Aberrant Dragonmark
( Eberron Campaign Setting, p. 47)
[General]
Although you are not a recognized member of one of the dragonmarked families, you have manifested a dragonmark.
Prerequisite
Dragonmarked race (human, dwarf, elf, gnome, halfling, half-elf, or half-orc),
Required for
Lesser Aberrant Dragonmark (Dra) ,
Benefit
This feat provides you with a single dragonmark spell-like ability that is not directly tied to the trueborn dragonmarked houses. All aberrant mark spell-like abilities can be used once per day. When you select this feat, you must choose an aberrant dragonmark spell-like ability from the following list. You can never improve this mark in any way, and you can never gain a second mark. A character with one of the true dragonmarks (least, lesser, or greater) cannot select this feat, and a character with this feat cannot later select one of the true dragonmark feats. A saving throw against your aberrant dragonmark spell-like ability has a DC of 10 + spell level + your Cha modifier. (Spell level for an aberrant dragonmark ability is always 1st.) Your caster level for your aberrant dragonmark spell-like ability is one-half your character level. Aberrant Mark Powers: burning hands, cause fear, charm person, chill touch, detect secret doors, feather fall, inflict light wounds, jump, light, pass without trace, produce flame, shield, Tenser's floating disk. Aberrant dragonmarks are mutations that appear occasionally among the dragonmarked races (usually to those not of a dragonmarked house) that can be traced back to the blood lines of corrupted dragonmarked families eliminated in the War of the Mark. At a quick glance, an aberrant mark could be mistaken for an established dragonmark, but on close inspection its differences are readily apparent
Action Boost
( Eberron Campaign Setting, p. 47)
[General]
You have the ability to alter your luck drastically in dire circumstances.
Prerequisite
Benefit
When you spend an action point to alter the result of an attack roll, a skill check, an ability check, a level check, or a saving throw, you roll d8s instead of d6s and add the result to the d20 roll
ction Surge
( Eberron Campaign Setting, p. 50)
[General]
By spending 2 action points, you can perform an additional action in a round.
Prerequisite
Base attack bonus +3,
Benefit
You can spend 2 action points to take an extra move action or standard action in a round, either before or after your regular actions.
Adamantine Body
( Eberron Campaign Setting, p. 50)
At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.
Prerequisite
1st level only, Warforged,
Benefit
Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.
Special
Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.
Normal
Without this feat, your warforged character has an armor bonus of +2
Ashbound
( Eberron Campaign Setting, p. 50)
[General]
You have been trained in the druidic traditions of the Ashbound, seeing yourself as one of nature's avengers. You consider the use of arcane magic to be a vile and unnatural act.
Prerequisite
Ability to spontaneously cast summon nature's ally,
Benefit
The duration of your summon nature's ally spells is doubled. Creatures summoned by those spells receive a +3 luck bonus on their attack rolls.
Attune Magical Weapon
( Eberron Campaign Setting, p. 50)
Through your study of magic weapons, you have become adept at eking every advantage out of their enchanted qualities.
Prerequisite
Craft Magic Arms and Armor (PH) , caster level 5th,
Benefit
When you wield a magic weapon, you gain a +1 insight bonus on attack rolls and damage rolls.
Special
You must spend 24 hours with a newly acquired weapon before you can gain this benefi t when wielding it
Beast Shape
( Eberron Campaign Setting, p. 50)
[General]
You call upon the power of your beast totem to physically change your form.
Prerequisite
Beast Totem (ECS) , ability to wild shape into Huge animal, Wild empathy class feature,
Benefit
You can use your wild shape ability to assume the form of your beast totem once per day. You gain the extraordinary and supernatural abilities of the creature. This form is in addition to your normal wild shape ability, but functions in the same way.
Beast Totem
( Eberron Campaign Setting, p. 51)
[General]
In the druidic custom of your people, you have claimed a kind of magical beast as your totem--a patron, protector, and source of strength.
Prerequisite
Wild empathy class feature,
Required for
Beast Shape (ECS) , Totem Companion (ECS) ,
Benefit
Choose one of the magical beasts on the table below. You gain a +4 circumstance bonus on saving throws against the specifi ed attack form, thanks to the protection afforded by your connection with your magical beast totem. Magical Beast --- Attack Form. Chimera --- breath weapons. Digester --- acid. Displacer beast --- targeted spells. Gorgon --- petrification. Krenshar --- fear. Unicorn --- poison. Winter wolf --- cold. Yrthak --- sonic
Beasthide
( Eberron Campaign Setting, p. 20)
Shifter trait Pseudo feat.
Prerequisite
Shifter Level 1,
Benefit
While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC
Beasthide Elite
( Eberron Campaign Setting, p. 51)
[Shifter]
Your shifter trait improves.
Prerequisite
Shifter with the beasthide trait,
Benefit
While shifting, your natural armor bonus increases to +4.
Normal
Without this feat, a beasthide shifter has a natural armor bonus of +2 while shifting
Bind Elemental
( Eberron Campaign Setting, p. 51)
You can craft magic items that use bound elementals for special effects, including weapons, armor, airships, and elemental galleons.
Prerequisite
caster level 9th, Craft Wondrous Item,
Benefit
Crafting an item with a bound elemental is similar to making a wondrous item, except that calling and binding an elemental is an integral part of creating the item. All bound-elemental items have a planar binding spell as a prerequisite, but simply casting the spell as part of the item creation is not suffi cient. You must cast the spell normally, using the item that is to hold the elemental and a Khyber dragonshard as a receptacle. The elemental receives its normal saving throw to resist. While the elemental resides in the receptacle, you must compel it to accept bondage in the item by making an opposed Charisma check, as specifi ed in the lesser planar binding spell description. If you are an artifi cer, this feat allows you to cast a planar binding spell by successfully emulating it with a Use Magic Device check (DC 20 + caster level), but only when you attempt to craft a bound-elemental item. In this case, your effective caster level equals your Use Magic Device check result -20 for the purpose of opposing the elemental's attempts to escape. See pages 265-267 for examples of bound-elemental items and vessels
Child of Winter
( Eberron Campaign Setting, p. 51)
[General]
You are trained in the druidic traditions of the Children of Winter, an Eldeen Reaches sect that embraces death and decay.
Prerequisite
Ability to spontaneously cast summon nature's ally, nongood alignment,
Required for
Vermin Companion (ECS) , Vermin Shape (ECS) ,
Benefit
You can use any druid spell that normally targets animals against vermin as well. A mindless vermin is considered to have an Intelligence score of 2 when dealing with you and can be charmed, calmed, or targeted by wild empathy or similar abilities. In addition, you can use your summon nature's ally spells to summon vermin. Add the following monsters to the list of creatures you can summon using the appropriate summon nature's ally spell. 1st Level - Monstrous centipede, Medium, Monstrous scorpion, Small , Monstrous spider, Small. 2nd Level - Giant ant, worker , Monstrous centipede, Large; Monstrous scorpion, Medium; Monstrous spider, Medium; Spider swarm. 3rd Level - Giant ant, queen , Giant ant, soldier ; Monstrous centipede, Huge ; Monstrous spider, Large. 4th Level - Giant praying mantis; Giant wasp ; Locust swarm; Monstrous scorpion, Large. 5th Level - Centipede swarm,; Carrion crawler; Giant stag beetle. 6th Level - Monstrous centipede, Gargantuan; Monstrous scorpion, Huge. 7th Level - Hellwasp swarm; Monstrous spider, Gargantuan. 8th Level - Monstrous centipede, Colossal; Monstrous scorpion, Gargantuan. 9th Level - Monstrous scorpion, Colossal; Monstrous spider, Colossal
Cliffwalk
( Eberron Campaign Setting, p. 20)
Shifter trait Pseudo feat.
Prerequisite
Shifter Level 1,
Benefit
While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet
Cliffwalk Elite
( Eberron Campaign Setting, p. 52)
[Shifter]
Your shifter trait improves.
Prerequisite
Shifter with the cliffwalk trait.,
Benefit
While shifting, your climb speed improves by 10 feet. This improvement stacks with the increase for the cliffwalk trait, for a total increase of 30 feet
Double Steel Strike
( Eberron Campaign Setting, p. 52)
[General]
Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the two-bladed sword.
Prerequisite
Exotic Weapon Proficiency (PH) (Two-Bladed Sword) , Weapon Focus (PH) (Two-Bladed Sword) , Flurry of blows class feature,
Benefit
You can treat a two-bladed sword as a special monk weapon, allowing you to perform a flurry of blows with it.
Dragon Rage
( Eberron Campaign Setting, p. 52)
[General]
You call upon the power of your dragon totem to enhance your barbarian rage.
Prerequisite
Dragon Totem (ECS) , Base attack bonus +4, ability to rage or frenzy, region of origin Argonnessen,
Benefit
When you enter a rage or frenzy, your natural armor bonus improves by +2. In addition, for the duration of your rage or frenzy you gain resistance 10 to the energy type associated with your dragon totem (total resistance 15 while raging)
Dragon Totem
( Eberron Campaign Setting, p. 52)
[General]
As a proud warrior of the barbarian tribes of Argonnessen and Seren, you have claimed one of the true dragon types as your totem--a patron, protector, and source of strength.
Prerequisite
Base attack bonus +1, region of origin Argonnessen or Seren,
Required for
Dragon Rage (ECS) ,
Benefit
Choose one kind of true dragon as your totem. You gain resistance 5 to the type of energy associated with it. Dragon --- Energy. Black ----- Acid. Blue ------ Electricity. Brass ----- Fire. Bronze --- Electricity. Copper -- Acid. Gold ------ Fire. Green ---- Acid. Red -------- Fire. Silver ------ Cold. White ------ Cold
Ecclesiarch
( Eberron Campaign Setting, p. 52)
[General]
You command a degree of respect in your church's hierarchy.
Prerequisite
Knowledge (religion) 6 ranks,
Benefit
Add Gather Information and Knowledge (local) to your list of class skills. This benefi t represents your ability to learn details about any community from the clergy of its churches. In addition, if you take the Leadership feat, you gain a +2 bonus to your Leadership score
Education
( Eberron Campaign Setting, p. 52)
[General]
Some lands hold the pen in higher regard than the sword. In your youth, you received the benefi t of several years of formal schooling.
Prerequisite
1st level only,
Benefit
All Knowledge skills are class skills for you. You get a +1 bonus on all checks with any two Knowledge skills of your choice
Exceptional Artisan
( Eberron Campaign Setting, p. 52)
You are an expert at creating magic items faster than usual.
Prerequisite
Any item creation feat,
Benefit
When determining the time you need to craft any item, reduce the base time by 25%
Extend Rage
( Eberron Campaign Setting, p. 52)
[General]
You are able to maintain your rage longer than most.
Prerequisite
Ability to rage or frenzy,
Benefit
Each of your rages lasts 5 rounds longer than its normal duration
Extra Music
( Eberron Campaign Setting, p. 52)
[General]
You can use your bardic music more often than you otherwise could.
Prerequisite
Bardic music class feature,
Benefit
You can use bardic music four extra times per day.
Special
A character can gain this feat multiple times.
Normal
A bard without the Extra Music feat can use bardic music a number of times per day equal to his bard level
Extra Rings
( Eberron Campaign Setting, p. 53)
Your familiarity with forging magic rings allows you to make use of more rings than normal.
Prerequisite
Forge Ring (PH) , caster level 12th,
Benefit
You can wear up to four magic rings, two on each hand, and all function normally.
Normal
Without this feat, you can only wear and use two magic rings at one time
Extra Shifter Trait
( Eberron Campaign Setting, p. 53)
[Shifter]
You manifest a second shifter trait while shifting.
Prerequisite
Shifter, two other shifter feats,
Benefit
Select a second shifter trait from those described in the shifter race description (see page 18). You manifest all the benefi ts of the second trait except for the temporary bonus to an ability score
Extraordinary Artisan
( Eberron Campaign Setting, p. 53)
You are an expert at creating magic items at a lower cost than usual.
Prerequisite
Any item creation feat,
Benefit
When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%.
Favored in House
( Eberron Campaign Setting, p. 53)
[General]
You are a member of one of the dragonmarked mercantile houses and wield some infl uence in that house.
Prerequisite
Member of appropriate dragonmarked race and house,
Benefit
Your family is infl uential and powerful, and you have the ability to call in favors from other members of your family and their extensive contacts. By making a favor check (see below), you can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from infl uential acquaintances. To call in a favor, you make a favor check. Roll a d20 and add a bonus based on your character level: +1 at 1st-2nd level, +2 at 3rd-6th level, +3 at 7th-11th level, +4 at 12th- 15th level, or +5 at 16th level or higher. The DM sets the DC based on the scope of the favor being requested; it can range from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. You can't take 10 or take 20 on this check, nor can you retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable you to circumvent an adventure will always be unavailable to you, regardless of the result of a favor check. You can try to call in a favor a number of times per week equal to one-half your character level, rounded down (minimum one). You can never ask for more than one favor from any one contact in a given week. For instance, at 7th level you can try to call in a favor as many as three times per week, but each attempt must involve a different contact from among those associated with your mercantile house. The DM will carefully monitor your use of favors to ensure that you don't abuse this ability. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The DM may disallow any favor he or she deems disruptive to the campaign
Flensing Strike
( Eberron Campaign Setting, p. 53)
[General]
You have studied a martial style practiced by monks devoted to the Mockery, which has taught you to cut your opponent's skin in a very painful way.
Prerequisite
Weapon Focus (PH) (kama) , E xotic Weapon Profi ciency (kama),
Benefit
Using Flensing Strike is a full-round action. Make an attack roll with your kama. If you hit a living, corporeal foe, that creature must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to taking damage normally. The DC is increased by 2 if you are wielding two kamas (creatures wielding more than two kamas gain no additional bonuses). The target adds his natural armor bonus, if any, as a bonus on this saving throw. A target that fails the saving throw is wracked with pain, receiving a -4 penalty on attack rolls, saves, and checks for 1 minute. Constructs, oozes, plants, undead, incorporeal creatures, creatures immune to extra damage from critical hits, and creatures with a special immunity to pain are not susceptible to this feat.
Special
An evil monk may select Flensing Strike as a bonus feat at 2nd or 6th level if she meets the prerequisites
Gatekeeper initiate
( Eberron Campaign Setting, p. 54)
[General]
You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an extraplanar assault by aberrations.
Prerequisite
Ability to spontaneously cast summon nature's ally,
Required for
Repel Aberration (ECS) ,
Benefit
You get a +2 bonus on saving throws against the supernatural and spelllike abilities of aberrations. Add Knowledge (the planes) to your list of druid class skills. You may use Knowledge (the planes) rather than Knowledge (dungeoneering) when making skill checks to identify aberrations and their special abilities. In addition, you can cast the following spells as if they were on the druid spell list at the indicated level. 1st level: protection from evil. 2nd level: zone of natural purity*. 3rd level: dimensional anchor. 4th level: nature's wrath*. 5th level: banishment. 6th level: dimensional lock. 7th level: return to nature*. 8th level: mind blank. 9th level: imprisonment. * New spell, see Chapter 5: Magic
Great Bite
( Eberron Campaign Setting, p. 54)
[Shifter]
You know how to hit where it hurts with your fangs.
Prerequisite
+6 base attack bonus, Shifter with the longtooth trait,
Benefit
Your fang attacks now have a critical hit multiplier of ×3.
Normal
Without this feat, your fang attacks have a multiplier of ×2
Great Rend
( Eberron Campaign Setting, p. 54)
[Shifter]
You know how to hit where it hurts with your claws.
Prerequisite
+4 base attack bonus, Shifter with the razorclaw trait,
Benefit
If you hit with both of your claw attacks in a round, you deal extra damage equal to 1d4 + 1/2 your Str modifi er, plus 1 additional point for every four character levels you have
Greater Dragonmark
( Eberron Campaign Setting, p. 54)
[General]
You have a greater dragonmark.
Prerequisite
Least Dragonmark (ECS) , Lesser Dragonmark (ECS) , 12 ranks in any two skills, Member of appropriate dragonmarked race and house,
Benefit
You gain a greater dragonmark and the use of one spell-like ability associated with the greater dragonmark of your house (see the next section of this chapter for information on dragonmarks). In addition, you can use your least and lesser dragonmark spell-like abilities one additional time per day. A saving throw against one of your dragonmark spelllike abilities has a DC of 10 + the level of the spell + your Cha modifi er. Your caster level for your dragonmark spell-like abilities increases to 10 + your level in the dragonmark heir prestige class (if any)
Greater Powerful charge
( Eberron Campaign Setting, p. 54)
[General]
You can charge with extra force.
Prerequisite
Powerful Charge (ECS) , base attack bonus +4, Medium or larger size,
Benefit
As Powerful Charge, but treat yourself as one size category larger than you are.
Special
A fighter may select Greater Powerful Charge as one of his fi ghter bonus feats
Greater Shifter Defense
( Eberron Campaign Setting, p. 54)
[Shifter]
By delving deeper into your shifter heritage, you develop the ability to ignore some damage from every attack.
Prerequisite
Shifter, Shifter Defense, three other shifter feats,
Benefit
When shifting, your damage reduction improves to DR 4/silver
Greensinger Initiate
( Eberron Campaign Setting, p. 54)
[General]
You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to the fey.
Prerequisite
Ability to spontaneously cast summon nature's ally,
Benefit
Add Bluff, Hide, and Perform to your list of druid class skills. In addition, you can cast the following spells as if they were on the druid spell list at the indicated level. 1st level: charm person 2nd level: daze monster. 3rd level: displacement. 4th level: charm monster. 5th level: hold monster. 6th level: cat's grace, mass. 7th level: ethereal jaunt. 8th level: charm monster, mass. 9th level: etherealness
Haunting Melody
( Eberron Campaign Setting, p. 54)
[General]
You can use your music to inspire fear.
Prerequisite
Perform 9 ranks, Bardic music class feature,
Benefit
When you sing or use some other Perform skill, you can unnerve enemies within 30 feet of you. Any opponent in range must succeed on a Will saving throw (DC 10 + 1/2 your bard level + your Cha modifier) or become shaken for a number of rounds equal to your ranks in the Perform skill. This is a mind-affecting fear effect.
Special
Using this ability counts as one of your daily uses of bardic music
Healing Factor
( Eberron Campaign Setting, p. 55)
[Shifter]
When your current period of shifting ends, you heal a limited amount of damage.
Prerequisite
Constitution 13, Shifter,
Benefit
When you stop shifting, you immediately heal a number of hit points equal to your character level. This benefi t does not occur if you die (at -10 hit points) before the period of shifting ends
Heroic Spirit
( Eberron Campaign Setting, p. 55)
[General]
You have a larger reservoir of luck than the average hero.
Prerequisite
Benefit
Your action point maximum per level is increased by 3. Thus, you now gain a number of action points equal to 8 + 1/2 your character level at each new level you attain. This number also represents the total number of action points you can have at each level.
Special
NPCs normally do not have action points. By taking this feat, an NPC gains and can use 3 action points every level.
Normal
Without this feat, player characters receive and are limited to action points equal to 5 + 1/2 their character level at each new level they attain.
Improved Damage Reduction
( Eberron Campaign Setting, p. 55)
You gain damage reduction or improve your existing damage reduction.
Prerequisite
Warforged,
Benefit
You gain damage reduction 1/adamantine or improve your existing damage reduction by 1.
Special
If you have the Adamantine Body feat, you can take this feat multiple times
Improved Fortification
( Eberron Campaign Setting, p. 55)
You improve your warforged fortifi cation, gaining immunity to sneak attacks and extra damage from critical hits.
Prerequisite
base attack bonus +6, Warforged,
Benefit
You gain immunity to sneak attacks and extra damage from critical hits, but you lose the ability to be healed by spells of the healing subschool
Improved Natural Attack
( Eberron Campaign Setting, p. 55)
[General]
One of a creature's natural attacks is more dangerous than its type and size would otherwise indicate.
Prerequisite
base attack bonus +4, Natural weapon,
Benefit
Choose one of the creature's natural attack forms. The damage of this natural weapon increases by one step, as if the creature's size had increased by one category. To determine the amount of the increase, fi nd the natural weapon's damage on one of the two progressions given below and improve it to the next higher die value. Progression 1: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. Progression 2: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special
A creature can gain this feat multiple times. Each time a creature takes the feat, the damage for a different one of its natural attacks increases. Special: A shifter may select Improved Natural Attack as a shifter feat. For a longtooth shifter, the damage his fangs deal increases from 1d6 to 1d8. For a razorclaw shifter, the damage his claws deal increases from 1d4 to 1d6
Investigate
( Eberron Campaign Setting, p. 55)
[General]
You can use the Search skill to fi nd and analyze clues at the scene of a crime or a mystery.
Prerequisite
Benefit
This feat expands the way you can use the Search skill by allowing you to notice and analyze available clues in a specifi c area. This use of the Search skill is a fullround action. Clues are pieces of evidence that lead to the solution of a mystery. Clues are physical and can be seen, heard, touched, smelled, or tasted. A clue stands out because it's not a normal feature of the area being searched. Examples of clues include a trampled f lowerbed, a broken urn, a pin snapped off in a lock, a torn strip of cloak, a burnt scrap of scroll, or a brooch clutched in a dead man's fi st. Add the following task to the list provided in the Player's Handbook description of the Search skill. Task Search DC. Find a clue 10. So, in addition to using Search to fi nd a certain item, notice a secret door, or fi nd a footprint, you have the additional training and experience necessary to fi nd clues of all sorts. Modify the Search DC according to the nature of the scene being examined, as indicated below. (This function of the Search skill doesn't reveal clues when there are no clues to fi nd.) Scene Condition Search DC Modifi er Undisturbed +0. (The scene has not been touched or contaminated in any way.) Disturbed +5. (Someone or something has slightly and perhaps unintentionally contaminated the scene; for example, a book was picked up and put back or a guard walked cautiously across the area.) Greatly disturbed +10. (Someone or something has massively and intentionally contaminated the scene; for example, the area has been cleaned and scrubbed, or the area was intentionally disturbed after the primary event occurred.) When a successful Search check turns up a clue, you can make a second check to discern patterns, analyze evidence, and draw conclusions about what occurred in a specifi c area. In other words, the fi rst Search check lets you fi nd something, and the second check allows you to fi gure out what you've found. You can make a DC 15 Search check to analyze a clue. By examining a body, you might determine whether the victim fought back or provided no struggle at all, or if claws, a weapon, or a spell killed the victim. By looking at a scorch mark on a wall, you might approximate the location of the spellcaster when the spell was cast. The DC for the check is modifi ed by the time that has elapsed since the event occurred and how signifi cant the clue is, as indicated below. All other rules concerning the Search skill otherwise apply. Circumstance (example) DC Modifi er Each day past since event +2. (Maximum modifier +10) Minor clue +0. (Provides only a piece of the solution to a puzzle and requires additional data for the investigator to reach a conclusion.) Moderate clue +2. (Provides signifi cant data toward the solution of a puzzle and could lead to a conclusion without additional data.) Major clue +5. (Provides everything an investigator needs to solve a puzzle, even if the solution isn't immediately obvious.) The DM should secretly make the second Search check to analyze a clue. If the check succeeds, the DM provides a truthful, objective analysis of the clue that can help the investigator reach a reasonable and logical conclusion. For example, analyzing a brooch clutched in the hand of a murdered dwarf (a major clue) reveals that it was torn from a blue cloak or tunic (it bears strands of a blue material). It bears the symbol of House Cannith, but the brooch isn't of the quality that a house noble would normally wear. These true and objective facts are now left for the investigator to consider and follow up on. If the check fails, the DM provides analysis of the clue that sounds plausible but is actually fl awed in some manner. For example, a fl awed analysis of the major clue discussed above would reveal only that the brooch bears the symbol of House Cannith. Even a successful analysis won't reveal the actual authenticity of a clue. False clues planted at a scene could provide truthful and objective data that leads an investigator in the wrong direction. Generally, investigating a scene a second time doesn't add new insight unless another clue is discovered. You can take 10 when making a Search check to fi nd a clue, but you can't take 20. Synergy: If you have 5 or more ranks in an appropriate Knowledge skill, you get a +2 bonus on Search checks to fi nd or analyze clues
Knight Training
( Eberron Campaign Setting, p. 56)
[General]
You are part of a knightly order that combines the divine calling of the paladin class with another form of training.
Prerequisite
Benefit
Pick one class. Taking levels in this class does not prevent you from taking paladin levels. If you take levels in any other class, you lose your ability to progress as a paladin as usual. If the selected class also has restricted advancement, such as the monk class, taking paladin levels does not prevent you from advancing in that class
Least Dragonmark
( Eberron Campaign Setting, p. 56)
[General]
You have a least dragonmark.
Prerequisite
Member of appropriate dragonmarked race and house,
Required for
Greater Dragonmark (ECS) , Lesser Dragonmark (ECS) ,
Benefit
You gain a least dragonmark and the use of one spell-like ability associated with the least dragonmark of your house (see the next section of this chapter for information on dragonmarks). A saving throw against your dragonmark spell-like ability has a DC of 10 + the level of the spell + your Cha modifi er. Your caster level for your least dragonmark spell-like ability is 1 + your level in the dragonmark heir prestige class (if any)
Legendary Artisan
( Eberron Campaign Setting, p. 56)
You have mastered the method of creating magic items.
Prerequisite
Any item creation feat,
Benefit
When determining your XP cost for creating any magic item, reduce the base cost by 25%
Lesser Dragonmark
( Eberron Campaign Setting, p. 56)
[General]
You have a lesser dragonmark.
Prerequisite
Least Dragonmark (ECS) , 9 ranks in any two skills, Member of appropriate dragonmarked race and house,
Required for
Greater Dragonmark (ECS) ,
Benefit
You gain a lesser dragonmark and the use of one spell-like ability associated with the lesser dragonmark of your house (see the next section of this chapter for information on dragonmarks). In addition, you can use your least dragonmark spell-like ability one additional time per day. A saving throw against one of your dragonmark spelllike abilities has a DC of 10 + the level of the spell + your Cha modifi er. Your caster level for your dragonmark spell-like abilities increases to 6 + your level in the dragonmark heir prestige class (if any)
Longstride
( Eberron Campaign Setting, p. 20)
Shifter trait Pseudo feat.
Prerequisite
Shifter Level 1,
Benefit
While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to her base land speed
Longstride Elite
( Eberron Campaign Setting, p. 57)
[Shifter]
Your shifter trait improves.
Prerequisite
Shifter with the longstride trait,
Benefit
While shifting, your base land speed improves by 10 feet. This improvement stacks with the increase for the longstride trait, for a total increase of 20 feet
Longtooth
( Eberron Campaign Setting, p. 20)
Shifter trait Pseudo feat.
Prerequisite
Shifter Level 1,
Benefit
While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels she has) with a successful bite attack. She cannot attack more than once per round with her bite, even if her base attack bonus is high enough to give her multiple attacks. She can use her bite as a secondary attack (taking a -5 penalty on her attack roll) while wielding a weapon
Mithral Body
( Eberron Campaign Setting, p. 57)
A warforged character's body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.
Prerequisite
1st level only, Warforged,
Required for
Mithral Fluidity (ECS) ,
Benefit
Your armor bonus is increased to +5, and you are considered to be wearing light armor. You now have a +5 maximum Dexterity bonus to AC, a -2 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 15%.
Special
Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of their druid supernatural or spell-like class abilities. Warforged characters with this feat do not gain the benefi t of any class feature prohibited to a character wearing light armor.
Normal
Without this feat, your warforged character has an armor bonus of +2
Mithral Fluidity
( Eberron Campaign Setting, p. 57)
Your movements are smoother and more fluid than those of other warforged.
Prerequisite
Mithral Body (ECS) , Warforged,
Benefit
The maximum Dexterity bonus a warforged with the Mithral Body feat can apply to Armor Class is increased by 1. In addition, the armor check penalties to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks are reduced by 1.
Special
This feat can be taken multiple times. However, armor check penalties cannot be reduced to less than +0
Monastic Training
( Eberron Campaign Setting, p. 57)
[General]
You are part of an order that combines the monastic discipline of the monk class with another form of training.
Prerequisite
Required for
Tashalatora (SoS) ,
Benefit
Pick one class. Taking levels in this class does not prevent you from taking monk levels. If you take levels in any other class, you lose your ability to progress as a monk as usual. If the selected class also has restricted advancement, such as the paladin class, taking monk levels does not prevent you from advancing in that class.
Special
A monk can take this feat as his bonus feat at 1st, 2nd, or 6th level
Music of Growth
( Eberron Campaign Setting, p. 57)
[General]
Your music can enhance the power of animals and plant creatures.
Prerequisite
Perform 12 ranks, Bardic music class feature,
Benefit
By singing or playing music, you grant a +4 enhancement bonus to the Strength and Constitution scores of every creature of the animal or plant type within 30 feet of you. This bonus lasts only as long as you continue performing.
Special
Using this ability counts as one of your daily uses of bardic music
Music of Making
( Eberron Campaign Setting, p. 57)
[General]
Echoing the music of creation, your own performance enhances any process of creation.
Prerequisite
Perform 9 ranks, Bardic music class feature,
Benefit
If you sing or otherwise perform as part of the casting of a conjuration (creation) spell, the duration of the spell is doubled (as if the Extend Spell feat had been applied to it, but without increasing the spell's effective level). Spells with an instantaneous duration are not affected. If you perform while using any Craft skill, you gain a +4 sacred bonus on your Craft check.
Special
Using this ability counts as one of your daily uses of bardic music
Powerful Charge
( Eberron Campaign Setting, p. 57)
[General]
You can charge with extra force.
Prerequisite
base attack bonus +1, Medium or larger size,
Required for
Greater Powerful charge (ECS) ,
Benefit
When you charge, if your melee attack hits, you deal an extra 1d8 points of damage (if you are Medium size). For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. This feat only works when you make a charge. It does not work when you are mounted. If you have the ability to make multiple attacks after a charge, you may only apply this extra damage to one of those attacks.
Special
A fi ghter may select Powerful Charge as one of his fi ghter bonus feats
Precise Swing
( Eberron Campaign Setting, p. 58)
[General]
You can ignore most obstacles when making a melee attack against an opponent.
Prerequisite
Base attack bonus +5,
Benefit
You ignore all effects of cover (but not total cover) when making a melee attack, including a melee attack with a reach weapon
Pursue
( Eberron Campaign Setting, p. 58)
[General]
You have the ability to follow in an opponent's wake.
Prerequisite
Combat Reflexes (PH) ,
Benefit
In combat, when an opponent in an adjacent square takes a single 5-foot step to a square that you do not threaten, you can spend 1 action point to move into the square the opponent just left. This movement occurs after the 5-foot step but before any other actions, and it does not provoke attacks of opportunity
Raging Luck
( Eberron Campaign Setting, p. 58)
[General]
When raging, you have a greater ability to alter your luck than most others do.
Prerequisite
Ability to rage or frenzy,
Benefit
You gain 1 temporary action point while raging. If you don't use this action point during your rage, it disappears when your rage ends
Razorclaw
( Eberron Campaign Setting, p. 20)
Shifter trait Pseudo feat.
Prerequisite
Shifter Level 1,
Benefit
While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels she has) with each successful attack. She can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). She can not attack more than once per round with a single claw, even if her base attack bonus is high enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks in that round take a -2 penalty
Recognize Imposter
( Eberron Campaign Setting, p. 58)
[General]
You are extremely skilled at spotting impostors.
Prerequisite
Sense Motive 3 ranks, Spot 3 ranks,
Benefit
You receive a +4 bonus on Spot checks to oppose Disguise checks and on Sense Motive checks to oppose Bluff checks
Repel Aberration
( Eberron Campaign Setting, p. 58)
[General]
Your Gatekeeper training allows you to keep aberrations at bay.
Prerequisite
Gatekeeper initiate (ECS) , Druid level 3rd,
Benefit
You can ward off creatures of the aberration type. You make a Charisma check and consult Table 8-9: Turning Undead on page 159 of the Player's Handbook, using your druid level to determine the most powerful aberration you can affect. This ability works only against aberrations within 60 feet of you. You then roll 2d6 and add your druid level + your Cha modifi er to determine your turning damage. An affected aberration is held at bay, unable to move toward you for as long as you maintain concentration. The aberration's actions are not otherwise restricted: It can fi ght other creatures, use its supernatural or spell-like abilities, and attack you with ranged weapons. If you move closer to it, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a warded aberration moves away from you and then tries to turn back toward you, it can't move any closer. You can use this ability a number of times per day equal to 3 + your Cha modifi er. The Extra Turning feat grants you extra uses of this ability
Research
( Eberron Campaign Setting, p. 59)
[General]
You can use your Knowledge skills to extract information from books, scrolls, and other repositories of facts and fi gures.
Prerequisite
Benefit
This feat expands the way you can use the Knowledge skills. It allows you to use a Knowledge skill to navigate a library, an offi ce fi ling system, a chronicler's repository, or a church's records storage cell in order to discover information. You must be able to read the language the texts are written in to research them. Research a Topic: Given enough time (usually 1d4 hours, though the DM can increase the time based on the amount of material you're examining) and a successful DC 10 skill check, you gain a general understanding of the topic you're researching. This assumes the information you are seeking exists within the collection of materials you are researching. The higher the check result, the better and more detailed the information (to the extent available within the source material). When you want to fi nd out specifi c information on a specifi c topic, you must fi rst fi nd a library with tomes relating to that topic. The quality of the library or collection can provide a circumstance bonus on your Knowledge check when performing research. General-purpose libraries (such as those found in some wealthy households, small churches, or towns) contain basic information on a variety of topics and provide a +1 circumstance bonus. A library devoted to a specifi c topic (usually owned by churches or organizations devoted to specifi c pursuits) provides a +2 circumstance bonus on Knowledge checks related to its topic. Comprehensive collections are harder to fi nd, but they provide a +4 circumstance bonus. Such collections reside with large churches, in some larger cities, in some organizations and institutions, at Morgrave University, and in major chronicle offi ces. Even rarer and harder to gain access to are master collections, which provide a +6 circumstance bonus. Master collections are found in a few dragonmarked house enclaves, one or two royal libraries, and in the library at Korranberg. Examine Records: Examining books or records to get a general sense of what's in them takes time, skill, and some luck. Find a stack of ledgers in the alchemist's lab? Discover records in the crime lord's hideout? Locate the fi les pertaining to taxes collected in the city? To get a general sense of the information contained therein and whether or not you can use it, you must make a research check using the most appropriate Knowledge skill. The DC depends on the complexity of the code or fi ling system used. Complexity. - knowledge - Time. of Code ----- DC ----------- Needed. Basic ------- 10 ------------ 1d4 hours. Simple ------ 15 ------------ 1d4+1 hours. Moderate --- 20 ----------- 1d4+2 hours. Complex ---- 30 ----------- 1d4+4 hours. On any successful check, the higher the result, the better and more complete the information you glean. If you start out seeking a specific fact, date, map, or similar bit of information, the DM might increase the DC by as little as +5 or as much as +15. You can retry a Knowledge check made to perform research, though if the material you are examining doesn't contain the data you seek, you can't find it. You can take 10 or take 20 when making a Knowledge check to research a topic or examine records. This use of the Knowledge skill takes a minimum of 1d4 hours
Right of Counsel
( Eberron Campaign Setting, p. 59)
[General]
You have the legal and sacral right to seek advice from one of your ancestors, a deathless elf in Aerenal's City of the Dead.
Prerequisite
Elf,
Benefit
By virtue of your hereditary place in your family, you are allowed to enter the City of the Dead and seek advice from a deathless ancestor who resides there. Generally, your ancestor is an undying councilor (see page 301). If you physically present yourself before your ancestor, you can gain one of the following benefi ts. · The ancestor uses one of its spelllike abilities, such as dispel evil, dispel magic, or heal, on your behalf. · The ancestor an swers your questions about matters within its experience and learning, up to the limits of its own knowledge. · The ancestor seeks supernatural knowledge on your behalf, providing answers to questions equivalent to a commune spell with your level as the caster level and no XP cost. The deathless ancestors in the City of the Dead grow impatient with frequent interruption, and thus they refuse to assist you more than once per month.
Normal
The elves guard the City of the Dead with religious devotion, preventing anyone from entering who is not entitled to visit the ancestors
Serpent Strike
( Eberron Campaign Setting, p. 60)
[General]
Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the longspear.
Prerequisite
Weapon Focus (PH) (longspear) , flurry of blows class feature, Simple Weapon Profi - ciency (longspear),
Benefit
You can treat a longspear as a special monk weapon, allowing you to perform a flurry of blows with it
Shifter Defense
( Eberron Campaign Setting, p. 60)
[Shifter]
By delving into your shifter heritage, you have developed the ability to ignore a little damage from every attack.
Prerequisite
Shifter, two other shifter feats,
Benefit
While shifting, you gain damage reduction 2/silver
Shifter Ferocity
( Eberron Campaign Setting, p. 60)
[Shifter]
You are a tenacious combatant, continuing to fi ght when others would succumb to pain and injury.
Prerequisite
Shifter, Wisdom 13,
Benefit
While shifting, you continue to fi ght without penalty if you are disabled or dying
Shifter Multiattack
( Eberron Campaign Setting, p. 60)
[Shifter]
You are adept at using your natural attack in conjunction with another weapon.
Prerequisite
base attack bonus +6, Shifter with the longtooth or razorclaw trait,
Benefit
Your secondary attack with a natural weapon takes only a -2 penalty.
Normal
Without this feat, your secondary attack with a natural weapon takes a -5 penalty
Silver Smite
( Eberron Campaign Setting, p. 60)
[General]
You wield the power of the Silver Flame to smite evil.
Prerequisite
Follower of the Silver Flame, smite evil ability,
Benefit
When you use your smite evil ability, you deal an extra 1d6 points of sacred damage to the opponent you smite. The fi re is silvery in appearance but does not burn
Song of the Heart
( Eberron Campaign Setting, p. 60)
[General]
Your bardic music reaches the depths of its listeners' hearts.
Prerequisite
Perform 6 ranks, Bardic music class feature, inspire competence ability,
Benefit
When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses inspire courage, rather than the +3 he would normally grant. If he uses inspire greatness, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves. Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1. If you have the Haunting Melody feat, the saving throw DC for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast
Soothe the Beast
( Eberron Campaign Setting, p. 60)
[General]
Echoing the music of creation, your music has power to calm animals.
Prerequisite
Perform 6 ranks, Bardic music class feature,
Benefit
You gain an ability similar to the wild empathy ability of a druid or ranger. Your music can improve the attitude of an animal. You make a Perform check instead of a Diplomacy check and use the result to determine the animal's new attitude. The typical domesticated animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability, you must be within 30 feet of the animal. The check takes 1 minute, but it might take longer to actually infl uence the animal. You can also use this ability to infl uence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Special
Using this ability counts as one of your daily uses of bardic music
Spontaneous Casting
( Eberron Campaign Setting, p. 61)
[General]
You can swap a prepared spell on the fl y.
Prerequisite
Caster level 5th,
Benefit
You can exchange a spell you have prepared for another spell on your spell list (or for wizards, out of your spellbook) of the same level.
Special
Using this ability costs 2 action points
Strong Mind
( Eberron Campaign Setting, p. 61)
[General]
You are unusually hard to affect with psionic powers and mind attacks.
Prerequisite
Wisdom 11,
Benefit
You gain a +3 bonus on saving throws against psionic abilities and mind attacks. Psionic abilities include many spell-like abilities of monsters such as aboleths, mind fl ayers, and yuan-ti (and any other creatures whose special attacks are described as psionic). Mind attacks include the mind flayer's mind blast ability, as well as any similar supernatural ability that uses sheer mental force to stun or disable an opponent (at the DM's discretion).
Special
The benefi t of this feat does not extend to spells, spell-like abilities, or magic items that duplicate psionic abilities. This is an exception to the general rule that magic and psionics are equivalent
Totem Companion
( Eberron Campaign Setting, p. 61)
[General]
Instead of an animal companion, you have your totem magical beast as a companion.
Prerequisite
Beast Totem (ECS) , ability to aquire a new animal companion, Minimum level requirement (see below), Wild Empathy class feature,
Benefit
When choosing an animal companion, you may choose a magical beast of the same kind as your beast totem. Even though your companion is a magical beast, you can cast spells on it that normally target animals as though it were an animal. Apply the indicated adjustment to the character's level (in parentheses) to determine the companion's special powers (see Alternative Animal Companions, page 36 of the Players Handbook). Rangers who choose this feat use one-half their level to determine what companions they may attract.
TOTEM COMPANIONS 7th Level or Higher (Level -6): Cockatrice Krenshar Displacer beast
10th Level or Higher (Level -9): Basilisk Unicorn Digester Winter Wolf
13th Level or Higher (Level -12): Chimera
16th Level or Higher (Level -15): Gorgon Yrthak
The totem companion has all the normal abilities of a typical creature of it's kind, as well as the characteristics of an animal companion determined by your druid or ranger level
Undead Empathy
( Eberron Campaign Setting, p. 61)
[General]
You are adept at communicating with and infl uencing the undead.
Prerequisite
Charisma 13,
Benefit
You gain a +4 bonus on Diplomacy checks made to infl uence the reactions of intelligent undead. You can also use Diplomacy to infl uence the actions of mindless undead, though in this case you do not gain the +4 bonus on your check. Generally, mindless undead begin an encounter with a hostile attitude; a Diplomacy check sufficient to make them indifferent is usually enough to stave off attack. If the undead have been specifically commanded to guard something, a Diplomacy check sufficient to make them friendly is required to make them back off from combat, and a check sufficient to make them helpful is needed to make them abandon what they are guarding. To influence the behavior of a mindless undead, the character and the undead must be within 30 feet of one another. Generally, influencing an undead in this way takes 1 minute, but as with infl uencing the living, it might take more or less time
Urban Tracking
( Eberron Campaign Setting, p. 61)
[General]
You can track down the location of missing persons or wanted individuals within communities.
Prerequisite
Benefit
To fi nd the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes diffi cult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions: If you fail a Gather Information check, you can retry after 1 hour of questioning. The DM should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.
Special
A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this feat. Community Size(1) - DC - Checks Required. Thorp, hamlet, or village - 5 - 1d3. Small or large town - 10 - 1d4+1. Small or large city - 15 - 2d4. Metropolisv 20 - 2d4+2. 1 See page 137 of the Dungeon Master's Guide. Conditions - DC Modifi er. Every three creatures in the group being sought - -1. Every 24 hours party has been missing/sought - +1. Tracked party "lies low" - +5. Tracked party matches community's primary racial demographic1 - +2. Tracked party does not match community's primary or secondary racial demographic1 - -2. 1 See Racial Demographics, page 139 of the Dungeon Master's Guide. You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.
Normal
A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing
Vermin Companion
( Eberron Campaign Setting, p. 62)
[General]
Instead of an animal companion, you have a vermin creature as a companion.
Prerequisite
Child of Winter (ECS) , ability to acquire a new animal companion, Druid level 3rd, minimum level requirement (see below), nongood alignment,
Benefit
When choosing an animal companion, you may choose a vermin instead. Even though your companion is a vermin, you can cast spells on it that normally target animals as though it were an animal. Your companion gains an Intelligence score of 1 but does not gain any skills or feats. Apply the indicated adjustment to the character's level (in parentheses) to determine the companion's special powers (see Alternative Animal Companions, page 36 of the Player's Handbook). Vermin Companions. 3rd Level or Higher (Level -0). Giant ant, worker; Giant fire beetle; Giant ant, soldier; Monstrous centipede, Medium. Giant bee; Monstrous scorpion, Small. Giant bombardier beetle; Monstrous spider, Small. 4th Level or Higher (Level -3). Giant praying mantis;;Giant wasp. 7th Level or Higher (Level -6). Giant stag beetle. A vermin companion has all the normal abilities of a typical creature of its kind, as well as the characteristics of an animal companion determined by your druid level
Vermin Shape
( Eberron Campaign Setting, p. 62)
[General]
You can use your wild shape ability to assume vermin forms instead of animal forms.
Prerequisite
Child of Winter (ECS) , Druid level 5th, nongood alignment,
Benefit
You can turn yourself into a Small or Medium vermin. You gain the ability to take the shape of a Large vermin when your druid level reaches 8th, a Tiny vermin at 11th level, and a Huge vermin at 15th level. In no case can the vermin form's Hit Dice exceed your druid level.
Special
You can't use wild shape to turn yourself into an animal if you have this feat
Wand Mastery
( Eberron Campaign Setting, p. 62)
Wands are far more potent in your hands.
Prerequisite
Craft Wand (PH) , caster level 9th,
Benefit
When you use a wand, the DC of saving throws against the wand's effect is increased by 2 and the wand's effective caster level is increased by 2
Warden initiate
( Eberron Campaign Setting, p. 62)
[General]
You have been trained in the ancient druidic tradition of the Wardens of the Wood, a sect dedicated to protecting the eastern plain and the great woods of the Eldeen Reaches.
Prerequisite
Ability to spontaneously cast summon nature's ally,
Benefit
You gain a +2 defl ection bonus to Armor Class when fi ghting within a forest. Add Climb and Jump to your list of druid class skills. In addition, you can cast the following spells as if they were on the druid spell list at the indicated level. 1st level: protection from evil. 2nd level: detect thoughts. 3rd level: displacement. 4th level: locate creature. 5th level: hold monster. 6th level: repulsion. 7th level: banishment. 8th level: screen. 9th level: hold monster, mass
Whirling Steel Strike
( Eberron Campaign Setting, p. 62)
[General]
Through monastic weapon training, you have mastered a fi ghting style that makes use of an unusual monk weapon: the longsword.
Prerequisite
Weapon Focus (PH) (longsword) , fl urry of blows class feature, Martial Weapon Profi ciency (longsword),
Benefit
You can treat a longsword as a special monk weapon, allowing you to perform a fl urry of blows with it
Wildhunt
( Eberron Campaign Setting, p. 20)
Shifter trait Pseudo feat.
Prerequisite
Shifter Level 1,
Benefit
While shifting, a wildhunt shifter gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights. A wildhunt shifter can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait. When a wildhunt shifter detects a scent, the exact location of the source i sn't rev ealed--only i ts presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, she pinpoints the source's location. While shifting, a wildhunt shifter who has the Track feat can follow tracks by smell, making Survival checks to fi nd or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. This ability otherwise follows the rules for the Track feat. Shifters tracking by scent ignore the effects of surface conditions and poor visibility. When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.