cast by Dragonmarked Handler doesn’t
require material or verbal components but always
requires a dragonmark and somatic component. If the
spell requires a focus, you must still have that focus to
cast the spell, and if the spell has a cost, you must still
pay that cost to cast the spell.
DRAGONMARKED HANDLER SPELL LIST
Heightened Spell
Level
2 Friendfetch, Pet Cache
3 Animal Messenger, Speak with Animals
4 Animal Vision
5 Aromatic Lure

6 Dominate (Animal or Beast trait targets


only)

7 Entrancing Eyes (Animal or Beast trait


targets only)

8 Power Word Stun (Animal or Beast trait


targets only)
9 Nature's Enmity
Heightened (3rd) You may cast Dragonmarked Handler
up to twice per day. Only one of these casts may be
from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked Handler
up to three times per day. Only one of these casts
may be from the heightened level 4 or above.
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Mark of Healing
A halfling with the Mark of Healing can save a life with a touch, restoring vitality and
the will to live. When dealing with mundane medicine, the mark helps its bearer sense
the nature of maladies, aiding them in finding a cure. When equipped with
dragonshard focus items, the mark can even draw the dead back from the depths of
Dolurrh.

The Mark of Healing is a Halfling Heritage. By New Focus Spells


picking this Heritage at first level you gain access to all
As a member of the Mark of Handling, the following
of the Mark of Healing ancestry feats.
spells are new unique spells for your mark.
Mark of Healing [Halfling Heritage] GUIDANCE OF THE HEALER CANTRIP 2
At least one of your parents is a halfling descendant of
CANTRIP DRAGONMARK MARK OF HEALING DIVINATION
the Mark of Healing bloodline, whether or not they
manifested a mark. You gain the Dragonmarked Cast dragonmark, somatic
Heritage trait. In addition, you can pick halfling, Range touch; Targets 1 creature
Dragonmarked Heritage, and Mark of Healing feats Duration until the start of your next turn
whenever you gain an ancestry feat. With a subtle manipulation of the powers of your
mark, you can assist a creature in resisting maladies
Mark of Healing Focus Spells
and wounds.
If you manifest a mark, you will begin to gain access
The creature gains a +1 status bonus to any healing
to the following mark of healing focus spells. As the
it receives. If the creature is making a saving throw
powers of your mark are heightened, the powers and
variety of spells will increase as well. against a persistent effect, poison, or a disease, it
gains a +1 status bonus to its save (and this spell
Focus Spells counts for assisted recovery against persistent
As a member of the Mark of Healing, you may utilise effects). If the creature has the dying condition, it
the following focus spells. Some of these spells may loses the dying condition, though it remains
belong to a class or archetype. If you select one of unconscious at 0 Hit Points.
these focus spells, they lose the class and archetype The target is then immune to the Guidance of the
traits if they have it, and gain the Dragonmark, and
Healer for 1 hour.
Mark of Healing traits. The tradition of the spell
Heightened (+2) The status bonus to healing received
becomes Arcane. Note that rarity is maintained, and
uncommon spells should still be verified with your increases by 1
GM. Heightened (5th) The status bonus to saves increases
to +2
Level Focus Spell
Heightened (9th) The status bonus to saves increases
1 Dragonmarked Guidance*
to +3
1 Life Boost
1 Healer's Blessing
1 Healer's Intuition*
1 Healing Word*
1 Warded Willpower*
2 Dragonmarked Healer*
2 Guidance of the Healer*
4 Rebuke Death
5 Restorative Moment
7 Summon Living Dragonmark*
10 Revival
*appears below or in the spell section of this document
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DRAGONMARKED HEALER FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
DRAGONMARK MARK OF HEALING
Dragonmarked Healer.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to HEALER'S INTUITION FOCUS 1
replicate a specific spell is so great, that you can DRAGONMARK MARK OF HEALING NECROMANCY
only cast this spell once per day - even if you have
Cast dragonmark, somatic
focus points to cast it with.
Duration sustained up to 10 minutes
With a concentrated effort to bend the powers of your
You call upon your dragonmark's power to better
mark, you can replicate the effects of a spell.
mend wounds. When you Cast the Spell, any time you
When you begin to cast Dragonmarked Healer, you
Recall Knowledge (Medicine), Administer First Aid,
can select a spell from the Dragonmarked Healer spell Battle Medicine, Treat Disease, Treat Poison, or Treat
list at the heightened level of Dragonmarked Healer or
Wounds you gain a +1 status bonus to the skill or
lower. Dragonmarked Healer gains the traits of the
perception used for the roll. This bonus remains as
selected spell, then you may replicate the spell's effect
long as you Sustain the Spell.
by completing the Cast a Spell activity using the
Heightened (3rd) You do not need to sustain Healer's
selected spell's number of actions. The replicated spell
Intuition.
is automatically heightened to the level of
Heightened (5th) The bonus increases to +2.
Dragonmarked Healer.
Heightened (7th) The duration is 1 hour.
A spell cast by Dragonmarked Healer doesn’t require
Heightened (9th) The bonus increases to +3.
material or verbal components but always requires a
dragonmark and somatic component. If the spell HEALING WORD FOCUS 1
requires a focus, you must still have that focus to cast DRAGONMARK HEALING MARK OF HEALING NECROMANCY
the spell, and if the spell has a cost, you must still pay
Cast dragonmark, somatic, verbal
that cost to cast the spell.
Range 30 feet; Targets 1 living creature
DRAGONMARKED HEALER SPELL LIST You call upon your dragonmark's power to heal the
Heightened Spell wounded. Your dragonmark channels a burst of
Level
positive energy, healing a living creature. If you use
2 Endure, Soothe
healing word on a living target, they restore 4 Hit
3 Restoration, Remove Paralysis, Restore
Senses Points.
4 Neutralize Poison, Remove Disease Heightened (+1) The amount of healing increases by 4.
5 Remove Curse
6 Breath of Life
7 Raise Dead
8 Regenerate
9 Moment of Renewal
Heightened (3rd) You may cast Dragonmarked Healer
up to twice per day. Only one of these casts may be
from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked Healer
up to three times per day. Only one of these casts
may be from the heightened level 4 or above.
Heightened (7th) You may cast Dragonmarked Healer
up to three times per day. Only one of these casts
may be from the heightened level 6 or above.
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Mark of Hospitality
They may not always have gold, but a halfling with the Mark of Hospitality is sure to
be rich in friends. The magic of the mark allows the bearer to keep a place clean, and
to heat, chill, and season food. But it also helps the bearer connect with others.

The Mark of Hospitality is a Halfling Heritage. By New Focus Spells


picking this Heritage at first level you gain access to all
As a member of the Mark of Hospitality, the
of the Mark of Hospitality ancestry feats.
following spells are new unique spells for your mark.
Mark of Hospitality [Halfling HOMELY TOUCH CANTRIP 2
Heritage]
CANTRIP DRAGONMARK MARK OF HOSPITALITY
At least one of your parents is a halfling descendant of
the Mark of Hospitality bloodline, whether or not Cast see replicated spell; dragonmark, somatic
they manifested a mark. You gain the Dragonmarked With a subtle manipulation of the powers of your
Heritage trait. In addition, you can pick halfling, mark, you can replicate simple cantrips to aid you.
Dragonmarked Heritage, and Mark of Hospitality When you cast Homely Touch, you can choose Mage
feats whenever you gain an ancestry feat. Hand or Prestidigitation. Homely Touch gains the traits
of the cast cantrip. You then replicate the cantrip's
Mark of Hospitality Focus Spells
effect by completing the Cast a Spell activity using the
If you manifest a mark, you will begin to gain access
normal number of actions. These cantrips are
to the following Mark of Hospitality focus spells. As
automatically heightened to the level of this spell.
the powers of your mark are heightened, the powers
and variety of spells will increase as well. A spell cast by Homely Touch doesn’t require
material or verbal components but always requires a
Focus Spells dragonmark and somatic component.
As a member of the Mark of Hospitality, you may
utilise the following focus spells. Some of these spells INNKEEPER'S MAGIC FOCUS 1
may belong to a class or archetype. If you select one of DRAGONMARK ENCHANTMENT MARK OF HOSPITALITY
these focus spells, they lose the class and archetype Cast dragonmark, somatic
traits if they have it, and gain the Dragonmark, and Duration sustained up to 10 minutes
Mark of Hospitality traits. The tradition of the spell
You call upon your dragonmark's power to better
becomes Arcane. Note that rarity is maintained, and
interact with others. When you Cast the Spell, any
uncommon spells should still be verified with your
GM. time you Recall Knowledge (Society), Gather
Information, Make an Impression, or Request you gain
Level Focus Spell
a +1 status bonus to the skill or perception used for
1 Charming Touch
the roll. This bonus remains as long as you Sustain the
1 Charming Words
Spell.
1 Dragonmarked Guidance*
Heightened (3rd) You do not need to sustain
1 Kindle Friendship*
Innkeeper's Magic.
1 Innkeeper's Magic
Heightened (5th) The bonus increases to +2.
1 Soothing Words
Heightened (7th) The duration is 1 hour.
1 Warded Willpower*
Heightened (9th) The bonus increases to +3.
1 Sweet Dream
2 Dragonmarked Hospitality*
2 Homely Touch*
3 Shield of Ghallanda*
4 Unity
7 Summon Living Dragonmark*
*appears below or in the spell section of this document
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DRAGONMARKED HOSPITALITY FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
DRAGONMARK MARK OF HOSPITALITY
Dragonmarked Hospitality.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to KINDLE FRIENDSHIP FOCUS 1
replicate a specific spell is so great, that you can DRAGONMARK EMOTION ENCHANTMENT LINGUISTIC
only cast this spell once per day - even if you have MARK OF HOSPITALITY MENTAL VERBAL
focus points to cast it with.
Cast dragonmark, somatic, verbal
With a concentrated effort to bend the powers of your Range touch; Targets 1 creature
mark, you can replicate the effects of a spell.
With a warm handshake and a friendly smile, the
When you begin to cast Dragonmarked Hospitality,
powers of your dragonmark help others open
you can select a spell from the Dragonmarked
themselves to you. If the creature is unwilling, they
Hospitality spell list at the heightened level of
may make a will save. They gain a +4 circumstance
Dragonmarked Hospitality or lower. Dragonmarked
bonus to this save if you or your allies recently
Hospitality gains the traits of the selected spell, then
threatened or were hostile to it. Creatures are always
you may replicate the spell's effect by completing the
unaware that you have cast Kindle Friendship. The
Cast a Spell activity using the selected spell's number
creature is immune to all future uses of Kindle
of actions. The replicated spell is automatically
Friendship from you.
heightened to the level of Dragonmarked Hospitality.
A spell cast by Dragonmarked Hospitality doesn’t Success No change in attitude.
require material or verbal components but always Failure The creature's attitude towards you increases
requires a dragonmark and somatic component. If the by one step.
spell requires a focus, you must still have that focus to Critical Failure The creature's attitude towards you
cast the spell, and if the spell has a cost, you must still increases by two steps.
pay that cost to cast the spell.
SHIELD OF GHALLANDA FOCUS 3
DRAGONMARKED HOSPITALITY SPELL LIST
ABJURATION DRAGONMARK MARK OF HOSPITALITY
Heightened Level Spell
1 Soothe Cast dragonmark, somatic
2 Sleep, Charm Trigger a creature makes a melee strike against you.
3 Calm Emotions, Create Food The power of your dragonmark turns your diplomacy
4 Cozy Cabin, Enhance Victuals into your shield. You gain a +1 status bonus to your AC
5 Enthral against the strike.
6 Suggestion Heightened (6th) The status bonus becomes +2
7 Magnificent Mansion Heightened (9th) The status bonus becomes +3
8 Moment of Renewal
9 Resplendent Mansion
Heightened (3rd) You may cast Dragonmarked
Hospitality up to twice per day. Only one of these
casts may be from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked
Hospitality up to three times per day. Only one of
these casts may be from the heightened level 4 or
above.
Heightened (7th) You may cast Dragonmarked
Hospitality up to three times per day. Only one of
these casts may be from the heightened level 6 or
above.
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Mark of Making
The Mark of Making guides its bearer through any act of creation. The bearer of the
mark can mend broken things with a touch, and always has a minor magic item
they’ve been working on. A crafter will get the most out of the mark, but anyone can
find a use for an enchanted blade.

The Mark of Making is a Human Heritage. By picking New Focus Spells


this Heritage at first level you gain access to all of the
As a member of the Mark of Making, the following
Mark of Making ancestry feats.
spells are new unique spells for your mark.
Mark of Making [Human Heritage] MAKER'S GIFT FOCUS 1
At least one of your parents is a Human descendant of
DRAGONMARK MARK OF MAKING DIVINATION
the Mark of Making bloodline, whether or not they
manifested a mark. You gain the Dragonmarked Cast dragonmark, somatic
Heritage trait. In addition, you can pick human, Duration sustained up to 10 minutes
Dragonmarked Heritage, and Mark of Making feats You call upon your dragonmark's power to drive your
whenever you gain an ancestry feat. creative crafting powers. When you Cast the Spell, any
time you Repair, or Craft you gain a +1 status bonus to
Mark of Making Focus Spells the skill or perception used for the roll. This bonus
If you manifest a mark, you will begin to gain access
remains as long as you Sustain the Spell.
to the following Mark of Making focus spells. As the
powers of your mark are heightened, the powers and Heightened (3rd) You do not need to sustain Maker's
variety of spells will increase as well. Gift.
Heightened (5th) The bonus increases to +2.
Focus Spells Heightened (7th) The duration is 1 hour.
As a member of the Mark of Making, you may utilise Heightened (9th) The bonus increases to +3.
the following focus spells. Some of these spells may
belong to a class or archetype. If you select one of CANTRIP OF THE CRAFTER CANTRIP 2
these focus spells, they lose the class and archetype CANTRIP DRAGONMARK TRANSMUTATION MARK OF MAKING
traits if they have it, and gain the Dragonmark, and
Cast see replicated spell; dragonmark, somatic
Mark of Making traits. The tradition of the spell
With a subtle manipulation of the powers of your
becomes Arcane. Note that rarity is maintained, and
uncommon spells should still be verified with your mark, you can replicate simple cantrips to aid you.
GM. When you cast the Cantrip of the Crafter, you can
choose Read Aura or Sigil. Cantrip of the Crafter gains
Level Focus Spell
the traits of the cast cantrip. You then replicate the
1 Dragonmarked Guidance*
cantrip's effect by completing the Cast a Spell activity
1 Inanimate Animation*
using the normal number of actions. These cantrips are
1 Maker's Gift*
automatically heightened to the level of this spell.
1 Object Memory
A spell cast by Cantrip of the Crafter doesn’t require
1 Practice Makes Perfect
material or verbal components but always requires a
2 Cantrip of the Crafter*
dragonmark and somatic component.
2 Dragonmarked Construction*
4 Tireless Worker
5 Construction Savant*
7 Summon Living Dragonmark*
10 Siberys' Reconstruction*
*appears below or in the spell section of this document
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DRAGONMARKED CONSTRUCTION FOCUS 2 Heightened (7th) You may cast Dragonmarked


Construction up to three times per day. Only one of
DRAGONMARK MARK OF MAKING
these casts may be from the heightened level 6 or
Cast see replicated spell; dragonmark, somatic
above.
Frequency The strain of bending your dragonmark to
Heightened (9th) Spells of the third heightened level
replicate a specific spell is so great, that you can
or lower do not count against the frequency of
only cast this spell once per day - even if you have
Dragonmarked Construction.
focus points to cast it with.
With a concentrated effort to bend the powers of your CONSTRUCTION SAVANT FOCUS 5
mark, you can replicate the effects of a spell. UNCOMMON CONJURATION DRAGONMARK MARK OF MAKING
When you begin to cast Dragonmarked Cast 8 hours; dragonmark, material, somatic, verbal
Construction, you can select a spell from the You begin to craft an item as if using the Craft activity,
Dragonmarked Construction spell list at the
but with the empowering effects of your dragonmark
heightened level of Dragonmarked Construction or
guiding you, your efficiency is increased exponentially.
lower. Dragonmarked Construction gains the traits of
When you begin the Craft activity, you can cast
the selected spell, then you may replicate the spell's
Construction Savant as part of your activity. When you
effect by completing the Cast a Spell activity using the
have spent a full day of the Craft Activity under the
selected spell's number of actions. The replicated spell
effects of Construction Savant, you may immediately
is automatically heightened to the level of
make the Craft activity check to complete the item. On
Dragonmarked Construction.
a critical success, you can finish the item, bypassing
A spell cast by Dragonmarked Construction doesn’t
any remaining time to its completion as if you had
require material or verbal components but always
completed the prerequisite days of work. Otherwise,
requires a dragonmark and somatic component. If the
you may continue on the item again the next day
spell requires a focus, you must still have that focus to
without any penalty. If you use Construction Savant
cast the spell, and if the spell has a cost, you must still
on your last day of work, you instead gain a +1 status
pay that cost to cast the spell.
bonus to the final crafting check. Once the item is
DRAGONMARKED CONSTRUCTION SPELL LIST completed, it follows the rules of the crafting activity
Heightened Level Spell to reduce cost which Construction Savant may not
1 Mending, Temporary Tool assist with.
2 Summon Construct
SIBERYS' RECONSTRUCTION FOCUS 10
3 Dismantle
UNCOMMON CONJURATION DRAGONMARK MARK OF MAKING
4 Shrink Item
5 Creation Cast 1 hour (dragonmark, somatic)
6 Wall of Gears* Range 5 feet
7 Fabricate* Frequency The strain of bending your dragonmark to
8 Blade Barrier replicate a specific spell is so great, that you can
* New spell only cast this spell once per day - even if you have
Heightened (3rd) You may cast Dragonmarked focus points to cast it with.
Construction up to twice per day. Only one of these With the powers of your mark, you can restore any
casts may be from the heightened level 4 or above. item to its full grandeur. You can restore an item as if
Heightened (6th) You may cast Dragonmarked you cast the Remake spell.
Construction up to three times per day. Only one of
these casts may be from the heightened level 4 or
above.
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INANIMATE ANIMATION CANTRIP 1 The chosen property lasts indefinitely, or until


dismissed by you with a touch. You can bestow magic
CONJURATION DRAGONMARK MARK OF MAKING
on multiple objects, touching one object each time you
Cast (dragonmark, somatic)
use this feature, though a single object can only bear
Range touch; Target one object of 1 bulk or less
one property at a time. If you try to exceed 3 active
With a touch of animation from your dragonmark, you
objects, the oldest property immediately ends, and
can bring a minor construction to life. You can create a then the new property applies.
simple gadget with limited functionality, similar in
Heightened (+1) you may have 1 additional active
power to prestidigitation or ghost sound. These objects
object at a time.
are Bulk L; Hardness 1; HP (BT) 2 (1) and cease
functioning when broken. Given their temporary
nature, these objects have no value.

Examples of these simple gadgets include the


following:
Small clockwork animals, monsters, or people,
such as a frog, mouse, bird, dragon, that moves 5
feet across the ground on each of your turns in a
random direction. It makes noises as appropriate
to the creature it represents.
A Small fire starter which can produce a
miniature flame. Sufficient to light a candle, torch,
or campfire.
A Music Box which plays a single song at a
moderate volume when opened, and finishes
when closed or at the end of the song.
A small light that sheds bright light in a 5-foot
radius and dim light for an additional 5 feet.
A small message relay, which whenever tapped
by a creature the object emits a 5 word long
recorded message that can be heard up to 10 feet
away.
A small censer that continuously emits your
choice of an odour or a nonverbal sound (wind,
waves, chirping, or the like). The chosen
phenomenon is perceivable up to 10 feet away.
A small visual effect on the construct's surface,
which can be up to 25 words of text, lines and
shapes, or a mixture of these elements, as you
like.
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Mark of Passage
The Mark of Passage governs motion, allowing its bearer to move with uncanny
speed. The bearer of the mark can even slip through space in the blink of an eye.

The Mark of Passage is a Human Heritage. By picking New Focus Spells


this Heritage at first level you gain access to all of the
As a member of the Mark of Passage, the following
Mark of Passage ancestry feats.
spells are new unique spells for your mark.
Mark of Passage [Human Heritage] CANTRIP OF THE COURIER CANTRIP 2
At least one of your parents is a Human descendant of
CANTRIP CONJURATION DRAGONMARK MARK OF PASSAGE
the Mark of Passage bloodline, whether or not they
manifested a mark. You gain the Dragonmarked Cast see replicated spell; dragonmark, somatic
Heritage trait. In addition, you can pick human, With a subtle manipulation of the powers of your
Dragonmarked Heritage, and Mark of Passage feats mark, you can replicate simple cantrips to aid you.
whenever you gain an ancestry feat. When you cast the Cantrip of the Courier, you can
choose to Know Direction or Warp Step. The Cantrip of
Mark of Passage Focus Spells
the Courier gains the traits of the cast cantrip. You
If you manifest a mark, you will begin to gain access
then replicate the cantrip's effect by completing the
to the following mark of passage focus spells. As the
Cast a Spell activity using the normal number of
powers of your mark are heightened, the powers and
variety of spells will increase as well. actions. These cantrips are automatically heightened
to the level of this spell.
Focus Spells A spell cast by Cantrip of the Courier doesn’t require
As a member of the Mark of Passage, you may utilise material or verbal components but always requires a
the following focus spells. Some of these spells may dragonmark and somatic component.
belong to a class or archetype. If you select one of
these focus spells, they lose the class and archetype COURIER'S SKILL FOCUS 1
traits if they have it, and gain the Dragonmark, and ABJURATION DRAGONMARK MARK OF PASSAGE
Mark of Passage traits. The tradition of the spell
Cast dragonmark, somatic
becomes Arcane. Note that rarity is maintained, and
Duration sustained up to 10 minutes
uncommon spells should still be verified with your
GM. You call upon your dragonmark's power to enable
swift travel. When you Cast the Spell, any time you
Level Focus Spell
make a check with the Move trait, or Piloting check on
1 Agile Feet a land vehicle you gain a +1 status bonus to the skill or
1 Courier's Skill*
perception used for the roll. This bonus remains as
1 Dragonmarked Guidance*
long as you Sustain the Spell.
1 Dragonmarked Mobility*
Heightened (3rd) You do not need to sustain Courier's
1 Warded Reflex*
Skill.
1 Unimpeded Stride
Heightened (5th) The bonus increases to +2.
2 Cantrip of the Courier*
Heightened (7th) The duration is 1 hour.
2 Dimension Step*
Heightened (9th) The bonus increases to +3.
3 Long March*
4 Abundant Step
4 Traveler's Transit
7 Summon Living Dragonmark*
*appears below or in the spell section of this document
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DRAGONMARKED MOBILITY FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
CONJURATION DRAGONMARK MARK OF PASSAGE
Dragonmarked Mobility.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to DIMENSION STEP FOCUS 2
replicate a specific spell is so great, that you can CONJURATION DRAGONMARK MARK OF PASSAGE
only cast this spell once per day - even if you have
TELEPORTATION
focus points to cast it with.
Cast dragonmark, somatic
With a concentrated effort to bend the powers of your
Range 30 feet
mark, you can replicate the effects of a spell.
You instantly transfer yourself from your current
When you begin to cast Dragonmarked Mobility,
location to another spot you can see within range. You
you can select a spell from the Dragonmarked Mobility
always arrive at exactly the spot desired. You can
spell list at the heightened level of Dragonmarked
bring along any objects you are touching as the spell is
Mobility or lower. Dragonmarked Mobility gains the
cast, so long as you are not encumbered. You cannot
traits of the selected spell, then you may replicate the
bring along other creatures.
spell's effect by completing the Cast a Spell activity
using the selected spell's number of actions. The If this spell would put you in a place that is already
replicated spell is automatically heightened to the occupied or is not empty, the spell fails.
level of Dragonmarked Mobility.
Heightened (+2) the distance increases by 15 feet
A spell cast by Dragonmarked Mobility doesn’t
require material or verbal components but always LONG MARCH FOCUS 3
requires a dragonmark and somatic component. If the UNCOMMON DRAGONMARK ENCHANTMENT EXPLORATION
spell requires a focus, you must still have that focus to MARK OF PASSAGE MENTAL
cast the spell, and if the spell has a cost, you must still Cast dragonmark, somatic
pay that cost to cast the spell. Area 60-foot emanation
DRAGONMARKED MOBILITY SPELL LIST Duration 1 hour
Heightened Level Spell Your dragonmark sustains your allies' endurance,
2 Fleet Step, Longstrider enabling longer travel. You can only use this spell as
3 Safe Passage an exploration activity, during the duration of the spell
4 Haste you and your allies in the area can move at double
5 Freedom of Movement, Dimension Door speed. You and your allies then become temporarily
6 Return Beacon immune for 1 day. You can dismiss this spell, and it
7 Teleport ends early if you exit exploration mode.
8 Ethereal Jaunt
Heightened (3rd) You may cast Dragonmarked
Mobility up to twice per day. Only one of these casts
may be from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked
Mobility up to three times per day. Only one of
these casts may be from the heightened level 4 or
above.
Heightened (7th) You may cast Dragonmarked
Mobility up to three times per day. Only one of
these casts may be from the heightened level 6 or
above.
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Mark of Scribing
The Mark of Scribing deals with communication-both the written and spoken word. A
gnome who bears the mark can feel words as though they are living creatures,
struggling to make their meaning known. The mark provides a range of gifts. It
translates languages, but it also allows its bearer to communicate with others at a
distance.

The Mark of Scribing is a Gnome Heritage. By picking New Focus Spells


this Heritage at first level you gain access to all of the
As a member of the Mark of Scribing, the following
Mark of Scribing ancestry feats.
spells are new unique spells for your mark.
Mark of Scribing [Gnome Heritage] CANTRIP OF THE MESSENGER CANTRIP 2
At least one of your parents is a Gnome descendant of
CANTRIP DRAGONMARK MARK OF SCRIBING ILLUSION
the Mark of Scribing bloodline, whether or not they
manifested a mark. You gain the Dragonmarked Cast see replicated spell; dragonmark, somatic
Heritage trait. In addition, you can pick human, With a subtle manipulation of the powers of your
Dragonmarked Heritage, and Mark of Scribing feats mark, you can replicate simple cantrips to aid you.
whenever you gain an ancestry feat. When you cast the Cantrip of the Messenger, you
can choose Message or Sigil. Cantrip of the Messenger
Mark of Scribing Focus Spells
gains the traits of the cast cantrip. You then replicate
If you manifest a mark, you will begin to gain access
the cantrip's effect by completing the Cast a Spell
to the following mark of scribing focus spells. As the
activity using the normal number of actions. These
powers of your mark are heightened, the powers and
variety of spells will increase as well. cantrips are automatically heightened to the level of
this spell.
Focus Spells A spell cast by Cantrip of the Messenger doesn’t
As a member of the Mark of Scribing, you may utilise require material or verbal components but always
the following focus spells. Some of these spells may requires a dragonmark and somatic component.
belong to a class or archetype. If you select one of
these focus spells, they lose the class and archetype RELAY FOCUS 2
traits if they have it, and gain the Dragonmark, and DRAGONMARK MENTAL LINGUISTIC MARK OF SCRIBING
Mark of Scribing traits. The tradition of the spell ILLUSION
becomes Arcane. Note that rarity is maintained, and
Cast dragonmark, somatic, material
uncommon spells should still be verified with your
Range touch; Targets one mundane item of light bulk
GM.
You enchant magical items to relay your messages. At
Level Focus Spell
any time after you have enchanted the items, you may
1 Dragonmarked Guidance*
choose to send a message to the item. If the item is
1 Forced Quiet
attended, the creature currently in possession of the
1 Loremaster's Scribe*
item receives your spoken word - up to 25 words. The
1 Scribe's Insight*
creature can then respond immediately with a
1 Redact
message of 25 words or fewer. Once the item has been
2 Cantrip of the Messenger*
used in this way, it may not be used again for 24
2 Dragonmarked Scribe*
hours. When you cast this spell again, for each new
2 Relay*
item you must choose a previous item to lose its
4 Ghostly Transcription
enchantment.
4 Safeguard Secret
4 Transcribe Moment
7 Summon Living Dragonmark*
*appears below or in the spell section of this document
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Heightened (+2) you may enchant one additional item. Heightened (7th) You may cast Dragonmarked Scribe
Heightened (5th) the item may transmit again after up to three times per day. Only one of these casts
only 1 hour has passed. may be from the heightened level 6 or above.
Heightened (8th) the item may transmit again after Heightened (9th) Spells of the third heightened level
only 1 minute has passed. or lower do not count against the frequency of
Dragonmarked Scribe.
DRAGONMARKED SCRIBE FOCUS 2
ILLUSION DRAGONMARK MARK OF SCRIBING
SCRIBE'S INSIGHT FOCUS 1
Cast see replicated spell; dragonmark, somatic DRAGONMARK MARK OF SCRIBING ILLUSION

Frequency The strain of bending your dragonmark to Cast dragonmark, somatic


replicate a specific spell is so great, that you can Duration sustained up to 10 minutes
only cast this spell once per day - even if you have You call upon your dragonmark's power to transcribe
focus points to cast it with. ease. When you Cast the Spell, any time you Borrow
With a concentrated effort to bend the powers of your an Arcane Spell, Create Forgery, Decipher Writing,
mark, you can replicate the effects of a spell. Learn a Spell, or Recall Knowledge (Lore) you gain a +1
When you begin to cast Dragonmarked Scribe, you status bonus to the skill or perception used for the roll.
can select a spell from the Dragonmarked Scribe spell This bonus remains as long as you Sustain the Spell.
list at the heightened level of Dragonmarked Scribe or Heightened (3rd) You do not need to sustain Scribe's
lower. Dragonmarked Scribe gains the traits of the Insight.
selected spell, then you may replicate the spell's effect Heightened (5th) The bonus increases to +2.
by completing the Cast a Spell activity using the Heightened (7th) The duration is 1 hour.
selected spell's number of actions. The replicated spell Heightened (9th) The bonus increases to +3.
is automatically heightened to the level of
Dragonmarked Scribe.
LOREMASTER'S SCRIBE FOCUS 1
A spell cast by Dragonmarked Scribe doesn’t require UNCOMMON DIVINATION DRAGONMARK FORTUNE

material or verbal components but always requires a MARK OF SCRIBING

dragonmark and somatic component. If the spell Cast dragonmark, somatic;


requires a focus, you must still have that focus to cast Range 30 feet; Targets you or the triggering ally
the spell, and if the spell has a cost, you must still pay Trigger You or an ally within range attempts a skill
that cost to cast the spell. check to Recall Knowledge
You call upon your dragonmark to recall the writ
DRAGONMARKED SCRIBE SPELL LIST
knowledge of old, granting the target a greater ability
Heightened Level Spell
to think and recall information. Roll the triggering
2 Imprint Message, Message Rune
Recall Knowledge skill check twice and use the better
3 Comprehend Language
result.
4 Secret Page, Forgotten Lines
5 Sending
6 Hypercognition
7 Telepathic Bond
9 Mind Blank
Heightened (3rd) You may cast Dragonmarked Scribe
up to twice per day. Only one of these casts may be
from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked Scribe
up to three times per day. Only one of these casts
may be from the heightened level 4 or above.
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Mark of Sentinel
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an
heir to respond to threats with uncanny speed. It can shield its bearer from harm.
Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel
is prepared for danger.

The Mark of Sentinel is a Human Heritage. By picking New Focus Spells


this Heritage at first level you gain access to all of the
As a member of the Mark of Sentinel, the following
Mark of Passage ancestry feats.
spells are new unique spells for your mark.
Mark of Sentinel [Human Heritage] CANTRIP OF THE SENTINEL CANTRIP 2
At least one of your parents is a Human descendant of
ABJURATION CANTRIP DRAGONMARK MARK OF SENTINEL
the Mark of Sentinel bloodline, whether or not they
manifested a mark. You gain the Dragonmarked Cast see replicated spell; dragonmark, somatic
Heritage trait. In addition, you can pick human, With a subtle manipulation of the powers of your
Dragonmarked Heritage, and Mark of Sentinel feats mark, you can replicate simple cantrips to aid you.
whenever you gain an ancestry feat. When you cast the Cantrip of the Sentinel you can
choose Forbidding Ward or Shield. Cantrip of the
Mark of Sentinel Focus Spell Sentinel gains the traits of the cast cantrip. You then
If you manifest a mark, you will begin to gain access
replicate the cantrip's effect by completing the Cast a
to the following mark of sentinel focus spells. As the
Spell activity using the normal number of actions.
powers of your mark are heightened, the powers and
variety of spells will increase as well. These cantrips are automatically heightened to the
level of this spell.
Focus Spells A spell cast by Cantrip of the Sentinel doesn’t
As a member of the Mark of Sentinel, you may utilise require material or verbal components but always
the following focus spells. Some of these spells may requires a dragonmark and somatic component.
belong to a class or archetype. If you select one of
these focus spells, they lose the class and archetype SENTINEL'S DEFENSE FOCUS 2
traits if they have it, and gain the Dragonmark, and ABJURATION DRAGONMARK MARK OF SENTINEL
Mark of Sentinel traits. The tradition of the spell
Cast dragonmark, somatic
becomes Arcane. Note that rarity is maintained, and
Duration sustained up to 1 minute
uncommon spells should still be verified with your
Range touch; Targets 1 willing living creature
GM.
You draw from the power of your dragonmark to
Level Focus Spell
better defend a creature. The target gains a +2 status
1 Dragonmarked Guidance*
bonus to AC.
1 Protector's Sacrifice
1 Sentinel's Intuition*
1 Warded Resilience*
2 Cantrip of the Sentinel*
2 Dragonmarked Sentinel*
2 Perfect Strike
2 Sentinel's Defense*
3 Battlefield Persistence
4 Enduring Might
4 Spell Guard*
4 Unity
7 Summon Living Dragonmark*
9 Siberys' Sentinel*
*appears below or in the spell section of this document
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DRAGONMARKED SENTINEL FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
ABJURATION DRAGONMARK MARK OF SENTINEL
Dragonmarked Sentinel.
Cast see replicated spell and somatic
Frequency The strain of bending your dragonmark to SENTINEL'S INTUITION FOCUS 1
replicate a specific spell is so great, that you can ABJURATION DRAGONMARK MARK OF SENTINEL
only cast this spell once per day - even if you have
Cast dragonmark, somatic
focus points to cast it with.
Duration sustained up to 10 minutes
With a concentrated effort to bend the powers of your
You call upon your dragonmark's power to heighten
mark, you can replicate the effects of a spell.
your awareness of danger. When you Cast the Spell,
When you begin to cast Dragonmarked Sentinel,
any time you disarm, grapple, shove, trip, or roll
you can select a spell from the Dragonmarked Sentinel initiative you gain a +1 status bonus to the skill or
spell list at the heightened level of Dragonmarked
perception used for the roll. This bonus remains as
Sentinel or lower. Dragonmarked Sentinel gains the
long as you Sustain the Spell.
traits of the selected spell, then you may replicate the
Heightened (3rd) You do not need to sustain Sentinel's
spell's effect by completing the Cast a Spell activity
Intuition.
using the selected spell's number of actions. The
Heightened (5th) The bonus increases to +2.
replicated spell is automatically heightened to the
Heightened (7th) The duration is 1 hour.
level of Dragonmarked Sentinel.
Heightened (9th) The bonus increases to +3.
A spell cast by Dragonmarked Sentinel doesn’t
require material or verbal components but always SIBERYS' SENTINEL FOCUS 10
requires a dragonmark and somatic component. If the ABJURATION DRAGONMARK MARK OF SENTINEL
spell requires a focus, you must still have that focus to
Cast dragonmark, somatic
cast the spell, and if the spell has a cost, you must still
Duration until the start of your next turn
pay that cost to cast the spell.
Channelling the power of your mark, you ward
DRAGONMARKED SENTINEL SPELL LIST yourself from damage in a shimmering golden aura,
Heightened Level Spell becoming indestructible. For the duration of the spell,
2 Mage Armor, Sanctuary you are immune to any effect or damage that would
3 Resist Energy harm you, excluding effects caused by artefacts, deific
4 Fire Shield power, and similarly powerful sources. You can still be
5 Rebounding Barrier affected by anything you're willing to have affect you.
6 Scintillating Safeguard
7 Wall of Force
8 Spell Turning
Heightened (3rd) You may cast Dragonmarked
Sentinel up to twice per day. Only one of these casts
may be from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked
Sentinel up to three times per day. Only one of these
casts may be from the heightened level 4 or above.
Heightened (7th) You may cast Dragonmarked Sentinel
up to three times per day. Only one of these casts
may be from the heightened level 6 or above.
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Mark of Shadow
The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It
also allows its bearer to sculpt shadows, making it easy to avoid detection.

The Mark of Shadow is an Elf Heritage. By picking New Focus Spells


this Heritage at first level you gain access to all of the
As a member of the Mark of Shadow, the following
Mark of Passage ancestry feats.
spells are new unique spells for your mark.
Mark of Shadow [Elf Heritage] BECOME SHADOW FOCUS 2
At least one of your parents is an Elf descendant of the
DRAGONMARK MARK OF SHADOW ILLUSION
Mark of Shadow bloodline, whether or not they
manifested a mark. You gain the Dragonmarked Cast dragonmark, somatic;
Heritage trait. In addition, you can pick elf, Requirements You are in dim light or darkness
Dragonmarked Heritage, and Mark of Shadow feats Duration sustained up to 10 minutes.
whenever you gain an ancestry feat. You blend yourself with shadow, losing visual
definition. For the duration, while in dim light or
Mark of Shadow Focus Spells
darkness, you gain a +2 status bonus to hide and
If you manifest a mark, you will begin to gain access
sneak. If you end your turn outside of dim light or
to the following mark of shadow focus spells. As the
darkness, the spell ends.
powers of your mark are heightened, the powers and
variety of spells will increase as well. Heightened (6th) You do not need to sustain the spell.

Focus Spells CANTRIP OF THE SHADOW CANTRIP 2


As a member of the Mark of Shadow, you may utilise CANTRIP DRAGONMARK MARK OF SHADOW ILLUSION
the following focus spells. Some of these spells may Cast see replicated spell; dragonmark, somatic
belong to a class or archetype. If you select one of
With a subtle manipulation of the powers of your
these focus spells, they lose the class and archetype
mark, you can replicate simple cantrips to aid you.
traits if they have it, and gain the Dragonmark, and
When you cast the Cantrip of the Shadow you can
Mark of Shadow traits. The tradition of the spell
becomes Arcane. Note that rarity is maintained, and choose Dancing Lights or Ghost Sound. Cantrip of the
uncommon spells should still be verified with your Shadow gains the traits of the cast cantrip. You then
GM. replicate the cantrip's effect by completing the Cast a
Spell activity using the normal number of actions.
Level Focus Spell
These cantrips are automatically heightened to the
1 Cloak of Shadow
level of this spell.
1 Dim the Light
A spell cast by Cantrip of the Shadow doesn’t
1 Dragonmarked Guidance*
require material or verbal components but always
1 Shadow's Veil*
requires a dragonmark and somatic component.
2 Become Shadow*
2 Cantrip of the Shadow*
2 Dragonmarked Shadow*
4 Trickster's Twin
5 Dance of Darkness
5 Shadow Illusion
5 Shadow Jump
7 Summon Living Dragonmark*
*appears below or in the spell section of this document
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DRAGONMARKED SHADOW FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
DRAGONMARK ILLUSION MARK OF SHADOW
Dragonmarked Shadow.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to SHADOW'S VEIL FOCUS 1
replicate a specific spell is so great, that you can DRAGONMARK MARK OF SHADOW ILLUSION
only cast this spell once per day - even if you have
Cast dragonmark, somatic
focus points to cast it with.
Duration sustained up to 10 minutes
With a concentrated effort to bend the powers of your
You call upon your dragonmark's power to weave
mark, you can replicate the effects of a spell.
illusions. When you Cast the Spell, any time you
When you begin to cast Dragonmarked Shadow, you
Perform, Hide, Sneak, or roll Initiative (stealth) you
can select a spell from the Dragonmarked Shadow gain a +1 status bonus to the skill or perception used
spell list at the heightened level of Dragonmarked
for the roll. This bonus remains as long as you Sustain
Shadow or lower. Dragonmarked Shadow gains the
the Spell.
traits of the selected spell, then you may replicate the
Heightened (3rd) You do not need to sustain Shadow's
spell's effect by completing the Cast a Spell activity
veil.
using the selected spell's number of actions. The
Heightened (5th) The bonus increases to +2.
replicated spell is automatically heightened to the
Heightened (7th) The duration is 1 hour.
level of Dragonmarked Shadow.
Heightened (9th) The bonus increases to +3.
A spell cast by Dragonmarked Shadow doesn’t
require material or verbal components but always
requires a dragonmark and somatic component. If the
spell requires a focus, you must still have that focus to
cast the spell, and if the spell has a cost, you must still
pay that cost to cast the spell.
DRAGONMARKED SHADOW SPELL LIST
Heightened Level Spell
2 Pass Without Trace, Penumbral Shroud
3 Darkness, Invisibility, Mirror Image
4 Hypnotic Pattern
5 Illusory Scene
6 Blanket of Stars
7 Mislead
8 Project Image
9 Disappearance
Heightened (3rd) You may cast Dragonmarked Shadow
up to twice per day. Only one of these casts may be
from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked Shadow
up to three times per day. Only one of these casts
may be from the heightened level 4 or above.
Heightened (7th) You may cast Dragonmarked Shadow
up to three times per day. Only one of these casts
may be from the heightened level 6 or above.
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Mark of Storm
Wind and water welcome the half-elves who carry the Mark of Storm, and some learn
to call on the power of the storm itself.

The Mark of Storm is a Half-Elf Heritage. By picking New Focus Spells


this Heritage at first level you gain access to all of the
As a member of the Mark of Storm, the following
Mark of Storm ancestry feats.
spells are new unique spells for your mark.
Mark of Storm [Human Heritage] CANTRIP OF THE STORM CANTRIP 2
At least one of your parents is a half-elf descendant of
CANTRIP DRAGONMARK EVOCATION MARK OF STORM
a Mark of Storm bloodline, whether or not they
manifested a mark. You have slightly pointed ears and Cast see replicated spell; dragonmark, somatic
other telltale signs of half-elf heritage. You gain the elf With a subtle manipulation of the powers of your
trait, the half-elf trait, the Dragonmarked Heritage mark, you can replicate simple cantrips to aid you.
trait, the Mark of Storm trait, and low-light vision. In When you cast the Cantrip of the Storm you can
addition, you can pick elf, half-elf, human, choose Electric Arc or Gale Blast. Cantrip of the Storm
Dragonmarked Heritage, and Mark of Storm feats gains the traits of the cast cantrip. You then replicate
whenever you gain an ancestry feat. the cantrip's effect by completing the Cast a Spell
Mark of Storm Focus Spells activity using the normal number of actions. These
If you manifest a mark, you will begin to gain access cantrips are automatically heightened to the level of
to the following mark of storm focus spells. As the this spell.
powers of your mark are heightened, the powers and A spell cast by Cantrip of the Storm doesn’t require
variety of spells will increase as well. material or verbal components but always requires a
dragonmark and somatic component.
Focus Spells
As a member of the Mark of Storm, you may utilise WINDWRIGHT'S INTUITION FOCUS 1
the following focus spells. Some of these spells may DRAGONMARK MARK OF STORM ENCHANTMENT
belong to a class or archetype. If you select one of
Cast dragonmark, somatic
these focus spells, they lose the class and archetype
Duration sustained up to 10 minutes
traits if they have it, and gain the Dragonmark, and
Mark of Storm traits. The tradition of the spell You call upon your dragonmark's power to aid your
becomes Arcane. Note that rarity is maintained, and reflex and skill. When you Cast the Spell, any
uncommon spells should still be verified with your acrobatics actions with the Move trait, Piloting checks,
GM. or Sailing checks on a sea or air vehicles gain a +1
status bonus. This bonus remains as long as you
Level Focus Spell
Sustain the Spell.
1 Pushing Gust
1 Storm's Riposte* Heightened (3rd) You do not need to sustain
1 Windwight's Intuition* Windwright's Intuition.
Heightened (5th) The bonus increases to +2.
2 Cantrip of the Storm*
2 Dragonmarked Stormbringer* Heightened (7th) The duration is 1 hour.
2 Rain Cloud* Heightened (9th) The bonus increases to +3.
3 Personal Blizzard
4 Bottle the Storm
4 Downpour
4 Dust Storm
4 Stormwind Flight
*appears below or in the spell section of this document
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DRAGONMARKED STORMBRINGER FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
CONJURATION DRAGONMARK MARK OF STORM
Dragonmarked Stormbringer.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to RAIN CLOUD FOCUS 2
replicate a specific spell is so great, that you can DRAGONMARK EVOCATION MARK OF STORM
only cast this spell once per day - even if you have
Cast dragonmark, somatic
focus points to cast it with.
Range 60 feet; Area 15-foot burst
With a concentrated effort to bend the powers of your Duration 1 minute
mark, you can replicate the effects of a spell.
You can condense the humidity in the air and bring
When you begin to cast Dragonmarked
down precipitation. Depending on the region and
Stormbringer, you can select a spell from the weather, this may bring down rain or snow. The spell
Dragonmarked Stormbringer spell list at the
does not require sustainment, however if you use the
heightened level of Dragonmarked Stormbringer or
Sustain a Spell action on this spell, you may move the
lower. Dragonmarked Stormbringer gains the traits of
area of effect 15 feet in a direction you choose.
the selected spell, then you may replicate the spell's
Creatures in the area of precipitation are concealed.
effect by completing the Cast a Spell activity using the
Creatures outside the area are concealed from those
selected spell's number of actions. The replicated spell
inside the area. If you are in an extremely arid area,
is automatically heightened to the level of
the spell fails. You may dismiss this spell.
Dragonmarked Stormbringer.
A spell cast by Dragonmarked Stormbringer doesn’t When the spell finishes, the area under the cloud
require material or verbal components but always becomes difficult snowy terrain if it was snowing, or
requires a dragonmark and somatic component. If the non-magical fires are extinguished if it was raining.
spell requires a focus, you must still have that focus to
cast the spell, and if the spell has a cost, you must still
STORM'S RIPOSTE FOCUS 1
pay that cost to cast the spell. DRAGONMARK EVOCATION MARK OF STORM
Cast dragonmark, somatic; Trigger a creature you
DRAGONMARKED STORMBRINGER SPELL LIST
can see within 5 feet fails a Strike against you.
Heightened Level Spell
Saving Throw basic Reflex
2 Gust of Wind, Personal Rain Cloud
As an enemy strikes at you, the power of your mark
3 Obscuring Mist
strikes back - lightning arcs into the target. You deal
4 Wall of Wind
electricity damage equal to 1d4 plus your spellcasting
5 Air Walk, Solid Fog
ability modifier.
6 Fly, Control Water
7 Lightning Storm Heightened (+1) The damage increases by 1d4.
8 Wind Walk
9 Punishing Winds
Heightened (3rd) You may cast Dragonmarked
Stormbringer up to twice per day. Only one of these
casts may be from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked
Stormbringer up to three times per day. Only one of
these casts may be from the heightened level 4 or
above.
Heightened (7th) You may cast Dragonmarked
Stormbringer up to three times per day. Only one of
these casts may be from the heightened level 6 or
above.
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Mark of Warding
The Mark of Warding helps its bearers protect things of value. Using the mark, a
dwarf can weave wards with mystic force. It also provides its bearer with an intuitive
understanding of locks used to protect and seal.

The Mark of Warding is a Dwarf Heritage. By picking New Focus Spells


this Heritage at first level you gain access to all of the
As a member of the Mark of Warding, the following
Mark of Warding ancestry feats.
spells are new unique spells for your mark.
Mark of Warding [Dwarf Heritage] CANTRIP OF THE GUARD CANTRIP 2
At least one of your parents is a Dwarf descendant of
ABJURATION CANTRIP DRAGONMARK MARK OF WARDING
the Mark of Warding bloodline, whether or not they
manifested a mark. You gain the Dragonmarked Cast see replicated spell; dragonmark, somatic
Heritage trait. In addition, you can pick Dwarf, With a subtle manipulation of the powers of your
Dragonmarked Heritage, and Mark of Warding feats mark, you can replicate simple cantrips to aid you.
whenever you gain an ancestry feat. When you cast the Cantrip of the Guard you can
choose Forbidding Ward or Sigil. Cantrip of the Guard
Mark of Warding Focus Spells gains the traits of the cast cantrip. You then replicate
If you manifest a mark, you will begin to gain access
the cantrip's effect by completing the Cast a Spell
to the following mark of warding focus spells. As the
activity using the normal number of actions. These
powers of your mark are heightened, the powers and
cantrips are automatically heightened to the level of
variety of spells will increase as well.
this spell.
Focus Spells A spell cast by Cantrip of the Guard doesn’t require
As a member of the Mark of Warding, you may utilise material or verbal components but always requires a
the following focus spells. Some of these spells may dragonmark and somatic component.
belong to a class or archetype. If you select one of
these focus spells, they lose the class and archetype WARDER'S INTUITION FOCUS 1
traits if they have it, and gain the Dragonmark, and ABJURATION DRAGONMARK MARK OF WARDING
Mark of Warding traits. The tradition of the spell
Cast dragonmark, somatic
becomes Arcane. Note that rarity is maintained, and
Duration sustained up to 10 minutes
uncommon spells should still be verified with your
GM. You call upon your dragonmark's power to ward off
attacks. When you Cast the Spell, any time you
Level Focus Spell Disable a Device, or Pick a Lock, Seek to Detect a
1 Dragonmarked Guidance*
Hazard or Search you gain a +1 status bonus to the
1 Warded Resilience*
skill or perception used for the roll. This bonus remains
1 Warder's Intuition*
as long as you Sustain the Spell. If you craft an object
2 Cantrip of the Guard*
with a stealth DC, the DC is increased by 1.
2 Dragonmarked Warder*
Heightened (3rd) You do not need to sustain Warder's
2 Guard and Seal*
Intuition.
4 Adaptive Ablation
Heightened (5th) The bonus increases to +2.
4 Protector's Sphere
Heightened (7th) The duration is 1 hour.
4 Spell Guard*
Heightened (9th) The bonus increases to +3.
4 Stasis
5 Spellmaster's Ward
7 Summon Living Dragonmark*
*appears below or in the spell section of this document
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DRAGONMARKED WARDER FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
ABJURATION DRAGONMARK MARK OF WARDING
Dragonmarked Warder.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to GUARD AND SEAL FOCUS 2
replicate a specific spell is so great, that you can DRAGONMARK MARK OF WARDING ABJURATION
only cast this spell once per day - even if you have
Cast dragonmark, somatic
focus points to cast it with.
Range touch; Targets 1 object of light bulk or less
With a concentrated effort to bend the powers of your Duration until the next time you make your daily
mark, you can replicate the effects of a spell. preparations
When you begin to cast Dragonmarked Warder, you
You draw upon your powers of warding to guard the
can select a spell from the Dragonmarked Warder spell presence of an item. Once the spell has been cast, you
list at the heightened level of Dragonmarked Warder
can choose to make the item come under the effects of
or lower. Dragonmarked Warder gains the traits of the
Invisible Item If the target is magical, you can choose
selected spell, then you may replicate the spell's effect
to also have it appear as entirely non-magical.
by completing the Cast a Spell activity using the
If a caster uses Detect Magic or Read Aura of an
selected spell's number of actions. The replicated spell
equal or higher level than this spell, the GM can roll a
is automatically heightened to the level of
secret counteract check for them to see the presence
Dragonmarked Warder.
of this ward.
A spell cast by Dragonmarked Warder doesn’t
If a creature interacts with the item, you
require material or verbal components but always
immediately become aware of this fact.
requires a dragonmark and somatic component. If the
Heightened (3rd) You may target 1 object of 1 bulk or
spell requires a focus, you must still have that focus to
less.
cast the spell, and if the spell has a cost, you must still
Heightened (4th) The object is additionally warded as
pay that cost to cast the spell.
if was behind running water and a thin sheet of lead
DRAGONMARKED WARDER SPELL LIST to any magical effects that would attempt to locate
Heightened Level Spell it.
2 Alarm, Lock, Tether Heightened (6th) You can target 1 object of 3 bulk or
3 Knock, Magical Fetters less. You can target a creature instead of an object.
4 Circle of Protection, Glyph of Warding When you do, you can conceal the auras of all
5 Dimensional Anchor, Private Sanctum magic items it has.
6 Wall of Stone Heightened (8th) The duration is permanent until the
7 Dimensional Lock object moves more than 15 feet from its starting
8 Force Cage location. You may target up to 10 items at once in
9 Disappearance this way. You can dismiss this spell.
Heightened (3rd) You may cast Dragonmarked Warder
up to twice per day. Only one of these casts may be
from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked Warder
up to three times per day. Only one of these casts
may be from the heightened level 4 or above.
Heightened (7th) You may cast Dragonmarked Warder
up to three times per day. Only one of these casts
may be from the heightened level 6 or above.
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Aberrant Mark
The twelve dragonmarks are predictable, and their powers are generally constructive.
But there is another kind of dragonmark, which is dangerous to both the bearer and
the people around them. Aberrant dragonmarks can appear on members of any race,
at any age, regardless of bloodline. No two aberrant dragonmarks are exactly alike-
even if they grant the same power, they manifest in different ways.

Aberrant marks are unique - no two marks are the Aberrant Feedback
same - though they might produce similar effects. See
One of the reasons that aberrant marks are so feared,
the notes on Building a Spell list for how you might
is their potential for causing unintentional harm
work with your GM to customize your mark.
resulting from their use. The Aberrant Feedback trait
Aberrant Mark is a versatile Heritage, which can only applies to most spells that an aberrant mark can cast.
be applied to the following ancestries: Dwarf, Elf,
After you cast a focus spell with the Aberrant
Gnome, Human, Human (Half-Elf), Human (Half-
Feedback trait, you must make DC 5 flat check. On a
Orc), or Halfling. By picking this Heritage at first level
failure, you increase your drained condition by 1. On
you gain access to all of the Mark of Aberrant Mark
a critical failure, a random creature within 30 feet of
ancestry feats.
the caster (potentially including the caster) takes 1d4
Aberrant Mark [Uncommon Versatile persistent acid, cold, fire, bleeding, or poison damage
(Dragonmarked Ancestries) of the GM's choice. This is in addition to increasing

Heritage] the caster's drained condition. The number of damage


dice increases to two with a Lesser Mark, three with a
Aberrant marks can appear at any time on any
Greater Mark, and four with a Siberys Mark.
ancestry that has not already manifested a
dragonmark. You gain the Dragonmarked Heritage, Consider the following
and the Aberrant Mark traits, in addition to the traits If Aberrant Feedback is undesirable for your play style,
from your ancestry. In addition, you can pick from consider awarding the Aberrant Control feat for free or
your original ancestry, dragonmarked heritage, and with training from House Tarkanan or by learning from
aberrant mark feats whenever you gain an ancestry another Aberrant Marked NPC.
feat.
Alternatively, if you wish to keep Aberrant Feedback but
Special: If you are a half-elf, this heritage replaces the simplify your combat loop, ignore the natural 1 clause of
half-elf heritage, though you still gain the elf trait, Aberrant Feedback.
the half-elf trait, and low-light vision. In addition,
you can select elf, half-elf, and human,
dragonmarked heritage, and aberrant mark feats
whenever you gain an ancestry feat.
Special: If you are a half-orc, this heritage replaces the
half-orc heritage, though you still you gain the orc
trait, the half-orc trait, and low-light vision. In
addition, you can select orc, half-orc, human,
dragonmarked heritage, and aberrant mark feats
whenever you gain an ancestry feat.

Aberrant Mark Focus Spells


If you manifest a mark, you will begin to gain access
to the following aberrant mark focus spells. As the
powers of your mark are heightened, the powers and
variety of spells will increase as well.
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Focus Spells Critical Success The target is unaffected.


As an Aberrant Marked, you may utilise the following Success The target takes a random condition from the
focus spells. Some of these spells may belong to a class table at value 1.
or archetype. If you select one of these focus spells, Failure The target takes a random condition from the
they lose the class and archetype traits if they have it, table, however the condition value is 2.
and gain the Dragonmark, and Aberrant Mark traits.
Critical Failure The target takes a random condition
The tradition of the spell becomes Arcane. Note that
from the table, however the condition value is 3.
rarity is maintained, and uncommon spells should still
be verified with your GM. Heightened (4th) you may target 2 creatures at once
Heightened (8th) you may target 4 creatures at once
Level Focus Spell
Heightened (10th) you may target all creatures within
1 Cry of Destruction
30 feet at once
1 Eject Soul
1 Induce Chaos* ABERRANT CANTRIP CANTRIP 2
1 Swarmsense ABERRANT MARK CANTRIP DRAGONMARK
1 Waking Nightmare Cast see replicated spell; dragonmark, somatic
2 Aberrant Cantrip*
With a subtle manipulation of the powers of your
2 Corrupted Replication*
mark, you can replicate simple cantrips to aid you.
2 Mask Dragonmark*
When you cast the Aberrant Cantrip, you can
3 Aberrant Whispers
choose Chill Touch or Daze. Aberrant Cantrip gains the
4 Overflowing Sorrow
traits of the cast cantrip. You then replicate the
7 Shadow's Web
cantrip's effect by completing the Cast a Spell activity
7 Summon Living Dragonmark*
using the normal number of actions. These cantrips are
10 Wrath of Khyber*
automatically heightened to the level of this spell.
*appears below or in the spell section of this document
A spell cast by Aberrant Cantrip doesn’t require
New Focus Spells material or verbal components but always requires a
As an Aberrant Marked character, the following spells dragonmark and somatic component.
are new unique spells for your mark.
MASK DRAGONMARK FOCUS 2
INDUCE CHAOS FOCUS 1 ABERRANT MARK DRAGONMARK ILLUSION
ABERRANT MARK ABERRANT FEEDBACK DRAGONMARK Cast dragonmark, somatic
ENCHANTMENT Range touch; Targets 1 willing creature with the
Cast dragonmark, somatic dragonmark trait
Range 30 feet; Targets 1 creature Duration 10 minutes
Saving Throw Will You reshape the dragonmark to make it look like
The target is subject to a random condition as its another true dragonmark or even mask its presence.
senses, mind, or body are twisted. The effects are This spell physically alters your dragonmark's
determined by the target's Will save. Regardless of the appearance to either hide it on your skin or look like a
result, the value of the condition caused by this spell is different mark of equal or lesser power to a quick
reduced by one at the end of each of the creature's inspection. If you modify it to appear as another
turns. dragonmark, you do not gain any of the abilities of the
other mark.
INDUCE CHAOS TABLE
If you use any dragonmark focus spell with the
d4 Condition
Aberrant Feedback trait, this spell ends.
1 Stupified
Heightened (+1) the duration increases by 5 minutes
2 Enfeebled
3 Clumsy
4 Stunned
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WRATH OF KHYBER FOCUS 10 CORRUPTED REPLICATION SPELL LIST


ABERRANT MARK ABERRANT FEEDBACK DRAGONMARK
Heightened Level Spell
2 Acidic Burst
EVOCATION
3 Slough Skin
Cast dragonmark, somatic
4 Stinking Cloud
Range 1,000 feet; Area 60-foot burst
5 Rusting Grasp
Saving Throw basic Reflex
6 Acid Storm
Frequency The strain of bending your dragonmark to
7 Abyssal Plague
replicate a specific spell is so great, that you can
8 Eclipse Burst
only cast this spell once per day - even if you have
9 Volcanic Eruption
focus points to cast it with.
10 Storm of Vengeance
Drawing on the violent powers of your mark, you may
The above table is themed around acid and storms
bring down destructive potential not seen since the
Heightened (3rd) You may cast Corrupted Replication
days of the War of the Mark. You cast Cataclysm.
up to twice per day. Only one of these casts may be
CORRUPTED REPLICATION FOCUS 2 from the heightened level 4 or above.
ABERRANT MARK ABERRANT FEEDBACK DRAGONMARK
Heightened (6th) You may cast Corrupted Replication
up to three times per day. Only one of these casts
Cast see replicated spell; dragonmark, somatic
may be from the heightened level 4 or above.
Frequency The strain of bending your dragonmark to
Heightened (7th) You may cast Corrupted Replication
replicate a specific spell is so great, that you can
up to three times per day. Only one of these casts
only cast this spell once per day - even if you have
may be from the heightened level 6 or above.
focus points to cast it with.
Heightened (9th) Spells of the third heightened level
With a concentrated effort to bend the powers of your
or lower do not count against the frequency of
mark, you can replicate the effects of a spell.
Corrupted Replication.
When you begin to cast Corrupted Replication, you
can select a spell from the Corrupted Replication spell
list at the heightened level of Corrupted Replication or
lower. Corrupted Replication gains the traits of the
selected spell, then you may replicate the spell's effect
by completing the Cast a Spell activity using the
selected spell's number of actions. The replicated spell
is automatically heightened to the level of Corrupted
Replication.
A spell cast by Corrupted Replication doesn’t require
material or verbal components but always requires a
dragonmark and somatic component. If the spell
requires a focus, you must still have that focus to cast
the spell, and if the spell has a cost, you must still pay
that cost to cast the spell.
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Building a spell list


While Aberrant marks are generally chaotic and destructive, they tend to follow a theme. Some potential themes are
Acid, Blood Bending, Plagues, Curses, Fire, Ice, Mental Assaults, or Vermin. When building your Corrupted Replication,
you should pick spells that follow a general format - even if it might be suboptimal. Part of the balance of dragonmarks
is that they don't always provide the strongest effect that they can at their level.
When building the Heightened Level list, spells should be placed at the heightened level one higher than their base
spell level. For example, Acid Storm, a 5th level spell should be placed at Heightened Level 6. Only rarely should the
spell be placed at its actual level. You get one spell per level. Start with spells from the following list.

Heightened
Level Spell

Acidic Burst, Agitate, Burning hands, Charm, Chilling Spray, Fear, Grease, Grim Tendrils, Noxious Vapors,
2 Phantom Pain

3 Animated Assault, Blood Vendetta, Feast of Ashes, Flaming Sphere, Ghoulish Cravings, Harm, Slough
Skin

4 Agonizing Despair, Blindness, Cup of Dust, Curse of Lost Time, Faerie Fire, Hypnotic Pattern, Lightning
Bolt, Paralyze, Paranoia, Stinking Cloud, Sudden Blight, Vampiric Touch
5 Chroma Leach, Confusion, Countless Eyes, Enervation, Phantasmal Killer, Rusting Grasp, Weapon Storm
6 Acid Storm, Black Tentacles, Blister, Cloudkill, Cone of Cold, Crushing Despair, Impaling Spike
7 Abyssal Plague, Disintegrate, Feeblemind, Flesh to Stone, Phantasmal Calamity, Vampiric Exsanguination
8 Eclipse Burst, Fiery Body, Mask of Terror, Warp Mind
9 "All is One, One is All", Earthquake, Finger of Death, Possession, Volcanic Eruption
10 Massacre, Meteor Swarm, Nature's Enmity, Power Word Kill, Storm of Vengeance
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Backgrounds
These backgrounds allow you to create a character tied to the world of dragonmarks,
explaining how they may relate to their house.
TABLE 4-1 HOUSE SKILLS
House Skill Feat
Cannith Crafting Specialty Crafting
Deneith Athletics Armor Assist*
Ghallanda Diplomacy Group Impression
Phiarlan Performance Fascinating Performance
Jorasco Medicine Inoculation
Kundarak Crafting Crafter's Appraisal
Lyrandar Acrobatics Steady Balance
Medani Deception Lie to Me
Orien Survival Terrain Expertise
Sivis Society Multilingual
Tarkanan Stealth Experienced Smuggler
Tharashk Survival Experienced Tracker
Thuranni Stealth Terrain Stalker
Vadalis Nature Train Animal
*Due to your extensive training, you always succeed on the check to put on the armour

EXCORIATE BACKGROUND HOUSE ORPHAN BACKGROUND


RARE Many dragonmarked heirs have chosen to give up
their birthright to be freed from the edicts.
An heir who violates the laws of a house is made an
excoriate: stripped of the house name and forbidden
Choose two ability boosts. One must be to Wisdom,
from drawing on house resources. Any dragonmarked Charisma, or Intelligence; and one is a free ability
member of your house who knows of your status is
boost.
automatically unfriendly toward you, as are most
members of other dragonmarked houses who are You've trained the skill related to your house (table 4-
aware that you are a excoriate. 1), and the Lore of Dragonmarked Houses. You gain the
associated skill feat related to your house.
You gain three ability boosts. One must be to Wisdom,
Charisma, or Intelligence; one is free; and you should HOUSE SCION BACKGROUND
work with your GM to choose the third based on the The scion is a member of a dragonmarked house that
circumstances of your excoration. embraces their heritage but keeps their distance from
the administration of the house.
You've trained the skill related to your house (table 4-
Choose two ability boosts. One must be to Wisdom,
1), and the Lore of Dragonmarked Houses. You gain the
Charisma, or Intelligence; and one is a free ability
associated skill feat related to your house.
boost.

You've trained the skill related to your house (table 4-


1), and the Lore of Dragonmarked Houses. You gain the
associated skill feat related to your house.
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HOUSE AGENT BACKGROUND


UNCOMMON
Agents take on assignments requested by their house:
they are adventurers who dedicate their lives to
expanding the power and influence of their
dragonmarked families.

Choose two ability boosts. One must be to Wisdom,


Charisma, or Intelligence; and one is a free ability
boost.

You've trained the skill related to your house (table 4-


1), and the Lore of Dragonmarked Houses. You gain the
associated skill feat related to your house.

FOUNDLING BACKGROUND
Characters can develop dragonmarks only by virtue of
blood ties to a dragonmarked house, and many
dragonmarked discover their lineage only after the
mark appears.

Choose two ability boosts. One must be to Wisdom,


Charisma, or Intelligence; and one is a free ability
boost.

You've picked up the skill related to your house (table


4-1), and a Lore related to that skill rather than the
dragonmarked houses. You gain the associated skill
feat related to your house.
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Archetypes
These new archetypes allow you to interact with your dragonmark and grow its power
alongside your own

Dragonmarked Scion LESSER DRAGONMARKED SCION FEAT 6


Through intense dedication and focus, a ARCHETYPE DRAGONMARK
dragonmarked scion trains to master their mark. With Prerequisites Dragonmarked Scion Dedication, Least
time and effort, this can result in the development of
Mark
their mark to greater heights.
You have trained to develop your talents and your
DRAGONMARKED SCION DEDICATION FEAT 2 dragonmark. You gain the Lesser Dragonmark feat.
ARCHETYPE DEDICATION DRAGONMARK Special Since this manifests a physical change in the
Prerequisites The dragonmark trait powers and size of your dragonmark, you may not
retrain out of this feat.
You train to empower your mark and the reserves of
power that you can draw on. You can select an DRAGONMARKED FOCUS FEAT 10
additional dragonmarked focus spell to cast. In
ARCHETYPE DRAGONMARK
addition, if you spend a week of downtime retraining,
Prerequisites Dragonmarked Scion Dedication
you can switch your known dragonmark focus spells
As your control over your mark increases, you are
for different dragonmark focus spells that you have
better able to restore your energy. If you have spent at
access to. Your house provides this retraining free of
least 2 Focus Points since the last time you Refocused,
charge.
you recover 2 Focus Points when you Refocus instead
DRAGONMARKED STUDY FEAT 2 of 1.
ARCHETYPE DRAGONMARK
GREATER DRAGONMARKED SCION FEAT 14
Prerequisites Dragonmarked Scion Dedication
ARCHETYPE DRAGONMARK
You study to hold more of your powers in mind, you
Prerequisites Dragonmarked Scion Dedication, Lesser
may pick another dragonmark focus spell from your
Mark
list. This spell can be up to the maximum level you can
You have trained to develop your talents and your
currently cast.
dragonmark. You gain the Greater Dragonmark feat.
Special you may pick this feat multiple times, each
Special Since this manifests a physical change in the
time picking a different focus spell.
powers and size of your dragonmark, you may not
DRAGONMARKED POWER FEAT 6 retrain out of this feat.
ARCHETYPE DRAGONMARK
DRAGONMARKED WELLSPRING FEAT 16
Prerequisites Dragonmarked Scion Dedication
ARCHETYPE DRAGONMARK
The well of power that you draw from your
Prerequisites Dragonmarked Scion Dedication, Lesser
dragonmark grows deeper. You increase the size of
Mark
your focus pool by 1. In addition, you may pick another
As you approach mastery over your mark, energy
dragonmark focus spell from your list. This spell can
seems to return to you naturally. If you have spent at
be up to the maximum level you can currently cast.
least 3 Focus Points since the last time you Refocused,
Special you may pick this feat multiple times, each
you recover 3 Focus Points when you Refocus instead
time picking a different focus spell.
of 1.

There is no way to elevate your dragonmark to Siberys


through training with the Dragonmarked Scion
Archetype. At the moment it seems the only deciding
factor in whether the mark will appear is fate.
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Wandslinger (Class Slinger's Reload


Archetype) ARCANE BLOWBACK
Wielding wands alongside weapons, wandslingers are WANDSLINGER MAGICAL
masters of a new form of martial art - wandslinging.
Trigger You use the Cast a Spell activity from an item
Wandslinging is the art of blending arcane spell
such as a Wand or Stave.
duelling with martial combat efficiency, enabling
wandslingers to perform feats of combat prowess that As you discharge the arcane energy of an item, you
neither wizard nor fighter could. Though they cast syphon off the arcane charge that builds around you
spells, they do so through the use of widespread items to reload your gun with a magical bolt or bullet. When
- wands and staves - rather than by arcane you use the Cast a Spell activity to cast a spell (but not
incantation. The flexibility to perform in many roles, a cantrip), you create a magical charge of energy -
along with their tenacity, grit, and martial expertise, conjuring an ordinary level-0 bolt or bullet out of thin
has begun to develop the wandslingers notable air and then immediately Interacting to load it into
reputation throughout Khorvaire. your weapon. You don't need a free hand to reload in
Way of the Wandslinger (1st) this way. If the bolt or bullet isn't fired before the end
You've learned the intricacies of magic and wands, of your next turn, the effect is wasted.
blending the two with deadly results. You combine a Initial Deeds
working knowledge of arcane theories with a strong
connection to improvised wands that allows you to QUICK WAND
manifest spells in battle alongside your martial WANDSLINGER
combat. You must select Wandslinger Dedication from With flourish, you stow a wand, or stave and draw
the Wandslinger archetype as your 2nd-level class feat. another to cast from with a single fluid motion. If you
Prerequisites: Must be a gunslinger. are holding something in one hand, you may interact
Wandslinger Adjustments: Instead of choosing a way to stow the object. You may then interact to draw a
from the options listed in the gunslinger class, you wand or stave.
have the way of the wandslinger. It has the following
way skill, slinger's reload, and deeds. You gain these Advanced Deed 9th
abilities at the same levels as normal for the class. You SPELLFIRE
use Intelligence for your class DC.
WANDSLINGER
Way Skill Arcana
Slinger's Reload Arcane Blowback Requirements You are wielding a wand or stave
Deeds Initial Quick Wand; Advanced Spellfire; capable of casting a one, two, or three action spell
Greater Fastest Wand in the West; that requires a spell attack roll.
As you unleash the power of your spell, you
manipulate the composition of the arcane delivery
mechanism to make the spell behave like a bullet. You
Cast a Spell from a wand or stave that takes 1, 2, or 3
actions and requires a spell attack roll. Reduce the
number of actions required by 1 (minimum 0). The
effects of the spell don't occur immediately but are
imbued into your wand or stave instead. Until the item
is used, it is considered a loaded advanced firearm.
When you make a ranged firearm strike using the
item, you discharge the effects of the spell. If the
effect is not used before the start of your next turn,
the effect is lost.
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SPELLFIRE SPECIFICS Greater Deed 15th


Spellfire allows you to use wands as firearms, using FASTEST WAND IN THE WEST
spells as bullets. After spending the first actions to cast
WANDSLINGER
the spell, the effects occur when the Strike action is
used to discharge the spell like a fired bullet. Trigger You use Spellfire to replace a ranged firearm
For instance, you could use Spellfire to imbue your wand strike.
with Ray of Frost by spending 1 action, then make a Frequency until recharged (see below)
regular strike or use an ability such as Blast Lock, Called You are the fastest wand in the west, east, south, and
Shot, Cauterize, Cover Fire, Paired Shots, Penetrating north. When you use Spellfire to replace a ranged
Fire, or Ricochet Shot where Ray of Frost replaces one firearm strike, you may interact to stow the wand,
of the strikes. draw a loaded firearm, and make a regular strike as
Targeting: The spell targets only one target of your well. The spell follows the rules for Spellfire, while the
Strike, even if it normally allows more targets. If your strike follows the regular strike rules including
Strike targets more than one target such as with multiple targets. This counts as an additional attack
Bullet Split or Penetrating Fire, only one target takes for your multiple attack penalty, but you don't apply
the effects of the spell and the additional targets the penalty until after you've completed strike.
instead take the take force damage equal to your
spellcasting modifier. After you use Fastest Wand In the West, you can't do
Misfire: If your wand would "misfire" as a result of the so again until you dissipate the arcane charge built up
ability you used, you instead take force damage equal around you as a single action, which has the
to your level. concentrate trait.
Ancillary Effects: Your spell still has any non-targeted Wandslinger Archetype Feats
effects that might affect creatures other than the
target, as well as any ongoing effects starting from WANDSLINGER DEDICATION FEAT 2
the moment you hit with the Strike. For example, acid ARCHETYPE CLASS DEDICATION
splash would still deal its splash damage to creatures Prerequisites way of the wandslinger
other than the target and tanglefoot's circumstance
You've armed yourself with a wand and a rudimentary
penalty would last for its normal duration. The spell
knowledge of arcane theory to create temporarily
takes effect after the Strike deals damage; if the
functional wands. You gain the Cast a Spell activity,
Strike has other special effects, the GM determines
whether they happen before or after the spell. and can cast arcane spells. However - unlike a normal
spellcaster - you can only use the Cast a Spell activity
Multiple Defenses: Any additional rolls after the initial
by Activating an item. You gain a special spellbook
spell attack still happen normally, such as the
with wand incantations for four common arcane
Fortitude save attempted by the target of a
cantrips of your choice. During your daily
disintegrate spell. Similarly, a spell that allows you to
preparations, you create two unique cantrip wands
attack with it again on subsequent rounds can only
replace a Strike with its initial attack roll, not with each capable of casting one of these cantrips
any later ones. heightened to half your level rounded up. These
cantrip wands are functionally wands, however they
Variable Actions: Some spells have different effects
have no limit to their use and are never at risk of
based on the number of actions you spend to cast
them. You choose whether to use the effects of the 1- overcharge.
action, 2-action, or 3-action version of the spell when
Any wand or stave that you use is considered an
you use Spellfire. A spell has to take exactly 1, 2, or 3
advanced martial firearm, and loaded while it still has
actions; you can't use Spellfire with a spell that takes
a free action, reaction, or 4 or more actions. a least one charge or daily use remaining. The use of
these wands or staves still requires the Cast a Spell
Metamagic: You typically can't use metamagic with
activity rather than a Strike action, and may not be
Spellfire because metamagic requires the next action
used as a replacement for Strikes as a result. You do
you take to be Cast a Spell, and Spellfire is a
not become trained in spell attack rolls or spell DCs
combined activity that doesn't qualify.
from this source. Instead, when casting from any wand
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or stave, use your advanced firearm proficiency for the energy into a bullet form. Choose acid, cold, electricity,
spell attack roll and gunslinger class DC for DCs. Your or fire. When you fire the bullet manifested by Arcane
key spellcasting ability for wandslinger archetype Blowback, you deal 1d6 additional damage of this
spells is Intelligence, and they are arcane gunslinger type. At 12th level, this increases to 2d6 additional
spells. damage, and at 18th level, it increases to 3d6
additional damage.
During your daily preparations, you can prepare a staff
as a prepared spellcaster. If you do not have the basic EXPERT WANDSLINGER CASTING FEAT 12
bounded spellcasting benefits yet, your highest-level ARCHETYPE
spell slot is considered 1st level for the purposes of Prerequisites Basic Wandslinger Casting; master in
preparing a staff during your daily preparations. Arcana
You gain the expert bounded spellcasting benefits
You become trained in Arcana; if you were already
(SoM 74). During your daily preparations, you may
trained in Arcana, you instead become trained in a skill
create a unique wand for each of your prepared spell
of your choice.
slots. Due to the unstable arcane energy supporting
HAND FOR WANDS FEAT 4 them, only you are capable of using these wands.
ARCHETYPE These wands follow the normal rules of wands,
Prerequisites Wandslinger Dedication including once per day use, but they may not be
overcharged. For each spell slot you gain from this
Wandslinging takes a quick hand, and fortunately, you
feat, add a spell of that level or lower to your
have two. When you use the Quick Wand action, you
spellbook.
may stow an item in either of your hands, and you
may draw a stave or wand to either. MASTER WANDSLINGER CASTING FEAT 18
BASIC WANDSLINGER CASTING FEAT 6 ARCHETYPE

ARCHETYPE
Prerequisites Expert Wandslinger Casting; legendary
in Arcana
Prerequisites Wandslinger Dedication
You gain the master bounded spellcasting benefits
You gain the basic bounded spellcasting benefits (SoM
(SoM 74). During your daily preparations, you may
74). However, your use of scrolls, staves, and wands is
create a unique wand for each of your prepared spell
bounded as described by the wandslinger dedication.
slots. Due to the unstable arcane energy supporting
During your daily preparations, you may create a
them, only you are capable of using these wands.
unique wand for each of your prepared spell slots. Due
These wands follow the normal rules of wands,
to the unstable arcane energy supporting them, only
including once per day use, but they may not be
you are capable of using these wands. These wands
overcharged. For each spell slot you gain from this
follow the normal rules of wands, including once per
feat, add a spell of that level or lower to your
day use, but they may not be overcharged. For each
spellbook.
spell slot you gain from this feat, add a spell of that
level or lower to your spellbook. ARCANE OVERCHARGE FEAT 20
CHARGED SHOT FEAT 6 ARCHETYPE

ARCHETYPE EVOCATION MAGICAL


Prerequisites legendary in Arcana

Trigger you used Arcane Blowback to reload a There's no overcharge like arcane overcharge. Wands
weapon. prepared by your Wandslinger features may be
overcharged, following all the rules of regular wands.
Prerequisites Wandslinger Dedication
In the event one of your wands is destroyed, you take
As the discharge of your wands builds up arcane
force damage equal to your level. You may prepare the
energy around you, you channel that overcharge of
wand again during your next daily preparations.
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Feats
The following feats are accessible to most characters in Eberron, allowing you to
connect to the world of Eberron and all it has to offer.

General Feats Skill Feats


These feats are general feats available to anyone These feats are general skill feats available to anyone
regardless of ancestry or background. regardless of ancestry or background.

EDUCATION FEAT 1 Crafting


GENERAL EXCEPTIONAL ARTISAN FEAT 1
Prerequisite you may only take this feat at 1st level GENERAL SKILL
Some lands hold the pen in higher regard than the Prerequisites trained in Crafting
sword. In your youth, you received the benefit of When you spend downtime to use the Craft activity,
several years of formal schooling. You become trained you need only spend 3 days at work at which point
in one skill and an additional lore of your choice. At you attempt a Crafting check. For consumable items,
5th level, you become an expert in the lore. you may build them one at a time. If you do, you only
RESEARCHER FEAT 1 need to spend 1 day at work before attempting a
Crafting check.
GENERAL
You can use your Knowledge skills to extract PROFICIENT PROTOTYPER FEAT 1
information from books, scrolls, and other repositories GENERAL SKILL
of facts and figures. You become trained in Academia Prerequisites trained in Crafting
Lore. When you research a topic, you can treat the
When you spend downtime to use the Craft activity,
result of your check as one step better.
with your proficiency in creating prototypes and
WAND MASTERY FEAT 5 planning ahead (or failing quickly), you may complete
crafting projects faster. On a successful Craft check,
GENERAL
you may reduce the remaining materials required by 1
When you overcharge a wand, make a DC 11 flat
day in addition to any further downtime you spend. If
check. On a failure, the wand is broken. On a critical
you are an expert in crafting you may reduce this by 2
failure, the wand is destroyed. Regardless of the result,
days, master by 4 days, and legendary by 8 days.
the wand may not be used again until your next daily
preparations.
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Weapons, Armour, and Adventuring


Gear
The world of Eberron is built on both arcane and mundane innovation, much of it
powered by House Cannith. The following equipment has been developed in Eberron,
whether by a specific culture, ancient civilization, or by the research funds of a
nation's war machine.

Weapons and Armour


The following weapons and armour are available in Eberron.

TABLE 7-1: ARMOUR


Light Armour Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armour Traits
Leafweave 4 gp +1 +4 -1 - 10 1 - Flexible, Primal
Darkleaf Breastplate 6 gp +2 +3 -1 - 12 1 - Flexible, Primal

Medium Armour Price AC Dex Check Speed Strength Bulk Group Armour Traits
Bonus Cap Penalty Penalty
Darkleaf branded 10 +3 +2 -2 -5ft 14 2 Composite Flexible,
mail gp Primal

TABLE 7-2: MELEE WEAPONS


Uncommon Martial Price Damage Bulk Hands Group Weapon Traits
Weapons

Boomerang, Talenta 4 sp 1d4 B L 1 Boomerang Agile, Finesse, Halfling, Returning, Thrown 20ft
Nonlethal
Boomerang, Xen'drik 8 sp 1d4 S L 1 Boomerang Agile, Finesse, Drow, Returning, Thrown 20ft
Sharrash 2 gp 1d6 S 1 2 Polearm Reach, Finesse, Halfling, Trip
Tangat 4 gp 1d6 S 1 1 Sword Finesse, Forceful, Halfling, Sweep

Trait Changes*
Boarding Axe - - - - - Agile, Climbing, Versatile P
Buugeng - - - - - Agile, Sweep, Twin
Claw Blade - - - - - Agile, Deadly d8, Disarm, Finesse, Shifter, Versatile P
Gill Hook - - - - - Grapple, Reach
Wish Blade - - - - - Disarm, Resonant, Two-Hand 1d10
Wish Knife - - - - - Agile, Disarm, Finesse, Resonant, Versatile S
Whip Claw - - - - - Finesse, Hampering, Reach, Shifter
* All stats as in source books except traits as noted

Uncommon Advanced Weapons Price Damage Bulk Hands Group Weapon Traits
Double-Bladed Scimitar 10 gp 1d6 S 1 2 Sword Backswing, Dual, Elf, Forceful
Myrnaxe 4 gp - 1 - - Gnoll, Attached*

Axehead 2 gp 1d12 S 5L 2 Axe Gnoll, Forceful, Sweep, Attached*

Spearhead 2 gp 1d6 P 5L 1 Spear Gnoll, Deadly (d8), Two-Hand (d10), Attached*


*See Myrnaxe entry
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TABLE 7-3: RANGED WEAPONS


Uncommon Martial Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Trait Changes*
Thunder Sling - - - - - - - Agile, Propulsive, Uncommon
* All stats as in source books except traits as noted

Uncommon Advanced Price Damage Range Reload Bulk Hands Group Weapon Traits
Weapons
Gnoll bow 5gp 1d8 P 150ft. 0 2 1+ Bow Fatal d10, propulsive, gnoll, volley
50ft.
10 Gnoll arrows 2sp

Armour Traits Critical Specialization Effects


Primal: This armour is created entirely out of primal Boomerang: Choose one creature other than the initial
components, and can be considered wooden armour target within the first range increment of you. If its
for druid and other anathemas. AC is lower than your attack roll result for the
critical hit, you deal damage to that creature equal
Armour Descriptions to the result of the weapon damage die you rolled
Darkleaf: Similar to leafweave armour, darkleaf (including extra dice for its potency rune, if any).
armour is made of carefully cured and beautifully This amount isn't doubled, and no bonuses or other
carved pieces of wood, supplemented by treated additional dice apply to this damage.
leaves. This special process enables the many primal
practitioners of the world a sturdy, yet entirely
natural armour. Weapon Descriptions
Boomerang, Talenta: The halflings of the Talenta
Leafweave: The artisans of Aerenal weave suits of
Plains use traditional boomerangs - simple curved,
armour from leaves and wood, which are then
polished sticks designed to return to the thrower.
treated by a special process that makes them as
tough and flexible as leather. This special process Boomerang, Xen'drik: The drow of Xen'drik use
enables the many primal practitioners of the world a three-pronged bladed boomerangs to hunt prey.
sturdy, yet entirely natural armour. Some adventurers and explorers learn to use the
weapon while operating in the Xen'drik jungles, but
Weapon Traits few outside the drow communities ever master the
Dual: A single dual weapon is balanced such that their intricacies of the Xen'drik boomerang.
flurry of blows land with the speed of two weapons.
Double-Bladed Scimitar: The Double-Bladed Scimitar
Dual weapons satisfy requirements of dual-wielding
is the signature weapon of Valenar elves. A haft of
melee weapons, such as for the Ranger Twin
fine wood supports a long, curving blade on either
Takedown feat.
end.
Drow: Drow craft and use these weapons.
Gnoll bow: Though the gnollbow is not significantly
Gnoll: The Znir consider these weapons to be a larger than a normal longbow, the draw of the
signature weapon of their pact and don’t sell them weapon is deceptively heavy. Gnoll bows are made
to outsiders. The only way to acquire a gnoll from horn, a darkwood core, and sinew laminated
weapon is to be given one or to take it from a fallen together to increase the power of its pull and the
foe. force of its projectile. This allows the bow to fire
Returning: When you make a thrown attack with this larger projectiles at much higher velocity, resulting
weapon and roll a failure, the weapon returns to in greater penetrating power. However, regular
you if you have a free hand. arrows shatter under the force of the bow and only
gnoll arrows can be used as ammunition. You must
use two hands to fire it, and it cannot be used while
mounted. Any time an ability is specifically
restricted to a longbow, such as Erastil’s favoured
weapon, it also applies to gnoll bows unless
otherwise stated. To craft a gnoll bow, you must
have at least 5sp worth of darkwood to form the
core of the weapon.
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Gnoll Arrows: These projectiles are the only Gear Descriptions


ammunition that can withstand the force of gnoll
Spellshard (Blank) A spellcaster can mystically imprint
bows. The shaft of an arrow is made of darkwood.
spells into an Eberron dragonshard rather than
It is stabilized in flight by fletching at one end and
physically writing them into a spellbook. A single
bears a metal head on the other. To craft gnoll
spellshard is about the size of a human fist. The
arrows, you must have at least 2cp worth of
spellcaster can concentrate on the shard in order to
darkwood to form the shaft of the arrow.
bring any spell stored in it into focus; the spell
Myrnaxe As mercenaries in a land of monsters, the appears as silvery writing within the swirling
Znir gnolls prepare to face a wide range of exotic colours of the shard. Each Spellshard can hold up to
opponents. A myrnaxe has a sturdy wooden haft 100 spells. The Price listed is for a blank Spellshard.
with a curved axe blade on one end and a long
Clothing, darkweave: A character wearing darkweave
spearhead on the other. Depending on the wielder's
gains a +1 item bonus on stealth checks made in
stance, the myrnaxe is either functionally a
shadowy illumination or dark conditions.
battleaxe or a spear. A user may switch between the
Darkweave clothing costs 100 gp more than a
sides of the myrnaxe with an interact action. The
normal outfit of the same sort, gains the same
myrnaxe has the damage, hands, group, and
benefits (such as High Fashion Fine Clothing), and
weapon traits of the side in user. Myrnaxes are
weighs the same.
composed of two attached items: the Myrnaxe -
Axe, and the Myrnaxe - Spearhead. It’s common for Clothing, glamerweave: A character wearing
each head to be made of a different metal, so the glamerweave clothing gains a +1 item bonus on
spearhead might be silver while the axe blade is Diplomacy checks. Glamerweave clothing costs 100
made of byeshk-thus maximizing its versatility gp more than a normal outfit of the same sort and
against multiple foes. When crafting a myrnaxe, gains the same benefits (such as High Fashion Fine
both sides are manufactured at the same time, using Clothing).
their respective crafting costs for material, and Arcane Signet Ring: The dragonmarked houses of
forming a completed Myrnaxe when finished. Each Khorvaire use these rings extensively for
side of the weapon gains the effect of its respective identification purposes.
precious material. You may not wield individual
halves of the Myrnaxe. Signet Brooch Other members of a dragonmarked
house, whether actual scions or important hired
Sharrash: Similar to a scythe, the Talenta Sharrash help, wear signet brooches to identify their
developed by the halflings of the Plains consists of a affiliation.
sicklelike blade at the end of a long pole.
Identification Papers: These papers present a detailed
Tangat: The Tangat, developed by the halflings of the physical description of a person (the wealthy
Talenta Plains, features a curved blade (like a sometimes commission small portraits of
scimitar's) mounted on a short haft. themselves), the person’s name and residence, and in
some cases additional information about the
Adventuring Gear person’s affiliations (particularly including any
The following adventuring gear is available in
connection to a dragonmarked house, royalty, or a
Eberron.
large institution).
TABLE 7-4: ADVENTURING GEAR Letter of Credit: A character who has funds on deposit
Item Price Bulk Hands in a Kundarak bank can request from the bank a
Spellshard (Blank) 1 gp L 1 letter of credit, which allows them to withdraw
Clothing funds from a different bank branch. Letters of credit
Clothing, darkweave base clothing base
(level 3)* + 100 gp clothing - are always notarized with arcane marks (usually by
Clothing, base clothing base - gnomes from House Sivis), making them practically
glamerweave (level 3)* + 100 gp clothing impossible to forge.
Arcane signet ring 15 gp - -
Traveling Papers: Anyone who travels across national
Signet brooch 7 gp - -
borders is usually required to carry travelling papers
Identification papers, 2 sp - -
standard identifying them, their residence, their destination,
Identification papers, and their reason for travel.
with portrait 5 sp - -

Letter of credit special - -


Traveling papers 2 cp - -
Artifice Tools 5 gp 2 2
Sterling Artifice 55 gp 2 2
Tools (level 3)
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ARTIFICE TOOLS ITEM 0+ TABLE 7-5-3: COSMETIC TRANSMUTATION


UNCOMMON ARTIFICER SERVICES
Price (1 Price (1
Price 5 gp Service Week) Month) Permanent
Hands 2; Bulk 2 Minor (natural) 1gp 2 gp 5 gp
Requirements Must have access to the Artifice class Minor
(unusual) 2 gp 4 gp 10 gp
feature.
Artifice tools are a special subset of artisan's tools Moderate 4 gp 8 gp 20 gp
with all the equipment required to manufacture Major 6 gp 12 gp 30 pg

magical items of any nature. If you have a set of these Cosmetic Transmutation With the widespread arcane
tools, you do not need different sets for different work, magic that exists in Eberron, transmutation has
as may be required of regular Artisan's Tools. These become widespread for cosmetics. This can be
tools may also be used in place of the repair kit. anything from a minor natural change such as hair
colour to a moderate change such as height or sex,
ARTIFICE TOOLS ITEM 0 to a major change such as a full physical
Price 4 gp impersonation of a specific individual.
Hands 2; Bulk 2 See Exploring Eberron pg 28 for more information

STERLING ARTIFICE TOOLS ITEM 3 Courier service (House Orien) The price varies based
on the weight, and ease of access to the destination
Price 62 gp
of the package. For an extra fee, Orien will use
Hands 2; Bulk 2
House Kundarak's services to apply a glyph of
Sterling artisan's tools give you a +1 item bonus to the warding spell to the package.
check.
Mail service (House Orien) Sending mail is
inexpensive, but is limited in size. If the security of
the letter is important, Orien will use House Sivis'
Services services to protect the messages - either by
The following services are available to the people of
cryptography or secret page spell.
Khorvaire.
Message Station (House Sivis) For even faster
TABLE 7-5-1: SERVICES communication, House Sivis' services are employed.
Service Price On a per word basis, House Sivis broadcast stations
Hireling can send messages across their network. These
Magewright 7 sp per day
networks are built with Speaking Stones, which are
TABLE 7-5-2: HOUSE SERVICES detailed in the magic items section.
Service Price Translation (House Sivis) For a fee, House Sivis can
Courier service (House Orien) 1 cp per 10 miles translate any document, provided it is a Common or
Mail service (House Orien) 1 cp per 100 miles Uncommon language. Exotic languages might be
Message station (House Sivis) 2 cp per word translated by experts in House Sivis for an increased
Translation (House Sivis) 1 cp per word fee.
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Transportation Animals
The following modes of transportation are available as TABLE 7-7: ANIMALS
services to the people of Eberron. Rental Price (per Purchase
Animal day) Price
TABLE 7-6: TRANSPORTATION 32 gp (level
Service Price Speed Carver 1 gp per day
2)
Airship (House Lyrandar) 5 sp per 5 miles 20 26 gp (level
mph Clawfoot 1 sp per day
2)
Elemental galleon (House 20 Fastieth 9 cp per day 8 gp
Lyrandar) 25 cp per 5 miles mph
Magebred Animal
Lightning rail, first-class (House 2 sp, 5 cp per 5 30
Orien) miles mph Magebred Guard 2 cp per day 4 sp
Dog
Lightning rail, standard (House 1 sp per 5 miles 30
Orien) mph Magebred Riding 12 cp per day 8 gp
Dog
Lightning rail, steerage (House 1 cp per 5 miles 30
Orien) mph Magebred Riding
Horse 2 sp per day 16 gp
Magebred coach (House Orien) 5 cp per 5 miles 5 mph
60 gp (level
Teleportation circle (House Magebred Warhorse 1 gp per day 3)
Orien) 250 gp Instant
Magebred Pack 4 cp per day 4 gp
Airship (House Lyrandar) Airships primarily travel Animal
between major cities with docking towers, but not Magebred Riding 16 cp per day 14 gp
Pony
bound to terrain, these airships can provide
transportation to any location. Magebred Warpony 16 sp per day 48 gp (level
2)
Elemental galleon (House Lyrandar) Elemental 20 gp* (level
Valenar Riding Horse 3 sp per day 3)
galleons have an advantage over more mundane sea
fairing vessels, as they are not subject to the will of Valenar Guard Dog 3 cp per day 1 gp* (level 3)
the wind. * Valenar elves do not sell their animals. However on the
rare occasions when a Valenar animal chooses an
Lightning Rail A large elemental engine tows cars adventurer of a different ancestry as a companion, it is
universally accepted. Price provided for GM balance use.
behind it on a rail system that can handle heavy
weights over a long distance. The various classes of Carver: Known in some worlds as the deinonychus,
transportation provide different levels of standards the statblock is in Beastiary 1 as the Deinonychus.
of living for the time that passengers are on the rail Clawfoot: A human-sized predator of the Talenta
network. First Class is in the realm of Fine living, Plains, this dinosaur is the halfling equivalent of a
Standard is Comfortable, and Steerage affords warhorse.
cheap-but a sustenance-level of travel.
Fastieth: A fast-running, plant-eating dinosaur, the
Magebred Coach These coaches are much like a fastieth is the halfling equivalent of a pony or riding
Carriage trip but are pulled by well trained and a horse on the Talenta Plains.
swift animals that provide an advantage over
standard Carriages. Magebred Animal: An animal magically bred by
House Vadalis might have any of a number of useful
Teleportation Circle House Orien manages a network
qualities and is easier to train than a mundane
of teleportation circles between the major cities of
animal.
Eberron. For a fee per person, House Orien allows
transit between any of these points. Valenar Animals: Valenar animals are awakened to
advanced intelligence and power by the touch of an
ancestral spirit.
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Equipment Charges Level Price


The following equipment is available in Eberron. 1 2 4 GP
2 3 12 GP
Town Size Magic Level Item Level
3 5 30 GP
Thorp Cantrips 1st level
4 7 70 GP
Hamlet 1st level 2nd level
5 9 150 GP
Village 2nd level 3rd level
6 11 300 GP
Small Town 3rd level 5th level
7 13 600 GP
Large Town 3rd level 7th level
8 15 1300 GP
Small City 4th level 9th level
9 17 3000 GP
Large City 4th level 11th level
10 19 8000 GP
Metropolis 5th level 13th level
Crafting Requirements The initial raw materials must
Magic level listed is the suggested maximum that could be half Siberys Powder by value.
be found, and may not be present or accessible to
adventurers. Beyond 3rd level spells, 4th and 5th level
SIBERYS POWDER ITEM 0+
capable casters are likely rare or unique NPCs who may UNCOMMON ALCHEMICAL CONSUMABLE
be entirely unavailable, or unwilling, to meet Ammunition round
adventurers. 6th and 7th level capable casters are Activate Interact
considered a Unique rarity, and a GM should always
Siberys powder is a volatile and explosive alchemical
consider how such a powerful NPC is present in the
substance commonly used in the production of wand
world. Higher-level items may be theorized about in the
munitions. Siberys powder becomes inert and useless
arcane centres of Khorvaire, and blueprints might be
when wet and must be kept in a sealed, water-tight
available, but the odds of finding items of 10th level or
beyond available for retail is unlikely. container.
Type dose or round; Level 0; Price 1cp
Consumable Equipment The smallest unit of siberys powder that still has a
The following equipment is commonly available to simple use, a dose can be a simple package paper
most adventurers. parcel around siberys powder or it can be packaged
with a metal bullet or pellet to be used as
Arcana Equipment ammunition. When ignited with an arcane spark or
BREATH OF SIBERYS ITEM 1+ mundane fire, a dose of siberys powder explodes.
UNCOMMON CONSUMABLE MAGICAL This isn't powerful enough to deal damage but it
Usage held in 1 hand; Bulk L makes a loud sound and could trigger further
Activate Interact explosions. A fuse for a dose can be created with a
few twists of paper and causes the dose to explode
While still volatile and unstable, additional refinement
the round after it's lit.
of Siberys Powder has created a small globe
containing a highly refined solution of dragonshards Type horn; Level 2; Price 5 gp
held in a suspended state. While suspended in this A horn contains 500 doses worth of siberys powder.
globe, it is protected from water. A horn can be detonated by leaving a small trail of
When you interact to crush this globe against a magic siberys powder and then lighting it. Each 5-foot
item that has 0 charges remaining (such as a stave, square requires one dose of siberys powder to
but not a wand), the item regains charges equal to the create a trail through. As long as the horn is
following table. This cannot exceed its maximum
number of charges.
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mostly full (at least 400 doses remaining) it can be DRAGONSEYE OAK ACORN ITEM 4
detonated to deal 1d6 fire damage in a 5-foot burst (DC
COMPONENT CONSUMABLE METAMAGIC
16 basic Reflex save). It takes 1 round per 15 feet of
Price 13 gp
powder trail laid down for a horn to detonate after the
Usage material component of a spell; Bulk -
trail is lit. If multiple horns detonate simultaneously, it
Activate interact; Trigger You cast a spell from the
can increase the area of the explosion, but the damage
school of Evocation with the acid, cold, electricity,
in overlapping areas doesn't increase.
fire, or sonic trait
Type keg; Level 6; Price 50 gp
When used as a material component (adding the
A keg contains 5,000 doses of siberys powder and
material component to the spell if it doesn't already
can be detonated in the same way as a horn. As
have it) for an evocation spell with the acid, cold,
long as the keg is mostly full (at least 4,000 doses
electricity, fire, or sonic trait you gain a circumstance
remaining) this deals 3d6 fire damage in a 20-foot
bonus to damage equal to twice the level of the spell
burst (DC 20 basic Reflex save). Detonating multiple
as well as 1d4 persistent damage of the same type on
kegs can increase the area, but not the damage, of
a critical hit.
this effect; detonating a keg and any horns at the
same time in an overlapping area also doesn't GHOST OAK ACORN ITEM 3
increase the damage.
COMPONENT CONSUMABLE METAMAGIC
Crafting Requirements The initial raw materials must
Price 10 gp
be half Eberron shards by value.
Usage material component of a spell; Bulk -
Magical Components Activate interact; Trigger You cast a spell from the
school of Illusion
CATHIER SPLEEN ITEM 3
When used as a material component (adding the
COMPONENT CONSUMABLE METAMAGIC
material component to the spell if it doesn't already
Price 12 gp have it) for an Illusion spell, you gain a +1
Usage material component of a spell; Bulk - circumstance bonus to the DC of the spell.
Activate interact; Trigger You cast a spell from the
school of Illusion HATHIL ROOT ITEM 3
When used as a material component (adding the COMPONENT CONSUMABLE METAMAGIC
material component to the spell if it doesn't already Price 9 gp
have it) for an illusion spell, the cathier spleen doubles Usage material component of a spell; Bulk -
the spell’s duration. Activate interact; Trigger You cast a spell from the
school of Transmutation
COVADISH LEAVES ITEM 8
When used as a material component (adding the
UNCOMMON COMPONENT CONSUMABLE METAMAGIC
material component to the spell if it doesn't already
Price 75 gp have it) for a transmutation spell, you gain a +1 item
Usage material component of a spell; Bulk - bonus to your spell DC for this spell.
Activate interact; Trigger You cast a spell from the
school of Necromancy
When used as a material component (adding the
material component to the spell if it doesn't already
have it) for a Necromancy spell, the covadish leaves
heighten the spell level by 1 up to the maximum level
you can cast.
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IRIAN CRYSTAL ITEM 8 MASTHIN SHOOTS ITEM 2


UNCOMMON COMPONENT CONSUMABLE METAMAGIC COMPONENT CONSUMABLE METAMAGIC
Price 98 gp Price 6 gp
Usage material component of a spell; Bulk - Usage material component of a spell; Bulk -
Activate interact; Trigger You cast a spell from the Activate interact; Trigger You cast an enchantment
school of Necromancy that restores hit points spell that targets at least one animal or beast
When used as a material component (adding the When used as a material component (adding the
material component to the spell if it doesn't already material component to the spell if it doesn't already
have it) for a Necromancy spell that restores hit have it) for any enchantment spell that targets an
points, you gain a circumstance bonus to healing equal animal or beast, the Masthin Shoots double the spell’s
to half the level of the spell. duration.

KIEROS LEAVES ITEM 7 NARSTONE ITEM 6


UNCOMMON COMPONENT CONSUMABLE METAMAGIC UNCOMMON COMPONENT CONSUMABLE METAMAGIC
Price 51 gp Price 50 gp
Usage material component of a spell; Bulk - Usage material component of a spell; Bulk -
Activate interact; Trigger You cast a spell with the Activate interact; Trigger You cast a spell from the
death trait school of conjuration
When used as a material component (adding the When used as a material component (adding the
material component to the spell if it doesn't already material component to the spell if it doesn't already
have it) for any spell with the death trait, any creature have it) for any conjuration spell, the Narstone
affected by the spell increases its doomed condition by heightens the spell level by 1 up to the maximum level
1. you can cast.

LASKIN HORN ITEM 6 REATH LEAVES ITEM 4


COMPONENT CONSUMABLE METAMAGIC COMPONENT CONSUMABLE METAMAGIC
Price 40 gp Price 13 gp
Usage material component of a spell; Bulk - Usage material component of a spell; Bulk -
Activate interact; Trigger You make a spell attack Activate interact; Trigger You cast a spell that
roll. targets at least one creature with the plant trait
When used as a material component (adding the When used as a material component (adding the
material component to the spell if it doesn't already material component to the spell if it doesn't already
have it) for any spell that requires a spell attack roll. have it) for a spell, any creatures with the plant trait
You gain a +1 item bonus to your attack roll. take a -1 item penalty to their saves against this spell.

MABAR CRYSTAL ITEM 2


COMPONENT CONSUMABLE METAMAGIC
Price 5 gp
Usage material component of a spell; Bulk -
Activate interact; Trigger You cast a spell with the
Darkness trait
When used as a material component (adding the
material component to the spell if it doesn't already
have it) for a spell with the Darkness trait, the Mabar
Crystal automatically attempts to counteract any light
effects in the area of the spell. This counteract effect is
at the cast spell level + 1 and uses your casting DC.
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Dragonmark Focus Items


Much of the influence of the dragonmarked houses is based on a simple principle: it’s
easier to amplify an existing magical effect, such as that of a dragonmark, than to
create the same effect from nothing. Over the course of centuries, House Cannith and
the Twelve have developed items that focus and enhance the powers of the mark to
produce powerful, reliable effects.

Dragonmark focus items are rarely sold in stores. DRAGONMARK CHANNEL ITEM 2
They can only be created using proprietary tools, and
DRAGONMARK INVESTED MAGICAL
are produced exclusively by House Cannith and the
Twelve for use by trusted agents of the dragonmarked Price 35 gp
houses. Usage worn; Bulk -
Each dragonmark channel is tied to a specific
Dragonmark Focus Items dragonmark, such as the Mark of Healing or the Mark
These common items are available to most
of Making, and you can only attune to it if you possess
dragonmarked house members actively employed in
that dragonmark.
the house's service.

CHANNELING WAND ITEM 3+ Activation Interact (Cast a Spell); Frequency Once per
day; Effect you can cast one of the dragonmark
DRAGONMARK INVESTED MAGICAL
focus spells that you know at level 1.
Usage held in 1 hand; Bulk L
Craft Requirements at least 4 gp of siberys shards
A channelling wand is a short metal wand tipped with
a Siberys dragonshard. Each wand is tied to a specific
dragonmark, such as the Mark of Healing or the Mark
of Making, and you can only attune to it if you possess
that dragonmark.
Activation (Cast a Spell); Frequency Once per day, plus
overcharge; Effect you can cast the selected focus
spell of your house at the indicated level.
Type 1st-level focus spell; Level 3; Price 60 gp
Type 2nd-level focus spell; Level 5; Price 160 gp
Type 3rd-level focus spell; Level 7; Price 360 gp
Type 4th-level focus spell; Level 9; Price 700 gp
Type 5th-level focus spell; Level 11; Price 1,500 gp
Type 6th-level focus spell; Level 13; Price 3,000 gp
Type 7th-level focus spell; Level 15; Price 6,500 gp
Type 8th-level focus spell; Level 17; Price 15,000 gp
Type 9th-level focus spell; Level 19; Price 40,000 gp
Craft Requirements Supply a listed-level casting of the
spell; At least 25% of the crafting material value
must be Siberys shards.
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DRAGONMARK FOCUS ITEM 7


UNCOMMON DRAGONMARK INVESTED MAGICAL
Usage worn; Bulk L
When worn by a person whose mark has been attuned
to the stone, a dragonmark focus increases the
wearer’s effectiveness whenever they use any of the
spell-like abilities of their mark.
Activation ;Trigger: You cast a Dragonmark Focus
Spell
Frequency Once per day
Effect See Dragonmark Focus type
Type Dragonmark Focus (Least); Level 7; Price 340 gp;
Effect: This focus grants a +1 item bonus the spell
attack, DC, or skill check of Dragonmark Focus
Spell.
Craft Requirements at least 42 gp of siberys shards
Type Dragonmark Focus (Lesser); Level 13; Price
2,500 gp;
Effect: This focus grants a +2 item bonus the spell
attack, DC, or skill check of Dragonmark Focus
Spell.
Craft Requirements at least 312 gp of siberys shards
Type Dragonmark Focus (Greater); Level 17; Price
13,000 gp;
Effect: This focus grants a +3 item bonus the spell
attack, DC, or skill check of Dragonmark Focus
Spell.
Craft Requirements at least 1625 gp of siberys shards

DRAGONMARK RESERVOIR ITEM 8


DRAGONMARK INVESTED MAGICAL
Price 500 gp
Usage worn; Bulk L
Each reservoir is tied to a specific dragonmark, such as
the Mark of Healing or the Mark of Making, and you
can only attune to it if you possess that dragonmark.
Activation Interact; Frequency Once per day;
Effect your dragonmark focus pool restores one point,
as if you had completed the refocus activity.
Craft Requirements at least 62 gp of siberys shards
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Magic Items
The following items are advanced developments of arcane talent or ancient
civilizations. These items can be of great value to the average adventurer, and to the
magewrights that would seek to reverse engineer them.
Armour Held Items
The following armours are too expensive to be readily These items need to be held to use them.
available to the common soldier but can be used to
great effect by talented adventurers.
BATTLE ROD ITEM 1
INVESTED MAGICAL
Precious Material Armour Usage held in 2 hands; Bulk L
These suits of armour are made of unique materials
Price 15 gp
available in Eberron. They can be crafted in addition
While holding the staff in two hands, you may use it
to all of the suits of armour available in the base
pathfinder 2e rules. as an arcane focus.
Activate Interact Effect The next cantrip you cast
BRONZEWOOD ARMOUR ITEM 12+ this turn uses the rules for range increments. You may
Usage varies by armour; Bulk varies by armour cast the spell at a target at a maximum of 2 range
It’s easier to wear than normal armour, reducing the increments away. For each range increment above the
Strength score necessary to ignore its check penalty first, you take a -2 penalty to your attacks or DCs.
by 2. Unlike darkwood, bronzewood can be used
instead of metal to fashion armour - it is somewhat
SENDING STONE PAIR ITEM 7
shapeable during manufacturing. MAGICAL

Type standard-grade bronzewood armour; Level 12; Usage held in 1 hand; Bulk L
Price 1,600 gp + 160 gp per Bulk; Craft Price 300 gp
Requirements at least 200 gp of bronzewood + 20 Activate Cast a Spell; Frequency Once per day per
gp per Bulk pair; Effect You cast the sending spell directly to the
Type high-grade bronzewood armour; Level 19; Price other stone. If the stone is attended by another
32,000 gp + 3,200 gp per Bulk; Craft Requirements creature, they become the target of the sending
at least 16,000 gp of bronzewood + 1,600 gp per spell.
Bulk
WAR STAFF ITEM 4
RIEDRAN CRYSTEEL ARMOUR ITEM 12+ INVESTED MAGICAL
Usage varies by armour; Bulk varies by armour Usage held in 2 hands; Bulk 1
Riedran Crysteel armour is capable of warding off Price 100 gp
mental assaults, granting you a +1 circumstance bonus While holding the staff in two hands, you may use it
to saves and DCs against mental effects. as an arcane focus.
Type standard-grade riedran crysteel armour; Level 12;
Price 1,600 gp +160 gp per Bulk; Craft Activate Interact Effect The next cantrip you cast
Requirements at least 200 gp of riedran crysteel + this turn uses the rules for range increments. You
20 gp per Bulk may cast the spell at a target up to 4 range
Type high-grade riedran crysteel armour; Level 19; increments away. For each range increment above
Price 32,000 gp + 3,200 gp per Bulk; Craft the first, you take a -2 penalty to your attacks or
Requirements at least 16,000 gp of riedran crysteel DCs.
+ 1,600 gp per Bulk
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Materials SOARWOOD MATERIAL 0+


The following unique materials are available, in UNCOMMON PRECIOUS
addition to pathfinder 2e materials.
Soarwood possesses a magical buoyancy. A soarwood
BYESHK MATERIAL 0+ item’s Bulk is reduced by 3 (or to light Bulk at
minimum, with no effect on an item that normally has
PRECIOUS
light Bulk). The Price of an item made of soarwood is
Byeshk is a rare and heavy metal of lustrous purple.
based on the item’s normal Bulk, not its reduced Bulk
Type byeshk chunk; Level 0; Price 10 gp; Bulk L
for being made of soarwood, but reduce the Bulk
Type byeshk ingot; Level 0; Price 100 gp; Bulk 1
before making any further Bulk adjustments for the
Type standard-grade byeshk object; Level 7; Price
size of the item. Soarwood is, however, not particularly
250 gp per bulk;
fit for the purposes of armour, Shields, or Weapons.
Type high-grade byeshk object; Level 15; Price 4500
Type Soarwood branch; Level 0; Price 600 gp; Bulk -
gp per bulk;
Type Soarwood lumber; Level 0; Price 6000 gp; Bulk
Byeshk Items Hardness HP BT L
Thin Items Type standard-grade soarwood object; Level 9; Price
Standard-grade 8 32 16 500 gp per bulk;
High-grade 11 44 22 Type high-grade soarwood object; Level 17; Price
Items 10,000 gp per bulk;
Standard-grade 12 48 26
Soarwood Items Hardness HP BT
High-grade 15 60 32
Thin Items
Structures
Standard-grade 3 10 5
Standard-grade 24 96 48
High-grade 5 20 10
High-grade 30 120 60
Items
BRONZEWOOD MATERIAL 0+ Standard-grade 5 18 9
PRECIOUS High-grade 7 28 14
Structures
Unlike most woods, bronzewood can be used instead
Standard-grade 12 46 23
of metal to fashion heavy armour and weapons - it is
somewhat shapeable during manufacturing, and it High-grade 14 56 28

keeps a sharp edge.


Type Bronzewood branch; Level 0; Price 500 gp; Bulk
L
Type Bronzewood lumber; Level 0; Price 5,000 gp;
Bulk 1
Type standard-grade bronzewood object; Level 8;
Price 350 gp per bulk;
Type high-grade bronzewood object; Level 16; Price
6,000 gp per bulk;
Bronzewood Items Hardness HP BT
Thin Items
Standard-grade 5 20 10
High-grade 8 32 16
Items
Standard-grade 7 28 14
High-grade 10 40 20
Structures
Standard-grade 14 56 28
High-grade 20 80 40
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RIEDRAN CRYSTEEL MATERIAL 0+ KHYBER SHARDS MATERIAL 0+


UNCOMMON PRECIOUS PRECIOUS
Crysteel makes excellent weapons, and the crystalline The dragonshards reflect the orange-red glow of the
component makes them resonate with psionic power. molten rock, and the silhouette of a swirling
Type Riedran crysteel chunk; Level 0; Price 10 gp; dragonmark is barely visible within the smoky crystal.
Bulk L Type unproccessed Small khyber Shards (up to 2
Type Riedran crysteel ingot; Level 0; Price 100 gp; inches); Level 0; Price 1 gp; Bulk -
Bulk 1 Type unproccessed Medium khyber Shards (More
Type standard-grade riedran crysteel object; Level 7; than 2 inches, up to 4 inches); Level 0; Price 2 gp;
Price 250 gp per bulk; Bulk -
Type high-grade riedran crysteel object; Level 15; Type unproccessed Large khyber Shards (More than 4
Price 4500 gp per bulk; inches, up to 6 inches); Level 1; Price 4 gp; Bulk -
Riedran Crysteel Items Hardness HP BT Type unproccessed greater khyber Shards (More than
Thin Items 6 inches); Level 4; Price 20 gp; Bulk -
Standard-grade 6 28 14 Type refined Small khyber Shards (up to 2 inches);
High-grade 9 40 20 Level 1; Price 4 gp; Bulk -
Items Type refined Medium khyber Shards (More than 2
Standard-grade 10 44 22 inches, up to 4 inches); Level 2; Price 7 gp; Bulk -
High-grade 13 56 28
Type refined Large khyber Shards (More than 4
Structures
inches, up to 6 inches); Level 4; Price 20 gp; Bulk -
Standard-grade 21 88 44
Type refined greater khyber Shards (More than 6
High-grade 27 112 56
inches); Level 7; Price 70 gp; Bulk -

EBERRON SHARDS MATERIAL 0+


SIBERYS SHARDS MATERIAL 0+
PRECIOUS
PRECIOUS
Eberron dragonshards also called bloodstones, are
Their crystalline depths contain pulsating golden
found encased in geode like stone shells-egg-shaped
veins.
rocks.
Type unproccessed Small siberys Shards (up to 2
Type unproccessed Small Eberron Shards (up to 2
inches); Level 0; Price 5 sp; Bulk -
inches); Level 0; Price 4 sp; Bulk -
Type unproccessed Medium siberys Shards (More
Type unproccessed Medium Eberron Shards (More
than 2 inches, up to 4 inches); Level 0; Price 2 gp;
than 2 inches, up to 4 inches); Level 0; Price 1 gp;
Bulk -
Bulk -
Type unproccessed Large siberys Shards (More than 4
Type unproccessed Large Eberron Shards (More than
inches, up to 6 inches); Level 1; Price 4 gp; Bulk -
4 inches, up to 6 inches); Level 1; Price 3 gp; Bulk -
Type unproccessed greater siberys Shards (More than
Type unproccessed greater Eberron Shards (More
6 inches); Level 4; Price 17 gp; Bulk -
than 6 inches); Level 4; Price 13 gp; Bulk -
Type refined Small siberys Shards (up to 2 inches);
Type refined Small Eberron Shards (up to 2 inches);
Level 1; Price 4 gp; Bulk -
Level 1; Price 3 gp; Bulk -
Type refined Medium siberys Shards (More than 2
Type refined Medium Eberron Shards (More than 2
inches, up to 4 inches); Level 2; Price 6 gp; Bulk -
inches, up to 4 inches); Level 2; Price 5 gp; Bulk -
Type refined Large siberys Shards (More than 4
Type refined Large Eberron Shards (More than 4
inches, up to 6 inches); Level 4; Price 18 gp; Bulk -
inches, up to 6 inches); Level 4; Price 13 gp; Bulk -
Type refined greater siberys Shards (More than 6
Type refined greater Eberron Shards (More than 6
inches); Level 7; Price 63 gp; Bulk -
inches); Level 7; Price 51 gp; Bulk -
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Shields Type Bronzewood Tower Shield (Standard-Grade);


The following shields are too expensive to be readily Level 8; Price 560 gp; Bulk 3; Craft Requirements
available to the common soldier but can be used to Bronzewood worth at least 70 gp
great effect by talented adventurers. The shield has Hardness 5, HP 20, and BT 10.

Precious Material Shields Type Bronzewood Buckler (High-Grade); Level 16;


Price 8,000 gp; Bulk L; Craft Requirements
These shields are made of unique materials available
Bronzewood worth at least 4,000 gp
in Eberron. They can be crafted in addition to all of
the shields available in the base pathfinder 2e rules. The shield has Hardness 6, HP 24, and BT 12.
Type Bronzewood Shield (High-Grade); Level 16; Price
BYESHK SHIELD ITEM 7+ 8,800 gp; Bulk 1; Craft Requirements Bronzewood
UNCOMMON worth at least 4,400 gp
Usage varies by shield The shield has Hardness 8, HP 32, and BT 16.
Byeshk shields don’t typically have an additional Type Bronzewood Tower Shield (High-Grade); Level 16;
effect, though when used for a shield bash, they are Price 11,200 gp; Bulk 3; Craft Requirements
Byeshk weapons. Bronzewood worth at least 5,600 gp
Type Byeshk Buckler (Standard-Grade); Level 7; Price The shield has Hardness 8, HP 32, and BT 16.
330 gp; Bulk L; Craft Requirements Byeshk worth RIEDRAN CRYSTEEL SHIELD ITEM 9+
at least 375 sp
UNCOMMON
The shield has Hardness 6, HP 24, and BT 12.
Usage varies by shield
Type Byeshk Shield (Standard-Grade); Level 7; Price
374 gp; Bulk 1; Craft Requirements Byeshk worth at Riedran Crysteel shields can ward against mental
least 471 sp effects. While you have this shield raised, you gain its
The shield has Hardness 8, HP 32, and BT 16. circumstance bonus to saving throws against mental
effects that target you (as well as to AC).
Type Byeshk Buckler (High-Grade); Level 15; Price
5,500 gp; Bulk L; Craft Requirements Byeshk worth Type Riedran Crysteel Buckler (Standard-Grade); Level
at least 2,750 gp 8; Price 400 gp; Bulk L; Craft Requirements Riedran
The shield has Hardness 9, HP 40, and BT 20. Crysteel worth at least 375 sp
The shield has Hardness 3, HP 12, and BT 6.
Type Byeshk Shield (High-Grade); Level 15; Price
6,000 gp; Bulk 1; Craft Requirements Byeshk worth Type Riedran Crysteel Shield (Standard-Grade); Level
8; Price 440 gp; Bulk 1; Craft Requirements Riedran
at least 3,000 gp
The shield has Hardness 11, HP 44, and BT 22. Crysteel worth at least 471 sp
The shield has Hardness 5, HP 20, BT 10.
BRONZEWOOD SHIELD ITEM 12+ Type Riedran Crysteel Buckler (High-Grade); Level 16;
UNCOMMON Price 8,000 gp; Bulk L; Craft Requirements Riedran
Usage varies by weapon; Bulk varies by weapon Crysteel worth at least 2,750 gp
Bronzewood shields are 1 Bulk lighter than normal The shield has Hardness 6, HP 24, and BT 12.
(minimum 1 bulk, with no effect on a shield that Type Riedran Crysteel Shield (High-Grade); Level 16;
normally has light Bulk). Price 8,800 gp; Bulk 1; Craft Requirements Riedran
Type Bronzewood Buckler (Standard-Grade); Level 8; Crysteel worth at least 3,000 gp
Price 400 gp; Bulk L; Craft Requirements The shield has Hardness 8, HP 32, and BT 16.
Bronzewood worth at least 50 gp
The shield has Hardness 3, HP 12, and BT 6.
Type Bronzewood Shield (Standard-Grade); Level 8;
Price 440 gp; Bulk 1; Craft Requirements
Bronzewood worth at least 55 gp
The shield has Hardness 5, HP 20, and BT 10.
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Wands Weapons
The following wands are available in the world of The following weapons are too expensive to be readily
Eberron. available to the common soldier but can be used to
great effect by talented adventurers.
LAMPLIGHTER ITEM 1
COMMON MAGICAL WAND Precious Material Weapons
These weapons are made of unique materials available
Usage held in 1 hand; Bulk L
in Eberron. They can be crafted in addition to all of
Price 3 gp
the shields available in the base pathfinder 2e rules.
This dark black wand ending in a copper tip lights
small flames. BYESHK WEAPON ITEM 10+
Activate (Cast a Spell); Frequency Unlimited Effect Usage varies by weapon; Bulk varies by weapon
You can light or snuff out a candle, torch, small Byeshk weapons deal additional damage to creatures
campfire, or similar source of flame within 10 feet of with weakness to Byeshk, or with the aberration trait -
you. at the GM's discretion. This weakness unless otherwise
noted is equal to half the creature's level rounded up
TALKING WAND ITEM 1 (minimum 1).
COMMON MAGICAL WAND
Type standard-grade byeshk weapon; Level 10; Price
Usage held in 1 hand; Bulk L 880 gp + 88 gp per Bulk; Craft Requirements at
Price 5 gp least 110 gp of Byeshk + 11 gp per Bulk
A wand that ends in a rounded cone-like flare. Type high-grade byeshk weapon; Level 16; Price 9,000
Activate (Cast a Spell); Frequency Unlimited Effect gp + 900 gp per Bulk; Craft Requirements at least
While you are holding this wand, your voice and other 4,500 gp of Byeshk + 450 gp per Bulk
sounds you produce are three times as loud as normal.
BRONZEWOOD WEAPON ITEM 10+
Usage varies by weapon; Bulk varies by weapon
Bronzewood weapons are slightly lighter than their
contemporary counterparts but don't offer much else
in terms of benefit. A bronzewood weapon’s Bulk is
reduced by 1 (minimum 1 bulk, with no effect on
weapons that normally have light Bulk)
Type standard-grade bronzewood weapon; Level 10;
Price 880 gp + 88 gp per Bulk; Craft Requirements
at least 110 gp of bronzewood + 11 gp per Bulk
Type high-grade bronzewood weapon; Level 16; Price
9,000 gp + 900 gp per Bulk; Craft Requirements at
least 4,500 gp of bronzewood + 450 gp per Bulk
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RIEDRAN CRYSTEEL WEAPON ITEM 12+ Worn Items


Usage varies by weapon; Bulk varies by weapon The following worn items are available in the world of
Riedran Crysteel makes excellent weapons, and the Eberron.
crystalline component makes them resonate with
FEATHERFALL TOKEN ITEM 1
psionic power. On a critical hit with a riedran crysteel
INVESTED MAGICAL
weapon, the creature becomes clumsy 1 and stupified 1
for 1 round. Price 10 gp
Usage worn; Bulk -
Type standard-grade riedran crysteel weapon; Level
12; Price 1,600 gp +160 gp per Bulk; Craft These small feather shaped tokens help significantly
Requirements at least 200 gp of riedran crysteel + reduce the impact of a fall.
20 gp per Bulk
Activate Interact; Trigger You begin to fall Effect
Type high-grade riedran crysteel weapon; Level 19;
When you activate the Featherfall Token, you begin
Price 32,000 gp +3,200 gp per Bulk; Craft
to break the effects of your fall. You may treat the
Requirements at least 16,000 gp of riedran crysteel
fall as though it were 30 feet shorter. If you are in a
+ 1,600 gp per Bulk Syrania manifest zone - most notably Sharn - you
gain the benefits of feather fall for 1 minute or until
you stop falling, whichever comes first.

PLANE STONE OF ABSORPTION ITEM 1


INVESTED MAGICAL
Price 15 gp
Usage worn; Bulk -
When this stone is created, choose one of acid
(Lamannia), cold (Fernia), electricity (Syrania), fire
(Risia), and sonic (Dolurrh). This is the stone's energy
resistance type. On your turn, you may spend an
interact action to prepare the stone to dissipate
incoming energy.

Activate Interact; Trigger You would take energy


damage of the stone's type Effect By channelling
the powers of the plane, some of the effect of the
triggering damage is mitigated. You gain resistance
3 to the damage.
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PLANE STONE OF DISCHARGE ITEM 1 FINAL MESSENGER ITEM 1


INVESTED MAGICAL INVESTED MAGICAL WARFORGED
Price 15 gp Usage worn; Bulk L
Usage worn; Bulk - Price 5 gp
When this stone is created, choose one of acid A final messenger is a tiny homunculus-a delicate
(Kythri), cold (Risia), electricity (Shavarath), fire winged creature designed to facilitate communication
(Fernia), and sonic (Xoriat). This is the stone's energy between warforged soldiers during the Last War. If
resistance type. you are a warforged, you can invest in the Final
Messenger item to hold a final messenger and
Activate Interact; Trigger You succeed on a melee integrate it into your body. While it is part of your
Strike against a creature Effect By channelling the body, the messenger cannot be targeted by any attack.
powers of the plane, the effects of your strike are You can only have one messenger attached to your
magnified. You gain a +1 circumstance bonus to body at a time.
damage, this damage type is the same as the stone
type. A final messenger holds four pieces of data, accessible
only to the warforged it is attached to:
CHARLATAN'S GLOVES ITEM 1 A destination for the messenger. This can be very
INVESTED MAGICAL specific (a particular apartment in Sharn) or more
Price 15 gp general (an open marketplace).
Usage worn; Bulk - A target individual. This could be a specific
Activate (up to 1 minute) Envision, Interact; Effect person or a category (“Any Karrnathi warforged”).
While wearing a pair of charlatan’s gloves, you can A single image recorded through the eyes of a
produce an illusory image that fits in the palm of your warforged attached to the messenger.
hand. The image can’t create sound, light, smell, or any A message of up to 25 words.
other sensory effect.
Any creature that uses the Seek action to examine it A final messenger uses the Homunculus stat block but
can attempt to disbelieve your illusion. Physical loses the Master Link, and all attacks. It gains the
interaction with the image reveals it to be an illusion Mindless trait adjusting to Int -5, Wis 0, and Cha -5. A
because things can pass through it. messenger can only remain active for 8 hours after it
detaches from a warforged body, after which time its
DRYBROOCH ITEM 0 energy dissipates and it falls unconscious. An
COMMON MAGICAL unconscious messenger must complete 8 hours
Price 2 gp attached to a warforged, after which it regains its
Usage worn; Bulk - energy, as well as regaining all lost hit points.
Activate Interact; Effect While holding or wearing
a drybrooch, you can activate the item to summon or Activate 1 minute Interact; Effect While the messenger
dismiss a dome of energy that manifests just above is attached to you, you can spend 1 minute
your head. This energy repels moderate quantities of reviewing the data currently stored within the final
messenger, and if you choose, change any or all of
frozen and liquid water, such as rain, snow, bird
droppings, or other similar nuisances, but can’t be these data points.
used to protect against harsh environmental hazards Activate Interact; Effect You release the final
or attacks. messenger, at which point it flies to its destination
by the most direct route possible. Once it reaches
Type basic; Level 0; Price 2 gp
the destination it seeks the target individual; if no
The basic drybrooch produces a field around you that
target has been set, it approaches the nearest
is silvery and translucent
warforged.
Type custom; Level 1; Price 10 gp
This custom drybrooch has basic illusions woven into
the field.
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Activate ; Trigger you are reduced to 0 hit points


while a final messenger is attached to you; Effect
You release the final messenger, it immediately
detaches and seek out its target. It retains its stored
message but replaces its stored image with the last
thing you saw before dropping to zero hit points.

PSIONIC FOCUS ITEM 3


KALASHTAR INVESTED MAGICAL
Usage worn; Bulk L
Price 45 gp
This item is a small amulet manufactured by the
Kalashtar to focus their psionic powers. You may apply
fundamental weapon runes to this amulet. Any runes
applied to this amulet also manifest on the psi-blades
manifested by the kalashtar Psi-Blade feat.

THUNDEROUS AMULET ITEM 2


MAGICAL
Usage worn; Bulk L
Price 20 gp
A round amulet of two brass circles, one set inside the
other and held together by a thin sheet of dark cloth.
Activate Interact, (up to 10 minutes); Frequency
Unlimited Effect While you sustain this activation,
your voice and other sounds you produce are three
times as loud as normal.

SPARK ITEM 1
COMMON MAGICAL
Usage held in 1 hand; Bulk L
Price 4 gp
The spark is a small oval stone engraved with Fernian
glyphs.
Activate Interact; Frequency Unlimited Effect You
can light or snuff out a candle, torch, small campfire,
or similar source of flame that you touch with the
stone.
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Spells
These new spells are a combination of regular spells and focus spells found throughout
Eberron that allow you to interact with the world in new ways.

Spell Lists Spells


The following spells are provided by this supplement, These spells are the result of arcane innovation in the
and accessible to any caster of the respective school. world of Khorvaire.

Common Cantrips TABLE 8-3: ARCANE SPELL LIST


These cantrips are employed in the day to day life of Level Name Effect
many NPCs in the world of Eberron. Launch a bolt of energy at long
Cantrip Force Blast range.
TABLE 8-1: COMMON CANTRIPS 1 Flash Bang Create a disorienting blast in an
Level Name Effect area.
0 Boldrei’s Broom Clean a surface or object. 2 Dancing You cause all dragonmarks in an
Dragonmark area to dance on the skin.
0 Culinary Reheat or cool food.
Transmutation 3 Curse You curse a dragonmark to be
Dragonmark unreliable.
0 Grogan’s Grime Soil a surface or object.
Banish You temporarily remove a
0 Halan’s Dramatic Make a dramatic entrance. 5 dragonmark's powers from a
Entrance Dragonmark creature.
0 Incendiary Purge Extinguish a flame. 5 Fabricate Convert raw materials.
0 Kellan’s Kindling Ignite a flame.
0 Savage Blossom Create a flower.

0 Shol Flame Modify the appearance of a TABLE 8-4: DIVINE SPELL LIST
flame. Level Name Effect
0 Verran’s Textile Clean a cloth or material Create a disorienting blast in an
Restoration object. 1 Flash Bang area.
0 Zolan Zest Give flavour to food. Dancing You cause all dragonmarks in an
2 Dragonmark area to dance on the skin.
1 Aundair's Silent Create a privacy barrier for
Sanctum conversation. Curse You curse a dragonmark to be
3 Dragonmark unreliable.
1 Magecraft Improve your craft.
Sai'la's You bring a blade of moonlight
4 moonblade down on your enemies, revealing
shapeshifters.
Dragonmark Focus You temporarily remove a
5 Banish dragonmark's powers from a
Dragonmarked heirs channel the powers of these Dragonmark creature.
spells. Some marks create similar effects, despite being
innately different. Individual houses may refer to their
spell effects differently, but the mechanical effects are
the same.
TABLE 8-5: OCCULT SPELL LIST
Level Name Effect
TABLE 8-2: NEW DRAGONMARK FOCUS SPELLS 1 Flash Bang Create a disorienting blast in an
Level Name Effect area.

Provide guidance to another 2 Dancing You cause all dragonmarks in an


1 Dragonmarked creature with the speciality of Dragonmark area to dance on the skin.
Guidance your dragonmark.
2 Jackrabbit You gain a burst of speed.
Agility
1 Warded Resilience You substitute your resilience
for a creature. Curse You curse a dragonmark to be
3 Dragonmark unreliable.
1 Warded Reflex You substitute your reflex for a
creature. You bring a blade of moonlight
4 Sai'la's down on your enemies, revealing
1 Warded Willpower You substitute your willpower
for a creature.
moonblade shapeshifters.

4 Spell Guard Counteract a spell effect. Banish You temporarily remove a


5 Dragonmark dragonmark's powers from a
7 Summon Living Manifest a living form in the creature.
Dragonmark shape of your dragonmark.
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TABLE 8-6: PRIMAL SPELL LIST BANISH DRAGONMARK SPELL 5


Level Name Effect UNCOMMON TRANSMUTATION INCAPACITATION
Create a disorienting blast in an
1 Flash Bang area. Traditions arcane, divine, occult, primal
Dancing You cause all dragonmarks in an Cast somatic, verbal
2 Dragonmark area to dance on the skin. Range 30 feet; Targets 1 creature with the
2 Jackrabbit You gain a burst of speed. Dragonmark trait
Agility
Saving Throw Will; Duration 1 day
3 Curse You curse a dragonmark to be
Dragonmark unreliable. One of the spells developed by the twelve to hunt
Sai'la's You bring a blade of moonlight Aberrant Marks, they found these dragonmark
4 down on your enemies, revealing
moonblade shapeshifters. targeting spells could disable any dragonmark - not
You temporarily remove a just Aberrant marks. The twelve determined it to be
Banish
5 Dragonmark dragonmark's powers from a too great a risk to make public. However, this spell has
creature.
since been acquired by various intelligence agencies,
held until the day it may be necessary.
Spell Descriptions You utter a harsh incantation and point a finger at the
When selecting spells for your caster, you can target. Suddenly, your foe’s dragonmark begins to
additionally select from among the following. writhe and separate from its body. They must attempt
AUNDAIR'S SILENT SANCTUM CANTRIP 1 a Will save.
Critical Success the target is unaffected.
ABJURATION CANTRIP
Success the target is drained 1.
Traditions Arcane, Occult
Failure the target is drained 1, and the target may not
Cast verbal, somatic
use any feature, spell, or item with the dragonmark
Area 5-foot-radius emanation centred on you
trait. They may attempt a Will save at the end of each
Duration sustained up to 1 minute
of their turns to resume using their dragonmark.
You create an invisible sphere of energy with a 5-foot Critical Failure the target is drained 2, the target may
emanation. Until the spell ends, it moves with you, not use any feature, spell, or item with the
centred on you. The sphere muffles sound in both dragonmark trait until the duration expires.
directions. All creatures have a -2 circumstance
Heightened (+1) The duration increases by 1 day.
penalty to hear any sounds originating from the other
side of the sphere, in addition, creatures have a +2 BOLDREI’S BROOM CANTRIP 0
circumstance bonus on saves against auditory effects COMMON CANTRIP TRANSMUTATION
originating from the other side of the sphere. Traditions Arcane
Heightened (3rd) you may choose the area to be up to Cast somatic, verbal
a 10-foot-radius emanation centred on you. The Range 5 feet
circumstance penalty to hear sounds becomes -4, You clean an object or surface made from wood, stone,
and the circumstance bonus to saves becomes +4.
or metal no larger than 1 bulk or 1 cubic foot.
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CURSE DRAGONMARK SPELL 3 Creatures with the dragonmark trait in the area
become nauseated as their marks begin to writhe and
UNCOMMON CURSE TRANSMUTATION
dance on their skin. A creature must attempt a Will
Traditions arcane, divine, occult, primal
saving throw if it is inside the burst when you cast it,
Cast somatic, verbal
when it enters the burst, or when it ends its turn
Range 30 feet; Targets 1 creature with the
within the burst. All creatures without the dragonmark
Dragonmark trait
trait automatically critically succeed.
Saving Throw Will; Duration varies
Critical Success The creature is unaffected.
One of the spells developed by the twelve to hunt
Success The creature is fascinated by its mark.
Aberrant Marks, they found these dragonmark Failure The creature is sickened 1 and fascinated by its
targeting spells could disable any dragonmark - not
mark.
just Aberrant marks. The twelve determined it to be Critical Failure The creature is sickened 2 and
too great a risk to make public. However, this spell has fascinated by its mark.
since been acquired by various intelligence agencies,
held until the day it may be necessary. DRAGONMARKED GUIDANCE FOCUS 1
You trace a pattern in the air with your hand as this DIVINATION DRAGONMARK TRUE DRAGONMARK
spell is cast. In response, the target’s dragonmark Cast dragonmark, somatic
seems to twist and curl in. Duration 1 minute
Every time the target creature attempts to use a Range touch; Targets one willing creature
feature, spell, or item with the dragonmark trait, they
You may substitute your speciality for the creature for
must succeed on a DC 11 flat check or else fail to use it,
the duration of the spell. When the target creature
losing any resources expended.
makes the check, the creature may choose to use your
Critical Success The target is unaffected.
modifier rather than their own. This check depends on
Success The spell lasts for 1 round.
your mark.
Failure The spell lasts for 1 minute.
Mark of Detection perception
Critical Failure The spell has an unlimited duration.
Mark of Finding perception
Heightened (+1) the DC of the flat check increases by 1 Mark of Handling nature
CULINARY TRANSMUTATION CANTRIP 0 Mark of Healing medicine
Mark of Hospitality diplomacy
COMMON CANTRIP TRANSMUTATION
Mark of Making crafting
Traditions Arcane
Mark of Passage acrobatics
Cast somatic, verbal Mark of Scribing lore
Range 5 feet
Mark of Sentinel athletics
You chill or warm up to 1 bulk or 1 cubic foot of Mark of Shadow stealth
nonliving material. Mark of Storm acrobatics
DANCING DRAGONMARK SPELL 2 Mark of Warding thievery

UNCOMMON TRANSMUTATION
Traditions arcane, divine, occult, primal
Cast somatic, verbal
Range 30 feet
Area 15-foot burst
Saving Throw Will; Duration sustained 10 minutes
One of the spells developed by the twelve to hunt
Aberrant Marks, they found these dragonmark
targeting spells could disable any dragonmark - not
just Aberrant marks. The twelve determined it to be
too great a risk to make public. However, this spell has
since been acquired by various intelligence agencies,
held until the day it may be necessary.
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FABRICATE SPELL 5 FORCE BLAST CANTRIP 1


CONJURATION ATTACK CANTRIP EVOCATION FORCE
Traditions Arcane Traditions Arcane
Cast material, somatic, verbal Cast somatic, verbal
Range touch; Target up to 10 cubic feet of material Range 180 feet; Targets 1 creature or object
Duration until your next daily preparations. You unleash a bolt of physical power at a creature or
You can convert raw material of one type into a batch object within range. Make a spell attack roll. The blast
of products of the same material equal to the original deals force damage equal to 1d6 + your spellcasting
value. Creatures or magic items cannot be created or ability modifier.
transmuted by the fabricate spell. The items made by Critical Success You deal double damage.
this spell cannot be greater than twice the level of the Success You deal full damage.
cast spell but can be intricate or detailed if you are Heightened (+1) The damage increases by 1d6.
familiar with the type of item you are constructing. If
you work with any minerals, the target and
GROGAN’S GRIME CANTRIP 0
heightened effects are reduced to 1 cubic foot instead COMMON CANTRIP CONJURATION
of 10 cubic feet. Traditions Arcane
Objects manufactured in this way are obviously Cast somatic, verbal
temporarily conjured, and thus can't be sold or passed Range 5 feet
off as a genuine item. When the spell ends, the item You soil an object or space no larger than 1 cubic foot.
returns to the original raw material.
Heightened (+1) The volume you can affect increases
HALAN’S DRAMATIC ENTRANCE CANTRIP 0
by 10 feet cubic feet, and similarly, minerals are COMMON CANTRIP EVOCATION

increased by 1 cubic foot. Traditions Arcane


Cast somatic, verbal
FLASH BANG SPELL 1 Range 30 feet
AUDITORY EVOCATION LIGHT SONIC VISUAL You instantaneously cause an unlocked door or
Traditions Arcane, Divine, Occult, Primal window within 30 feet to fly open or slam shut.
Cast somatic, verbal
Range 60 feet; Area 15-foot burst
SPLUTTERING EXTINGUISHER CANTRIP 0
Saving Throw Fortitude COMMON CANTRIP EVOCATION

A pulse of bright light and energy tears ripples Traditions Arcane


through the air, disrupting creatures caught in the Cast somatic, verbal
area. Range 5 feet
Critical Success The creature is unaffected. You extinguish a candle, a torch, or a small campfire.
Success The creature is dazzled and deafened for 1
round.
KELLAN’S KINDLING CANTRIP 0
Failure The creature is dazzled and deafened for 1 COMMON CANTRIP EVOCATION
minute. They may make a Fortitude at the end of each Traditions Arcane
of their turns to end the effect. Cast somatic, verbal
Critical Failure The creature is deafened and blinded Range 5 feet
for 1 minute. You light a candle, torch, or small campfire.
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MAGECRAFT CANTRIP 1
Critical Failure The creature takes double damage. If
CANTRIP CONJURATION
the creature is under the effects of a Polymorph, this
Traditions Arcane
spell attempts to counteract it. The counteract check is
Cast somatic, verbal, material (a set of artisan's
one degree of success better.
tools)
Heightened (+1) the damage increases by 1d10.
Duration sustained up to 10 minute

You gain a +1 status bonus to the next check you make


SAVAGE BLOSSOM CANTRIP 0
with this set of tools. The spell then ends. If you CONJURATION
integrate this spell into your downtime crafting Traditions Primal
activity, this bonus applies to the final crafting check. Cast somatic, verbal, material
You conjure a small flower from the ground within 10
JACKRABBIT AGILITY SPELL 2
feet of you. This flower collapses into pedals after 1
TRANSMUTATION
day has passed.
Traditions Occult, Primal
Cast somatic, verbal SHOL FLAME CANTRIP 0
Duration up to 1 minute COMMON CANTRIP EVOCATION
You channel the agility of a jackrabbit to boost your Traditions Arcane
speed. You become quickened 1, you may only use this Cast somatic, verbal
extra action to Stride or Step. Range 5 feet; Duration 1 minute
Heightened (6th) You become quickened 2. You cause flames to flicker, brighten, dim, or change
colour for 1 minute.
SAI'LA'S MOONBLADE SPELL 4
EVOCATION LIGHT SPELL GUARD FOCUS 4
Traditions Divine UNCOMMON ABJURATION DRAGONMARK MARK OF SENTINEL
Cast to MARK OF WARDING
Range varies; Targets 1 creature Cast dragonmark, somatic, verbal
Saving Throw Fortitude Trigger A creature you can see casts a spell
Channelling your divine powers, you bring a blade of Frequency The strain of bending your dragonmark to
moonlight down onto a creature you can see. You deal counter a spell is so great, that you can only cast
5d10 positive damage. The number of actions you this spell once per 24 hours - even if you have focus
spend when Casting this Spell determines its targets, points to cast it with.
range, area, and other parameters. You may immediately make a counteract check against
the triggering spell.
(somatic) The spell has a range of touch.
Heightened (8th) When you successfully counteract a
(somatic, verbal) The spell has a range of 30 feet.
spell that affects targeted creatures or an area, you
(material, somatic, verbal) The spell has a range of
can turn that spell’s effect back on its caster. When
60 feet and creates a 20-foot burst of blades of
reflected, the spell affects only the original caster,
moonlight
even if it’s an area spell or it would normally affect
Critical Success The creature is unaffected.
more than one creature. The original caster can
Success The creature takes half damage. If the
attempt a save and use other defences against the
creature is under the effects of a Polymorph, this spell
reflected spell as normal.
attempts to counteract it. The counteract check is one
degree of success worse.
Failure The creature takes full damage. If the creature
is under the effects of a Polymorph, this spell attempts
to counteract it.
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SUMMON LIVING DRAGONMARK FOCUS 7 GREATER LIVING DRAGONMARK CREATURE 9


RARE CONJURATION DRAGONMARK RARE N MEDIUM INCORPOREAL MINDLESS MINION
Cast dragonmark, somatic, verbal SUMMONED
Range 30 feet Perception +15; Darkvision
Duration sustained up to 1 minute Languages -
Requirements A Greater or Siberys dragonmark Str +4, Dex +6, Con +5, Int -5, Wis +0, Cha -5
You summon a writhing mass of energy in a dragonlike Summoner Bound The Living Dragonmark is created of
form, a three-dimensional projection of your the essence of its dragonmarked summoner. It
dragonmark. A living dragonmark appears where you cannot move more than 40 feet from its summoner.
designate within the spell’s range. Aberrant mark If the Living Dragonmark and summoner become
summons gains the Negative trait, while true mark more than 40 feet apart, the Living Dragonmark
summons gains the Positive trait. must immediately use its Summoner Return
Heightened (+1) the level of the Greater Living reaction or else be destroyed.
Dragonmark summoned increases by 2. Its AC, DCs, Summoner Focus The summoner of the Living
and Saves increase by the equivalent amount. Dragonmark may use the dragonmark as the point
Heightened (9th) you summon a Siberys Living of origin for any dragonmark focus spell they cast.
Dragonmark instead of a Greater Living If the Living Dragonmark is destroyed, any ongoing
Dragonmark magical effects originating from the mark end.
AC 27; Fort +19, Ref +20, Will +15; +1 status to all
saves vs. magic
HP 120; Immunities death effects, disease, doomed,
mental, nonlethal attacks, paralyzed, poison,
precision, unconscious; Resistances physical 10
Summoner Return (conjuration, teleportation); The
Living Dragonmark teleports back to its summoner,
arriving in an empty space of its choice adjacent to
the summoner.
Speed fly 30 feet
Melee slam +21 (agile), Damage 2d10+13 force
Ranged force bolt +21, Damage 2d8+11 force
Dragonmark Discharge (arcane, evocation,
positive/negative) The dragonmark discharges its
energy in a blast that deals 12d6 positive or
negative depending on the source dragonmark
damage in a 40-foot cone (Dragonmark DC of the
summoner basic Reflex save). The Greater Living
Dragonmark is then destroyed.
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SIBERYS LIVING DRAGONMARK CREATURE 13 WARDED RESILIENCE FOCUS 1


RARE N LARGE INCORPOREAL MINDLESS MINION ABJURATION DRAGONMARK MARK OF WARDING
SUMMONED MARK OF SENTINEL
Perception +22; Darkvision Cast dragonmark, somatic
Languages - Duration 1 minute
Str +5, Dex +8, Con +7, Int -5, Wis +2, Cha -5 Range touch; Targets one willing creature
Summoner Bound The Living Dragonmark is created of You substitute your resilience for the creature for the
the essence of its dragonmarked summoner. It duration of the spell, when the creature makes a
cannot move more than 80 feet from its summoner. fortitude save, the creature may choose to use your
If the Living Dragonmark and summoner become fortitude save modifier rather than their own.
more than 80 feet apart, the Living Dragonmark
must immediately use its Summoner Return
WARDED REFLEX FOCUS 1
reaction or else be destroyed. ABJURATION DRAGONMARK MARK OF DETECTION
Summoner Focus The summoner of the Living MARK OF PASSAGE
Dragonmark may use the dragonmark as the point Cast dragonmark, somatic
of origin for any dragonmark focus spell they cast. Duration 1 minute
If the Living Dragonmark is destroyed, any ongoing Range touch; Targets one willing creature
magical effects originating from the mark end. You substitute your reflex for the creature for the
AC 33; Fort +24, Ref +25, Will +20; +1 status to all duration of the spell, when the creature makes a reflex
saves vs. magic save, the creature may choose to use your reflex save
HP 190; Immunities death effects, disease, doomed, rather than their own.
mental, nonlethal attacks, paralyzed, poison,
precision, unconscious; Resistances physical 10
WARDED WILLPOWER FOCUS 1
Summoner Return (conjuration, teleportation); The ABJURATION DRAGONMARK MARK OF HEALING

Living Dragonmark teleports back to its summoner, MARK OF HOSPITALITY


arriving in an empty space of its choice adjacent to Cast dragonmark, somatic
the summoner. Duration 1 minute
Speed fly 40 feet Range touch; Targets one willing creature
Melee slam +27 (agile), Damage 3d10+16 force You substitute your willpower for the creature for the
Ranged force bolt +27, Damage 3d8+14 force duration of the spell, when the creature makes a will
Dragonmark Discharge (arcane, evocation, save, the creature may choose to use your will save
positive/negative) The dragonmark discharges its modifier rather than their own.
energy in a blast that deals 15d6 positive or
negative depending on the source dragonmark
VERRAN’S TEXTILE RESTORATION CANTRIP 0
damage in a 40-foot cone (Dragonmark DC of the COMMON CANTRIP EVOCATION

summoner basic Reflex save). The Siberys Living Traditions Arcane


Dragonmark can't use Dragonmark Discharge again Cast somatic, verbal
for 1d4 rounds. Range 5 feet
You clean an object made of cloth or leather no larger
than 1 bulk or 1 cubic foot.

ZOLAN ZEST CANTRIP 0


COMMON CANTRIP EVOCATION
Traditions Arcane
Cast somatic, verbal
Range 5 feet
You flavour up to 1 bulk or 1 cubic foot of nonliving
material; this lasts for one hour.
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Pathfinder's Guide to Eberron

Optional Rules
Recommended and suggested rules from the Gamemastery Guide and other sources to
change and capture the feel of Eberron.

Eberron is a world of swashbuckling adventure, noir mysteries, and can fit most other genres with ease. The
following rules help improve both the GM's and the player's experience in Eberron and capture differences from
the assumptions of the world of Golarion.

World Details
Dragonmarks are a unique and magical marking on the flesh of a creature. If you disguise yourself as a
creature with a visible dragonmark, you take a -2 circumstance penalty to your attempts to deceive other
characters. In addition, cosmetic changes fail to capture the true appearance of a dragonmark - or hide its
presence.
World levels on NPCs should be kept relatively low. Cantrips and 1st level spells are common, 2nd-3rd
level spells become uncommon, while 4th-5th spells are rare and primarily on NPCs of note, and beyond
6th should be considered legendary - Unique rarity. Similarly, items become increasingly difficult to obtain,
and the primary source of high-level items may be prototype items, or blueprints developed by Cannith, or
from ancient ruins such as in Xen'drik. See the Services section for more information.
Gunpower plays a large part in the pathfinder 2e core rules - the gunslinger, alchemist bomber, and various
other items depend on black powder. If you keep these items, consider modifying black powder to instead
be a powdered Eberron Shard substance called Siberys Powder. See the Wandslinger entry under classes,
and the Siberys Powder item for more information. It maintains a similar effect but integrates the arcane
nature of Eberron.

Recommended
The optional alignment variants rule of the Gamemastery guide suggests the "Extreme Good and Evil"
modification, which is the primary lore design of Eberron. While creatures of the planes such as Daanvi,
Irian, or Mabar are strongly aligned creatures, on the material plane, things are a shade of grey. On the
material plane, it is strongly suggested you use either the Moral Intentions or the No Alignment major
variants - as to your preference. Many instances of the existing lore fall within these designs: the church of
the silver flame is primarily good, however, it is responsible for the horrors of the Silver Purge; many
dragons are various alignments and not the standard alignment of their colour; most rulers of the nations
are good aligned - desipte waging a brutal hundred year war against each other with countless lives lost. It
is quite possible to meet a good red dragon or an evil gold dragon. If alignment is required for a ruling
consider the creature's general behaviour and motivations. Though a creature might generally be good, they
are not beholden to always be good, and vice-versa. If you do make these changes, modify alignment
damage "Good, Evil, Chaotic, Lawful" to "Radiant, Shadow, Chaos, Order" respectively. All creatures
that are not strongly aligned (such as most creatures of the material plane) take no damage from these types
or consider their general alignment when deciding whether it applies.
PCs are part of the world of Eberron, and they have approximate knowledge of many of the intricacies of
where they come from. Consider giving all players a free starting trained lore skill in the history and politics
of their nation.

Consider the following


Free Archetype is an optional rule available in the Gamemastery Guide. The rule allows characters to
become more diverse, and specialize in a greater selection of options. Eberron is a world in need of heroes,
and this optional rule allows characters to stand out as increasingly special.
Ancestry Paragon is an optional rule available in the Gamemastery Guide. If you have a dragonmarked
character, you could consider adding this rule to enable the full powers of a dragonmark to manifest while
allowing the selection of regular ancestry feats as well. Regular characters can benefit from channelling the
archetype of their ancestry, perhaps as a champion of their people (such as a hero of the Valenar elves).
Version 2.3.0

Pathfinder's Guide to Eberron

Deep backgrounds are an excellent way to increase your player's connection to Eberron. Work with your
players to build out their beginnings, or allow them to roll.
Ley Lines and Magical Terrain help capture the power of manifest zones. While the Planes entry details a
few potential applications of these rules, you can consider enabling all of the features of Ley Lines and
Magical Terrain to apply to manifest zones.
Pervasive magic captures the wide magic feeling of Eberron. It's suggested that you follow the character
creation of pervasive magic, and give NPCs access to the level 0 cantrips detailed in this document or
uncommonly level 1 cantrips from any source. However, though magic is pervasive, it is low level. You
should consider disregarding Creature Adjustments and only apply these widespread cantrips to intelligent
humanoids.
Hero points enable the heroic last-minute changes of luck that are the cornerstone of swashbuckling
adventure. You could consider increasing the frequency with which you award hero points and even
increasing the maximum number of hero points that a player can hold on to.

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