TEXT: presents: 
  Eberron
  Conversion Guide
  a conversion guide for Fantasy Craft 
  by Aegis
  To use this document, you will need Fantasy Craft, second printing, and the Adventure Compa-
  nion. You may also find Spellbound quite useful. Nothing could replace the Eberron Campaign 
  Setting, 3rd or 4th edition, for more detailed informations on this fantasy world.
  © Le Scriptorium, tous droits réservés
  a setting for 
  Fantasy Craft
  Conversion Guide
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  2
  Eberron
  Introduction
  This document is meant to allow fans of both 
  Eberron and Fantasy Craft to use their favorite set of 
  rules to play in this world of wonders. Besides ico-
  nic characters and creatures, you will find here new 
  objects, spells and other useful rules for your game.
  Fantasy Craft is a game by Alex Flagg, Scott Gea-
  rin, and Patrick Kapera. Eberron is Wizards of the 
  Coast’s property and was born from the devious 
  mind of Keith Baker. All the pictures used in this 
  document are Wizard of the Coast’s property.
  I would like to thanks Oronard Al Vanis, Ozcorn, 
  Aravilar, and Elladan from le Scriptorium for their 
  help, as well as so many members of the Crafty 
  Games forum for their precious feedback (forgive 
  me for not naming anyone). Thanks also to Scott 
  Gearin whose Astral Magic system has made Dra-
  gonmagic so simple to devise.
  Table of Contents
  Campaigns ����������������������������������������������������3
  Era .................................................................................. 3
  Campaign Qualities ................................................... 3
  Characters �����������������������������������������������������3
  Species ........................................................................... 3
  Human Talents ............................................................ 8
  Specialties ..................................................................... 9
  Interests of Eberron ..................................................10
  Classes ��������������������������������������������������������12
  Artificer (Expert) ......................................................12
  Heir of Siberys (Master) ..........................................13
  Juggernaut (Master) .................................................14
  Maskmaster (Master) ...............................................15
  Quori Mindbender (Master) ..................................16
  Weretouched (Master)  ............................................17
  NPC Class Abilities ��������������������������������������18
  Skills �����������������������������������������������������������18
  Feats ����������������������������������������������������������� 18
  Chance Feats .............................................................. 18
  Dragonmark Feats .................................................... 18
  Style Feats ................................................................... 19
  Species Feats ............................................................... 19
  Magic ���������������������������������������������������������� 23
  Dragonmagic ............................................................. 23
  Dragonmarks ............................................................. 23
  Spells ............................................................................ 25
  Trade & Gear ����������������������������������������������� 26
  Lifestyle....................................................................... 26
  Goods .......................................................................... 26
  Supplies ....................................................................... 27
  Services ....................................................................... 28
  Transportation .......................................................... 28
  Armor .......................................................................... 29
  Weapons ..................................................................... 30
  Prizes ���������������������������������������������������������� 30
  Favors .......................................................................... 30
  Magic Items ................................................................ 31
  Rogues Gallery �������������������������������������������� 31
  Rogue Templates������������������������������������������ 32
  Monsters ����������������������������������������������������� 33
  Carcass Crabe ............................................................ 33
  Choker ........................................................................ 33
  Councilors .................................................................. 34
  Daelkyr ....................................................................... 34
  Dinosaurs ................................................................... 35
  Dolgaunt ..................................................................... 35
  Dolgrim ...................................................................... 35
  Dusk Hag .................................................................... 36
  Homunculi ................................................................. 36
  Horses ......................................................................... 37
  Inspired ....................................................................... 37
  Quori ........................................................................... 38
  Rakshasa ..................................................................... 38
  Undying Soldier ........................................................ 38
  Warforged Titan ....................................................... 39
  Monster Templates ��������������������������������������� 39
  Mageblood (+10 XP) ............................................... 39
  
  3
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Campaigns
  Era
  Reason. With the Last War, the Khorvaire bru-
  taly entered the industrial age. The scientific deve-
  lopment of its nations is relatively important for 
  a fantasy world. Character options and gear from 
  the Ancient, Primitive, Feudal, and Reason eras are 
  available in this setting (see Fantasy Craft, page 305).
  Campaign Qualities
  The following campaign qualities are suggested 
  for the Eberron campaign setting (see page 322 of 
  Fantasy Craft for more on campaign qualities).
  Bold Heroes: Heroes of Eberron campaigns are 
  unusually lucky. They always seem to escape the di-
  rest situations almost unharmed.
  Dragonmarked: The draconic prophecy has a 
  deep impact on Eberron. It might even be the very 
  reason the whole world exists. Those who bear its 
  mark have an important role to play in the world’s 
  destiny.
  Flexible Magic Items: Years of studies have risen 
  the comprehension of magic items to a new level. 
  New and strange combinations are discovered on 
  a daily basis ...
  Greater Magic Items: And magic items are 
  growing more and more powerful too!
  Miracles: Gods exist on Eberron. Well, no 
  one has ever seen them or anything, but the 
  faithful who worship the Sovereign Host 
  and others entities do receive blessings.
  Plentiful Magic Items: Thanks to 
  the artificers, the industry of magic has 
  made magic items almost common. Al-
  though most peasants still cannot afford a 
  everburning lights, nobles and even middle-
  class people consider magic as just ano-
  ther luxury.
  Sorcery (Cyclical Magic): Eber-
  ron is litteraly surrounded by 
  magic. Although neither 
  simplistic nor universal, 
  arcane magic has many 
  adepts. The planes re-
  volving around the world 
  also have a strong impact on 
  the forces of the arcane.
  Characters
  The world of Eberron brings new exciting origins 
  for the players: young species who have carved their 
  place in the world, beings gifted with psychic abili-
  ties, and many magic wielders who have contribu-
  ted to the technological advancement of the Khor-
  vaire. If you wish, you may also create regional Ta-
  lents for humans coming from the different regions 
  of Khorvaire, particularly the Five Nations.
  Species
  This section describes the social place of all spe-
  cies found in Fantasy Craft, but also presents a few 
  new ones, specific to Eberron, like the changelings, 
  the kalashtars, and the shifters.
  Changelings
  A long history of cross-breeding between humans 
  and doppelgängers – now almost disappeared – has 
  given birth to this hybrid and mysterious species. 
  Changelings have inherited the curiosity and dare 
  of both their ancestors and have carved a place for 
  themselves in human societies. A place that often 
  implies dealing with humans’ dirty business.
  Common Personality Traits: Smooth 
  operator, Charming, Open-minded, 
  Daring, Paranoid
  Common Physical Traits: Thin, 
  noseless, pale skin, featureless face, 
  blank eyes
  Example Names: Dox, Fye, Jin, 
  Lam, Ruz
  Splinter Race Feats: Superior Mind 
  (mind trickster), Superior Shape 
  (shape shifter). Unless your possess 
  one of these, you are a ‘free mind’ 
  (a changeling with no particular 
  potential).
  Type: Medium (1×1) biped Folk with 
  a Reach of 1. Your maximum wounds 
  equal your Constitution score.
  •	
  Attributes: Intelligence +1, 
  Wisdom +1, Charisma +1
  •	Base Speed: 30 ft.
  •	Bleeding Immunity: Closing 
  wounds is one of the easiest tricks 
  you know. You are immune to 
  the bleed condition.
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  4
  Eberron
  •	
  Minor Shapeshifting: You may attempt any Mask 
  check without a kit and it takes you 2 rounds 
  only. Further, all Disguise penalties are halved. 
  You still may not disguise into a Species with 
  which you share no resemblance at all. A True 
  Seeing spell reveals your true nature and you 
  shift back to your original shape when killed.
  •	
  Enlightened Disguise: Your maximum Disguise 
  rank increases to your Career Level + 5. Only 
  the highest bonus from any single enlightened 
  ability may apply to each skill.
  •	
  Reviled: Changelings have a not always unde-
  served reputation of spies and assassins. The 
  starting Disposition of non-changelings de-
  creases by 10.
  •	
  Linguist: You know 2 additional Languages.
  Drakes
  The continent of Argonnessen is home to most 
  dragons. The drakes, the youngest of their kin, 
  are usually more restless and curious about the 
  world than their elders. Although most of them 
  are bound to remain in Argonnessen, some drakes 
  more daring than others travel the world, seldom 
  unnoticed.
  Splinter Race Feats: The various drake splinter 
  race feats allow for the personification of a particu-
  lar aspect — elemental or natural — of their dra-
  conic nature.
  Dwarves
  From the Mror Holds, the dwarves have settled 
  throughout the Khorvaire. Those who do not re-
  main inside their clan’s ancient strongholds have 
  carved a name for themselves in the rest of the 
  continent, proving extremely gifted in metalwor-
  king, trading, and of course adventuring.
  Splinter Race Feats: Today, most of Eberron’s 
  dwarves have settled in one of the Five Nations. 
  Those have mostly lost their ancestral legacy in ex-
  change for new opportunities. But those who re-
  main in the Mror Holds and their surroundings 
  have inherited increadible abilities depending on 
  their bloodline and clan (see Fantasy Craft, page & 
  AC).
  Elves
  The elves are an ancient race who used to serve 
  as slaves to the giant kings of Xen’drik. Centu-
  riers after the wars with the dragons and their 
  rebellion against their masters, they have span-
  ned throughout the known world, giving birth to 
  powerful yet very different civilizations.
  Splinter Race Feats: Most Khorvaire elves are 
  called ‘city elves’, descendants of the first pioneers 
  of this continent. These cosmopolitant elves have 
  fully adapted to the human society, thanks to their 
  charming demeanor and sense of aesthetics. On 
  the other hand, Valenar elves (Valenar Nation) are 
  far less sophisticated, and quick to anger. Aërenal 
  elves (Aërenal Nation) are much more sociable and 
  educated ... although sometimes creepy. However, 
  this is not a virtue common to the the dark elves 
  (Scorpion Nation), who remained on the Xen’drik 
  long after the fall of their giant masters. The latter 
  certainly are the most savage, ruthless, and unstable 
  branch of the great elven family.
  Giants
  Once upon a time, giants ruled over a large part 
  of the world, the Xen’drik. Their powerful civili-
  zation was based on their natural strength, the ad-
  venced techniques they developed – it is rumored 
  the Cannith built the warforged based on giants’ 
  schematics – and the slavery of the elves. After the 
  dramatic defeat that ended the wars against the 
  dragons and the uprising of the elves, their empire 
  collapsed. Today, only ruins and desillusioned indi-
  viduals remain of this once grand nation.
  Splinter Race Feats: The blood of many Xen’drik 
  giants carries the power of the primal elements 
  (Elemental Heritage).
  Gnomes
  Gnomes have befriended humans for a long time, 
  and their own country, Zilargo, has close bonds of 
  friendship with the kingdom of Breland. Their in-
  telligent and scheming nature makes them inva-
  luable allies and ruthless enemies. Most of all, their 
  strength lies in their vast network of spies, infor-
  mers, and assassins.
  Splinter Race Feats: Technically, gnomes are 
  pechs with the Quick-Finger Folk feat, although 
  they are entirely distinct races.
  Goblins
  Goblins are not very liked in Khorvaire, to say 
  the least. These nasty little creatures are primarily 
  known for ambushing travelers in the most remote 
  parts of the Khorvaire. The most civilized of this 
  
  5
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  kind can be found in the Darguun, where they are 
  mostly seen by their hobgobelin cousins as nothing 
  more than cheap cannon fodder.
  Splinter Race Feats: Most goblins live in savage 
  tribes and are simply known as ‘cave goblins’. Howe-
  ver, those who find themselves affiliated to large 
  tribes, as often in the Darguun or the Droaam, often 
  adopt the name of the tribe as well (see Hobgoblins, 
  below).
  Half-elves
  Elves and humans have mingled since the very 
  first elves set foot on the Khorvaire. Since then, an 
  authentic, unique half-elven community has grown 
  on its own right. Half-elves are appreciated for their 
  humor and generally good mood ... much less for 
  their sometimes mischievous habits.
  Common Personality Traits: Witty, enigmatic, 
  joyful, thoughtful, mischievous
  Common Physical Traits: Hairless face, skin-
  ny, thin nose and features, slighty pointed ears, al-
  mond-shaped eyes
  Example names: Half-elves often adopt human-
  like names, unless they are raised in a strictly elven 
  community.
  Splinter Race Feats: Mechanically speaking, 
  half-elves are humans who have taken the Elf Blood 
  feat (see AC 132).
  Half-orcs
  Orcs and humans intimate relations have rarely 
  been based on mutual consentement, if ever. Howe-
  ver, there have been enough for a true half-orc com-
  munity to develop and grow by its own right. Most 
  common in the Shadow Marches, half-orcs are 
  sought for their strength and still despised – if not 
  feared – for their barbaric roots.
  Common Personality Traits: Rough, Threate-
  ning, Grumbling, Shy, Single-minded
  Common Physical Traits: Well-built, Flat nose, 
  Brown- or green-skinned, Deep voice, Pig-like eyes
  Example names: Half-orcs often adopt human-
  like names, unless they are raised in a strictly orcish 
  community.
  Splinter Race Feats: Mechanically speaking, 
  half-orcs are humans who have taken the Orc Blood 
  feat (see AC 134).
  Halflings
  Halflings are a rather diverse lot. While a number 
  of them has mingled with the civilizations of the 
  Khorvaire for centuries, becoming a strong com-
  munity of its own, many tribes still wander the Ta-
  lanta Plains as their ancestors before, living a life of 
  spirituality and hunting.
  Splinter Race Feats: Many halflings have min-
  gled into the Khorvaire societies, and are mostly 
  known for their courage, wits, and often dirty 
  tricks. Those who still live in the plains (Plains 
  Folk)are very different, ferocious and 
  untamed warriors who hunt giant di-
  nosaurs like simple game.
  Hobgoblins
  While giants once ruled over 
  Xen’drik, hobgoblins once ruled 
  over Khorvaire. The Dakhaan 
  empire ruled by force and other 
  species were nothing more than 
  slaves. This tyrannic reign ended 
  when the horrors from Xoriat 
  invaded Eberron and almost wi-
  ped the hobgoblin civilization 
  out. Millenia later, during the Last 
  War, the hobgoblins united again 
  under the banner of a new warlord, 
  and gained their independence with 
  the treaty of Thronehold. While the rest of 
  the Khorvaire still sees them as ruthless barbarians, 
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  6
  Eberron
  the once almighty hobgoblins are slowly regaining 
  their strength.
  Common Personality Traits: Brutal, honorable, 
  impulsive, faithful, reckless
  Common Physical Traits: Clawed hands, poin-
  ted ears, brown fur, dark nose, piercing eyes
  Example Clan Names: Dhakaan, Mordraam, 
  Rohaar, Thaar, Wesgaar
  Example First Names: Araal, Chord, Duraa, Sa-
  roni, Sehemoth
  Splinter Race Feats: Iron Bearer (Kech Shaarat 
  tribe), Word Bearer (Kech Volaar tribe), Standard 
  Bearer (Rukhan Taash tribe). Unless you choose 
  one of these, you’re a kadaar’rhun, a warrior from 
  a minor tribe.
  Type: Medium (1×1) biped Folk with a Reach of 
  1. Your maximum wounds equal your Constitution 
  score.
  •	
  Attributes: +2 Dexterity, +2 Constitution
  •	
  Base Speed: 30 ft.
  •	
  Darkvision I: You ignore the effects of dim and 
  faint light.
  •	
  Enlightened Sneak: Your maximum Sneak rank 
  increases to your Career Level + 5. Only the 
  highest bonus from any single enlightened abi-
  lity may apply to each skill.
  •	
  Enlightened Tactics: Your maximum Tactics 
  rank increases to your Career Level + 5. Only 
  the highest bonus from any single enlightened 
  ability may apply to each skill.
  •	
  Reviled: For the rest of the Khorvaire, hob-
  goblins are nothing more than barbarians. 
  The starting Disposition of non-gobli-
  noidsdecreases by 10.
  •	
  Unbreakable: Each time you suf-
  fer attribute impairment, it de-
  creases by 1 (minimum 0).
  Humans
  Humans span all accross 
  the Khorvaire and are by 
  far the dominant spe-
  cies of Eberron. They are 
  threatened, however, by 
  more enemies than any 
  other culture. They gain 
  strength from their sheer 
  numbers and their will to 
  always go forward.
  Splinter Race Feats: Planar ascendance is almost 
  unheard of on Eberron. Only the daelkyrs, with 
  their counter-nature experiments have achieved 
  such tainted feats (Daelkyr Heritage).
  Kalashtars
  The entities of Dal Quor, realm of the dreams, are 
  known to enter this world by possessing the mind of 
  humans. But while Inspired do this by coercion and 
  with the vilest intentions, kalashtars are opposed to 
  their nefarious plans – and their methods. Indeed, 
  they enter the physical envelope of humans only 
  when invited, to become a unique identity. From 
  their secluded land of Adar or even at the core of 
  the Khorvaire, they struggle to prevent the Inspired 
  to take over another continent.
  Common Personality Traits: Stern, mesmeri-
  zing, graceful, dreaming, seductive
  Common Physical Traits: Unearthly splendor, 
  tall, perfect features, unfocused eyes, deep voice
  Example Names: Halkhad, Kanatash, Novakri, 
  Panitari, Thinharath
  Splinter Race Feats: You may select feats as if 
  you’re a human.
  Type: Medium (1×1) biped Folk with a 
  Reach of 1. Your maximum wounds 
  equal your Constitution score.
  
  7
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  •	
  Attributes: Charisma +2
  •	
  Base speed: 30 ft.
  •	
  Aloof: Your error range increases by 2 when ma-
  king Impress and Sense Motive checks targe-
  ting characters of other species.
  •	
  Charming: Once per session, you may improve 
  the Disposition of any 1 non-adversary NPC 
  by 5.
  •	
  Mind Link: You learn the Projection psychic 
  power (see the Psionics) and its cost is reduced 
  to 3 vitality. You may use it (but not increase it) 
  without any Rank in Manipulate. Your Psion 
  Level for this power is always 1.
  •	
  Limited Proficiencies: You begin play with 2 
  fewer proficiencies (minimum 0).
  •	
  Quori Language: You learn the Quori Language.
  •	
  Tenacious Spirit: You gain 1 additional vitality 
  point at each Career Level.
  Ogres
  More aggressive than the goblins, more vicious 
  than the hobgoblins, more powerful than the orcs, 
  the ogres are without a doubt the direst enemy of 
  men. From the swampy plains or the mountains of 
  the Droaam, they launch devastating raids on the 
  nearest human lands, just to be driven back by the 
  ever-vigilant army of Breland.
  Splinter Race Feats: Ogres are terrifying enough, 
  but some subraces are even worse! The merrows 
  (Sea Brave) and the trolls (Stone Brave) are even 
  more feared than their infamous cousins.
  Orcs
  Orcs are a very diverse lot. While many of them 
  still live among the savage tribes of the Droaam, 
  those of the Shadow Marches live (relatively) 
  peacefully among the humans and half-orcs who 
  have also settled there. Others are even defenders 
  of the weak and the innocent: at the border of the 
  Demon Waste, courageous human and orc tribes 
  fight endlessly against the offspring of demons to 
  prevent them from pouring onto the entire conti-
  nent. And throughout the Khorvaire, the Senti-
  nels of the Seal, among which are many orcs, try to 
  prevent Xoriat from entering in conjunction with 
  Eberron once again.
  Splinter Race Feats: Most orcs are either simple 
  farmers, hunters, or savage, almost animalistic bar-
  barians. However, some of them have embraced a 
  greater ideal and raise above their kin. This is most-
  ly the case of the druids who protect our world 
  from otherworldly invasions (Gatekeepers) and 
  the valiant tribes who patrol the borders of the 
  Demon Waste to prevent the evil from spreading 
  (Ghaash’kala).
  Rootwalkers
  Rootwalkers are almost extinct in Eberron. There 
  is actually one survivor of this forgotten species, an 
  ancient druid in Eldyn’s Reaches, but he might very 
  well be the last of his kind.
  Saurians
  Saurians are almost unheard of in most of the 
  Khorvaire. Most of them can be found in the deep 
  jungles of Q’barra, where various tribes of all sizes, 
  shapes, and cultures fight for survival and against 
  the recently arrived human invaders.
  Splinter Race Feats: Most Q’barra saurians are 
  lizard-folk from the ‘cold sun’ tribe and present no 
  particular qualities. But most notably two other 
  species have evolved into quite intriguing speci-
  mens. The smallest ones are known as ‘poison dusk’ 
  and are dreaded archers relying on poisoned arrows 
  (Poison Dusk). But the most feared species is that 
  of the ‘black scales’, huge, brutal black lizards who 
  haunt the deepest jungles of Q’barra (Dark Scale).
  Shifters
  Another hybrid species, the shifters are certainly 
  the most feared of all. Decending from the rave-
  nous werewolves and other lycanthropy-infected 
  creatures, they are vicious predators gifted with 
  animalistic agility and instincts. However, their 
  human side grants them a total control over their 
  feral nature ... so they say.
  Common Personality Traits: Angry, curious, 
  savage, stubborn, wild
  Common Physical Traits: Sharp teeth, claws, 
  strong legs, tail, feline eyes
  Example Names: Briar, Donnon, Jalk, Red, Terri
  Splinter Race Feats: Lycanthropic Bloodline 
  (any). Unless you choose one of these, you’re ‘weak 
  blood’ (a shifter whose bloodline has been crossed 
  to many times with human blood).
  Type: Medium (1×1) biped Folk with a Reach of 
  1. Your maximum wounds equal your Constitution 
  score.
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  8
  Eberron
  •	
  Attributes: +3 Dexterity, –1 Intelligence, 
  –1 Charisma
  •	
  Base speed: 30 ft.
  •	
  Achilles’ Heel (silver): Silver 
  has always been the bane of 
  your ancestors. When 
  you suffer damage from 
  silver weapons, you also 
  suffer an equal amount 
  of lethal damage.
  •	
  Darkvision I: You 
  ignore the effects of 
  dim and faint light.
  •	
  Enlightened Acrobatics: 
  Your maximum Acro-
  batics rank increases 
  to your Career Level 
  + 5. Only the highest 
  bonus from any single 
  enlightened ability may 
  apply to each skill.
  •	
  Natural Attack: You gain the 
  Claw I natural attacks (see Fantasy 
  Craft, page 235). If you gain a natural 
  a t -
  tack from multiple sources, the attack’s grade 
  becomes equal to the highest single grade + 1 
  per additional benefit granting the same at-
  tack, to a maximum of V (e.g. Claw IV, Claw 
  III, and Claw I become Claw V).
  •	
  Rage Basics: You gain the Rage Basics feat.
  •	
  Reviled: Most people still perceive shifters as 
  bloodthirsty lycanthropes. The starting Dis-
  position of non-shifters decrease by 10.
  Unborn
  Most of Eberron’s Unborn are Warforged, cy-
  borg-like creatures built by the Cannith house du-
  ring the Last War to provide fresh, tireless troops 
  to the highest bidder. Except in Karrnath where 
  undeads were favored, Warforged have been em-
  ployed everywhere. But now the war is over, no 
  one really wants these animated reminders of dark 
  times near their home. After all, they’re just killing 
  machines, aren’t they?
  Splinter Race Feats: Saying that each warforged 
  is unique would be a lie: most of them were build 
  in series during the war. However, several models 
  were gifted with unique attributes in order to per-
  form specific missions. Unborn splinter race feats 
  can make your warforged unique.
  Human Talents
  Even if smaller kingdoms 
  exist, only the Five Na-
  tions are ancient enough 
  to possess a distinctive 
  culture and strongly ‘‘ty-
  pical’’ citizens.
  Aundarian
  In Aundair, those who 
  can afford it can have 
  access to the best edu-
  cation and trainings in 
  Khorvaire.
  •	
  Attributes: +2 In-
  telligence, –2 Wisdom
  •	
  Base Speed: 30 ft.
  •	
  Broad Learning: 
  You gain 2 additional Stu-
  dies (see page 61).
  •	
  Double Boost: You may 
  spend and roll 2 action dice to boost 
  Intelligence-based skill checks.
  •	
  Enlightened Skill: Choose one skill 
  from Chapter 2. Your maximum rank in that 
  skill increases to your Career Level + 5. Only 
  the highest bonus from any enlightened abi-
  lity may apply to each skill.
  •	
  Sharp Mind: you gain 1 additional skill point 
  per level.
  •	
  Scars of the Last War: The starting Disposi-
  tion of people from the other Four Nations 
  decreases by 10.
  Brelish
  Very nationalist and proud, Brelish people are a 
  stubborn, combative lot. Although not always open 
  minded, they can be extremely innovative when 
  need arises.
  •	
  Attributes: +2 Wisdom, –2 Dexterity
  •	
  Base Speed: 30 ft.
  •	
  Encouragement: Once per scene, you may 
  speak to 1 of your teammates for 1 minute 
  to grant them a +1 morale bonus with saving 
  throws until the end of the current scene.
  •	
  Enlightened Impress: Your maximum Impress 
  rank increases to your Career Level + 5. Only 
  the highest bonus from any single enlighte-
  ned ability may apply to each skill.
  
  9
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  •	
  Grueling Combatant: Each time an adjacent 
  opponent attacks you and misses, he suffers 
  2 points of subdual damage.
  •	
  Scars of the Last War: The starting Disposi-
  tion of people from the other Four Nations 
  decreases by 10.
  •	
  War of Attrition: You may Tire up to 3 op-
  ponents at once. You roll only once for the 
  action, while each opponent rolls to resist 
  separately.
  Cyrean
  Once refined and elegant, all Cyreans that aren’t 
  dead are lucky survivors of the Day of the Mour-
  ning. Some are desparate, but many are just angry 
  and looking for revenge.
  •	
  Attributes: +2 Charisma, –2 Strength
  •	
  Base Speed: 30 ft.
  •	
  Celebrated: Your Legend rises by 2.
  •	
  Charming: Once per session, you may im-
  prove the Disposition of any 1 non-adversary 
  NPC by 5.
  •	
  Last Chance: You may spend and roll 2 action 
  dice to boost any save.
  •	
  Light Sleeper: Sleeping is never a Terminal Si-
  tuation for you.
  •	
  Natural Elegance: Your Appearance bonus in-
  creases by +1.
  •	
  Scars of the Last War: The starting Disposi-
  tion of people from the other Four Nations 
  decreases by 10.
  Karrnathi
  Karrnathi may be sometimes cold, grumpy, and 
  stubborn, but they are before all a tough, patient 
  people who has been through daunting trials.
  •	
  Attributes: +2 Constitution, –2 Charisma
  •	
  Base Speed: 30 ft.
  •	
  Crunch!: Your Strength-based damage rolls 
  inflict 1 additional damage.
  •	
  Rock Solid: You gain 1 additional wound 
  point per level.
  •	
  Slow and Steady: The cost to activate your 
  Downtime errors and those of your team-
  mates increases by 2 action dice.
  •	
  Scars of the Last War: The starting Disposi-
  tion of people from the other Four Nations 
  decreases by 10.
  •	
  Sterner Stuff: The keen quality of each attack 
  made against you decreases by 4.
  Thrane
  Most Thrane are obedient, hard workers, and de-
  vout followers of the Silver Flame.
  •	
  Attributes: +2 Wisdom, –2 Intelligence
  •	
  Base Speed: 30 ft.
  •	
  Bow Proficiency: You gain the Bow proficiency.
  •	
  Double Boost: You may spend and roll 2 action 
  dice to boost Wisdom-based skill checks.
  •	
  Higher Calling: Characters with opposing 
  Alignments suffer a –1 Penalty with skill 
  checks targeting or opposed by you.
  •	
  Scars of the Last War: The starting Disposi-
  tion of people from the other Four Nations 
  decreases by 10.
  •	
  Step In: Once per scene, you may choose to 
  receive all of the damage being inflicted upon 
  an adjacent character by a single attack. You 
  may apply your damage reduction and da-
  mage resistance to this attack normally, as if 
  you had been the original target of the attack.
  Specialties
  You will find new Specialties for psionic charac-
  ters, particularly the Kalashtars, in The Psionics 
  handbook, available on le Scriptorium.
  Magewright
  You can’t stop fixing everything, including all 
  sorts of magical devices.
  •	
  Bonus Feat: Charm Binding Basics
  •	
  Arcane Potency: The save DC of any spell effect 
  from a magic item you activate increases by 2.
  •	
  Crafting Focus: You gain 1 additional Crafting 
  Focus.
  •	
  Paired Skills: Each time you gain ranks in the 
  Spellcasting skill, you gain equal ranks in the 
  Crafting skill. This may not increase your Craf-
  ting skill beyond its maximum rank.
  •	
  Thrifty: Your Prudence increases by 2.
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  10
  Eberron
  Interests of Eberron
  The following Interests are common in Eberron.
  Languages
  Their are many tongues spoken accross the conti-
  nents of Eberron, but the most widespread are the 
  following:
  •	
  Daelkyr: Mostly spoken by the sinister mas-
  ters of the plane of madness, the Daelkyr is 
  also known to some Keepers of the Gate.
  •	
  Dakhaani: This ancient goblinoid tongue 
  dates back to the time when hobgoblins were 
  the Khorvaire’s undisputed masters.
  •	
  Draconic: This is the ancient language of Ar-
  gonnessen’s dragons, a complex tongue most 
  humans cannot pronunciate properly.
  •	
  Dwarven: The language of the dwarves is 
  pragmatic, rough, but sometimes more sub-
  tile than one would guess.
  •	
  Elven: Native tongue of all the elves, Elven is 
  a delicate, intricate language one takes years 
  to master.
  •	
  Galifar: Spoken by nearly all humans of 
  Eberron, it was the official tongue of the em-
  pire of the same name and of all Five Nations.
  •	
  Gigantic: Ancient tongue of the fallen giants, 
  it has paradoxally influenced Elven, during 
  the times when elves were the giants’ slaves.
  •	
  Halfling: Spoken only by the halflings 
  who remain on the Talanta plains, 
  this tribal tongue is rather simplis-
  tic, but quite poetic.
  •	
  Infernal: Ancient tongue 
  of the demons, it is mostly 
  spoken by their vile ser-
  vants of the Demon Wastes 
  and beyond.
  •	
  Quori: The Quori is a sibi-
  lant tongue spoken by the 
  denizens of the plane of the 
  dreams.
  •	
  Sylvanian: Known to 
  druids, most intelligent 
  creatures of the forest and 
  even a few inhabitants of 
  the Eldyn Reaches, Sylva-
  nian is one of the eldest lan-
  guages of Eberron.
  Studies
  The following are several example of more or less 
  obscure Studies held by Eberron characters:
  The Last War; everyday magic; magecraft; dra-
  gonshards; lightning rail; airship piloting; elemen-
  tal binding; tomb-raiding; cultures (any one spe-
  cies or human nation, recognized by the treaty of 
  Stronghold or not); warforged; Inspired; psionics; 
  goblinoids; dragonmarks; dragonmarked houses 
  (any one); religions (any one); Galifar history; 
  Five Nations politics; espionage; Sharn; regions 
  (any nation’s lands, Mournland, Demon Wastes, 
  Shadow Marches); the Day of the Mourning; 
  continents (Aerenal, Argonnessen, Khyber, Sarlo-
  na, Xen’drik); the Seren; the draconic prophecy; 
  Quori; planes (Dal Quor, Xoriat, any other); the 
  Emerald Claw; Lords of Dust
  Alignments
  Eberron’s faiths are various and their gods so-
  metimes complex. Some are single entities, others 
  entire pantheons, or even an abstract philosophy. 
  Some are rumored to have created the world, others 
  to have once been human, while others walk among 
  us. But whoever they worship, Eberron’s faithful 
  often receive an answer to their prayers. Priests of 
  an entire pantheon should choose the pantheon’s 
  champion for their Align-
  ment (Dol Dorn 
  being the champion 
  of the Sove-
  reign Host and the 
  Mo c keri n g 
  the champion of the 
  Dark Six).
  
  11
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Table 1: Alignments of Eberron
  Alignment
  Alignment Skills
  Paths
  Ritual 
  Weapon
  Avatar
  Opposed 
  Alignment
  Blood of Vol
  Bluff, Investigate, Search, Sneak Death, Evil, Order, Secrets
  Dagger
  Vampiric Nobleman Undying Court
  Cults of the 
  Dragon Below
  Acrobatics, Blend, Search, 
  Sneak
  Chaos, Curses, Earth, Evil
  Pike
  Infernal Dolgaunt
  Silver Flame
  Devourer
  (Dark Six)
  Acrobatics, Athletics, Blend, 
  Survival
  Destruction, Evil, Nature, 
  Water
  Trident
  Barghest
  Sovereign Host
  Fury
  (Dark Six)
  Blend, Bluff, Disguise, 
  Prestidigitation
  Beauty, Chaos, Curses, 
  Evil
  Rapier
  Lamia
  Sovereign Host
  Keeper
  (Dark Six)
  Bluff, Haggle, Investigate, 
  Prestidigitation
  Darkness, Death, Destruc-
  tion, Evil
  Falx
  Predatory Hell 
  Hound
  Sovereign Host
  Mockery
  (Dark Six)
  Acrobatics, Athletics, Bluff, 
  Tactics
  Deceit, Destruction, Evil, 
  War
  Kama
  Nightmare
  Sovereign Host
  Shadow
  (Dark Six)
  Blend, Disguise, Prestidigita-
  tion, Sneak
  Chaos, Darkness, Evil, 
  Magic
  Shod staff
  Shadow Beast
  Sovereign Host
  Traveler
  (Dark Six)
  Athletics, Blend, Disguise, 
  Sneak
  Chaos, Deceit, Secrets, 
  Travel
  Saber
  Dire Hippogriffon
  Sovereign Host
  Dreaming Dark
  Blend, Bluff, Disguise, Sneak
  Curses, Deceit, Evil, 
  Chaos
  Bullwhip
  Ancient Inspired
  Path of Light
  Path of Light
  Acrobatics, Athletics, Search, 
  Sneak
  Beauty, Light, Order, 
  Protection
  Unarmed
  Ancient Giant 
  Turtle
  Dreaming Dark
  Silver Flame
  Athletics, Investigate, Ride, 
  Tactics
  Fire, Good, Heroism, 
  Order
  Long bow
  Herald Angel
  Cults of the 
  Dragon Below
  Arawaï 
  (Sovereign Host)
  Blend, Crafting, Ride, Survival
  Earth, Good, Life, Nature
  Flail
  Bulette
  Dark Six
  Aureon 
  (Sovereign Host)
  Crafting, Haggle, Investigate, 
  Prestidigitation
  Knowledge, Magic, Order, 
  Secrets
  Quarter staff
  Clay Golem
  Dark Six
  Balinor 
  (Sovereign Host)
  Athletics, Search, Sneak, 
  Survival
  Air, Beasts, Earth, Nature
  Axe
  Sprite
  Dark Six
  Boldrei 
  (Sovereign Host)
  Bluff, Disguise, Haggle, 
  Investigate
  Good, Order, Protection, 
  Wilderness
  Rake
  Grizzly Bear
  Dark Six
  Dol Arrah 
  (Sovereign Host)
  Athletics, Bluff, Investigate, 
  Tactics
  Good, Heroism, Light, 
  Order
  Halberd
  Heavenly Warlord
  Dark Six
  Dol Dorn 
  (Sovereign Host)
  Acrobatics, Athletics, Ride, 
  Tactics
  Chaos, Good, Force, War
  Long sword
  Alpha Minotaur
  Dark Six
  Kol Korran 
  (Sovereign Host)
  Crafting, Bluff, Haggle, 
  Prestidigitation
  Beauty, Deceit, Secrets, 
  Travel
  Mace
  Ancient Basilisk
  Dark Six
  Olladra 
  (Sovereign Host)
  Bluff, Disguise, Haggle, 
  Investigate
  Curses, Good, Fortune, 
  Life
  Razor
  Heavenly Imp
  Dark Six
  Onatar
  (Sovereign Host)
  Athletics, Crafting, Haggle, 
  Search
  Fire, Good, Metal, 
  Protection
  Mallet
  Clockwork Ape
  Dark Six
  Undying Court
  Disguise, Investigate, Search, 
  Sneak
  Good, Life, Protection, 
  Spirits
  Sickle sword
  Alpha Undying 
  Soldier
  Blood of Vol
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  12
  Eberron
  Classes
  Artificer (Expert)
  Artificers are practitionners of ‘‘applied magic’’. 
  The time of theoretical and ephemeral thauma-
  turgy is gone: here comes the techno-arcanic re-
  volution and the standardization of magic items! 
  Even if their understanding of magic is more limi-
  ted than that of traditional Mages, Artificers know 
  how to use their knowledge to modify in depth and 
  durably all that surrounds them.
  Depending on your campaign, an Artificer could 
  be...
  •	
  A warrior-mage using his spells to boost his 
  martial skills
  •	
  A rich merchant specialized in magical goods
  •	
  A mercenary selling his magical abilities to the 
  highest bidder
  •	
  A regular soldier from a nation with a powerful 
  magical background
  •	
  A legendary smith wielding magical arts as well 
  as his mallet
  Party Role: Wildcard/Backer. Because of the 
  large spectrum of spells you may inbue in items, you 
  can fit mostly any role amongst the party. Indeed, 
  you’re at your best with allies by your side, who will 
  take advantage of your many talents.
  Class Features
  Conditions: Sorcery campaign quality, Crafting 
  6+ ranks, Charm Binding Basics and Essence Bin-
  ding Basics feats
  Favored Attributes: Intelligence, Charisma
  Caster: Each Level in this class increases your 
  Casting Level by 1.
  Class Skills: Crafting, Disguise, Haggle, Impress, 
  Investigate, Medicine, Notice, Prestidigitation, Re-
  solve, Search
  Skill Points: 6 + Int mod per Level
  Vitality: 9 + Con mod per Level
  Core Ability
  Craft Reserve: You always have time and money 
  for your favorite hobby. At the start of each adven-
  ture, you gain an amount of Reputation equal to 
  your Intelligence score, which may only be spent 
  to craft magic items. This reserve is lost if not used 
  by the end of the adventure.
  Class Abilities
  Path of Creation: At Level 1, you may pur-
  chase ranks in the Spellcasting skill, learn Artifice, 
  Conversion, and Warding spells, and cast Level 0 
  spells you know. Also, when you fail a Spellcasting 
  check to cast a spell of these disciplines, no spell 
  points are spent on the attempt.
  If you already possess this ability from another 
  class, you instead gain a additional Spellcasting 
  feat.
  Attune Magic Item I: You are truly gifted in craf-
  ting the arcane. At Level 2, when creating magic 
  items, you produce double the normal Reputation 
  value. Also, the Casting Level of magic items you 
  create increases by 2.
  Attune Magic Item II: At Level 7, when creating 
  magic items, you produce triple the normal Repu-
  tation value. Also, the Casting Level of magic items 
  you create increases by an additional 2 (total 4).
  Circle of power I: At Level 3, you may cast Level 
  1 and lower spells you know.
  Circle of power II: At Level 5, you may cast Level 
  2 and lower spells you know.
  Table 2: Artificer
  Level
  BAB
  Fort
  Ref
  Will
  Def
  Init
  LS
  Leg
  SP
  Abilities
  1
  +0
  +0
  +0
  +2
  +1
  +0
  +1
  +1
  1
  Craft reserve, path of creation
  2
  +1
  +0
  +0
  +3
  +1
  +0
  +2
  +2
  2
  Attune magic item I
  3
  +2
  +1
  +1
  +3
  +2
  +1
  +2
  +3
  3
  Circle of power I
  4
  +3
  +1
  +1
  +4
  +2
  +1
  +2
  +3
  4
  Genius tinker, the right tools
  5
  +3
  +1
  +1
  +4
  +3
  +1
  +3
  +4
  5
  Circle of power II
  6
  +4
  +2
  +2
  +5
  +4
  +2
  +3
  +5
  6
  Myths and legends
  7
  +5
  +2
  +2
  +5
  +4
  +2
  +4
  +6
  7
  Attune magic item II, circle of power III
  8
  +6
  +2
  +2
  +6
  +5
  +2
  +4
  +6
  8
  Arcane tech, the right tools
  9
  +6
  +3
  +3
  +6
  +5
  +3
  +4
  +7
  9
  Circle of power IV
  10
  +7
  +3
  +3
  +7
  +6
  +3
  +5
  +8
  10
  Artificer’s touch
  
  13
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Circle of power III: At Level 7, you may cast Le-
  vel 3 and lower spells you know.
  Circle of power IV: At Level 9, you may cast Le-
  vel 4 and lower spells you know.
  Genius Tinker: At Level 4, each time you fail a 
  Crafting or Investigate check and don’t suffer an 
  error, you still succeed as long as the check DC (or 
  your opponent’s check result) is equal to or less 
  than your Class Level + 20. If several grades of suc-
  cess are possible, you achieve only the lowest pos-
  sible positive result.
  If you gain this ability for either skill from two or 
  more classes, add together your levels in all classes 
  granting the ability when determining its effect.
  The Right Tools: At Levels 4 and 8, you may 
  choose 1 of the Keeper’s the right tools abilities 
  (see Fantasy Craft, page 40), with 
  the same 
  restrictions.
  Myths and Legends: Knowle-
  dge is power. At Level 6, you 
  gain a +4 bonus on Identify 
  and Knowledge checks regarding 
  magic items. Also, the duration of 
  such Identify checks decreases to 1 
  minute.
  Arcane Tech: Practice makes 
  perfect, both with science and magic. 
  At Level 8, you may apply Spellcasting 
  tricks to any spell effect Charm from a 
  magic item you activate. Additional spell 
  points required must be spent. Also, 
  their save DC increases by 2.
  Artificer’s Touch: At Level 
  10, you may imbue 1 additional 
  Charm or Essence in any magic 
  item you create. Also, you learn 1 Es-
  sence and 1 Charm of your choice 
  and you randomly roll 1 more of 
  each. Finally, if you have one or 
  more Binding Mastery feat, 
  you need only 1 hour to replace 
  a magic item’s existing Charm 
  of Essence.
  Heir of Siberys (Master)
  Some have been barely touched by Eberron’s 
  magic. Most of these ‘chosen’ join one of the great 
  dragonmarked houses after their weak talents are 
  revealed ... and then, there are others. Some talents 
  don’t appear half-heartedly, they litteraly burst. 
  Those few gifted – or cursed – with such talents 
  aren’t even considered as assets anymore, rather as 
  impredictible threats. Heirs of Siberys own these 
  kind of powers that mortals fear so much ... and 
  they clearly intend to use it the way they want.
  Party Role: Wildcard. Your powers mostly de-
  pend on the dragonmark you bear. You can as well 
  be a miracle healer, a savage destroyer, or an un-
  matched spy.
  Class Features
  Conditions: 18+ in any one attribute, Legend 
  6+, Dragonmarks campaign quality, cannot have 
  any Dragonmark feat
  Favored Attributes: varies
  Class Skills: Athletics, Impress, Intimidate, No-
  tice, Resolve, Sense motive
  Continuity: Choose 2 skills. These 2 skills be-
  come Heir of Siberys class skills for you.
  Skill Points: 4 + Int mod per level
  Vitality: 12 + Con mod per level
  Class Abilities
  Destiny’s Toy: Whether you 
  want it or not, you are at the core 
  of the maelström of possibilities 
  the destiny prepares. You gain 
  a Quest Subplot chosen by 
  your GM in accordance with 
  the draconic prophecy. Until 
  this Subplot is fulfilled, you can 
  always Cheat Death, even du-
  ring Dramatic Scenes. You 
  also gain an additional +4 
  bonus to all saves against 
  ‘terminal’ spells.
  Table 3: Heir of Syberis
  Level
  BAB
  Fort
  Ref
  Will
  Def
  Init
  LS
  Leg
  Abilities
  1
  +0
  +1
  +1
  +1
  +1
  +0
  +1
  +1
  Destiny’s toy, mark of Siberys I
  2
  +1
  +2
  +2
  +2
  +1
  +0
  +2
  +2
  Draconic fortune
  3
  +2
  +2
  +2
  +2
  +2
  +1
  +2
  +3
  Excellence
  4
  +3
  +2
  +2
  +2
  +2
  +1
  +2
  +3
  Draconic protection, mark of Siberys II
  5
  +3
  +3
  +3
  +3
  +3
  +1
  +3
  +4
  Prophetic Revelation
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  14
  Eberron
  Mark of Siberys I: Your dragonmark bursts sud-
  denly in one night. This intricate mark covers your 
  whole body and grants you powerful abilities. Once 
  per scene, you may use a spell defined by your dra-
  gonmark as a dragonmagic spell (see Magic chap-
  ter). Your dragonmark skill is the same as for a ‘nor-
  mal’ dragonmark and your Class Level is substitued 
  to your number of Dragonmark feats in order to 
  determine your Casting Level and the save DC.
  •	
  Making: Construct Assembly III
  •	
  Finding: Pinpoint
  •	
  Detection: Hindsight
  •	
  Handling: Nature’s Ally IV
  •	
  Scribing: Living Library III
  •	
  Warding: Maze
  •	
  Healing: Regenerate
  •	
  Hospitality: Charm Person IV
  •	
  Shadow: Shadow Walk
  •	
  Passage: Teleport II
  •	
  Sentinel: Resilient Sphere II
  •	
  Storm: Fire Storm
  Mark of Siberys II: At Level 4, you may use your 
  dragonmark spell one additional time per scene. 
  Further, you gain a +5 magic bonus to all your dra-
  gonmark Casting Level and save DC.
  Draconic Fortune: Skies watch upon you, as an 
  unexpected champion of the prophecy. Your good 
  fortune manifests itself through a bonus action die 
  at the beginning of each new session.
  Excellence: At Level 3, your highest attribute 
  raises by 1.
  Draconic Protection: The influence of Siberys 
  makes you incredibly resilient to other dragon-
  marks. At Level 4, you gain Spell Resistance 40 
  against dragonmagic.
  Prophetic Revelation: You are hit full front by 
  the prophecy. Once you reach Level 5 and complete 
  your Quest Subplot, destiny finally leaves you alone 
  ... but transformed. You lose the destiny’s toy ability 
  but become a legend to be remembered for centu-
  ries. Your Legend rise by 5 and you gain a unique 
  artefact built by your GM in accordance with the 
  prophecy. This artefact is worth 200 Reputation 
  points, cannot be destroyed, and should you lose 
  it, it is brought back to you by the end of the scene.
  Juggernaut (Master)
  Warforged were, as you can guess, forged for war. 
  The Juggernaut is the paragon of this ideal. Ruth-
  less, fearless creature of metal, its only objective is 
  to become the perfect killing machine. Many war-
  forged look down to these siege engines, seeing in 
  them what they hope never to become. But if you 
  ask a Juggernaught, those who do not fully embrace 
  their construct nature are nothing but weak.
  Party Role: Combatant. Forged for war, the Jug-
  gernaut is good at only one thing. But you have to 
  admit that he is better at it than anyone else.
  Class Features
  Conditions: Warforged, BAB 8+, Custom Cons-
  truction and Living Weapon feats
  Favored Attributes: Strength, Constitution
  Class Skills: Athletics, Intimidate, Notice, Re-
  solve, Ride, Tactics
  Skill Points: 2 + Int mod per level
  Vitality: 15 + Con mod per level
  Class Abilities
  Indestructible: Starting from Level 1, you enjoy 
  a unique progression for vitality and skill points 
  (see above). Also, at Level 1 and at each Class Le-
  vel thereafter, you gain 1 additional wound point. 
  However, unlike other master classes, you do not 
  benefit from continuity.
  Living Weapon:  At Levels 1 and 4, you gain the 
  Living Weapon feat.
  No Weaknesses: At Level 2, you lose lumbering. 
  If you already did, you gain uncanny dodge I. You 
  also lose Achille’s heel (electricity), and if you already 
  did, you gain Electrical Resistance 5.
  Armor Use I: At Level 3, you gain a +1 bonus 
  to Defense while wearing armor and receive a 20% 
  discount when purchasing armor.
  Table 4: Juggernaut
  Level
  BAB
  Fort
  Ref
  Will
  Def
  Init
  LS
  Leg
  Abilities
  1
  +1
  +0
  +0
  +0
  +2
  +2
  +0
  +1
  Indestructible, living weapon
  2
  +2
  +0
  +0
  +0
  +3
  +3
  +0
  +2
  No weaknesses
  3
  +3
  +1
  +1
  +1
  +3
  +4
  +1
  +3
  Armor use I
  4
  +4
  +1
  +1
  +1
  +4
  +5
  +1
  +3
  Killing machine, living weapon
  5
  +5
  +1
  +1
  +1
  +5
  +5
  +1
  +4
  Forged for war
  
  15
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Killing Machine: At Le-
  vel 4, each of your natu-
  ral attacks improves by 1 
  grade (i.e. Gore III becomes 
  Gore IV) and gain keen 4.
  Forged for War: At 
  Level 5, you gain four ad-
  ditional instances of the 
  Custom Construction or 
  Living Weapon feats, ignoring 
  all prerequisites.
  Maskmaster 
  (Master)
  Most changeling are perfect-
  ly fine with their hybrid nature. 
  Half humans, half doppelgän-
  gers, they can blend in Khorvaire’s most cosmopo-
  litan societies while enjoying their supernatural ins-
  tinct and shapeshifting abilities. But for the Mask-
  master, that’s just not enough. By fully embracing 
  its doppelgänger heritage, he becomes a master of 
  both mental manipulation and physical transmu-
  tation, even if the price to pay is his own humanity.
  Party Role: Talker/Wildcard. With his unmat-
  ched instincts and manipulating skills, the Mask-
  master is a perfect negociator, at ease with both 
  truth and lies. His shapeshifting abilities also make 
  him an always surprising opponent.
  Class Features
  Prerequisites: Supremacy of the Mind or Supre-
  macy of the Shape feat, Disguise 8+ ranks
  Favored Attributes: Charisma, Wisdom
  Class Skills: Blend, Bluff, Disguise, Haggle, 
  Impress, Intimidate, Notice, Prestidigitation, Re-
  solve, Sense Motive
  Continuity: Choose 2 skills. These 2 skills be-
  come Maskmaster class skills for you.
  Skill Points: 8 + Int mod per level
  Vitality: 6 + Con mod per level
  Class Abilities
  Dual Mind I: At Level 1, if you 
  possess the Superior Shape feat, 
  you gain the Superior Mind 
  feat, or vice versa.
  Dual Mind II: At Level 4, if 
  you possess the Shape’s Su-
  premacy feat, you gain the 
  Mind’s Supremacy feat, or 
  vice versa.
  Poker Face: Your fea-
  tureless face makes you 
  highly inpredictible, even 
  during battle. At Level 1, 
  you gain the Mix Up trick 
  for the Distract, Feint, 
  Taunt, and Threaten 
  actions.
  Unknown Genoma: Your 
  body evolves in the strangest ways. At Level 2, you 
  ignore all Species and Level prerequisites for Spe-
  cies feats.
  Mind Trick: At Level 3, you may disrupt the 
  mind of a creature under your Detect Emotions 
  ability. With a free action, you may inflict on her 
  one of the following conditions: baffled, frightened, 
  or shaken. If the target succeeds with a Will save 
  (DC equal to your Sense Motive bonus), she ignores 
  this effect.
  Con Artist: Your talents are as many as your 
  faces. At Level 4, each time you fail a Bluff or Sense 
  Motive check and don’t suffer an error, you still suc-
  ceed as long as the check DC (or your opponent’s 
  check result) is equal to or less than your Class Level 
  + 20. If several grades of success are possible, you 
  achieve only the lowest possible positive result.
  If you gain this ability for either skill from two or 
  more classes, add together your levels in all classes 
  granting the ability when determining its effect.
  Fuse Mind and Shape: At Level 5, your body and 
  your mind develop a powerful self-preservation abi-
  lity. You are immune to the shaken condition, as well 
  as poisons and diseases, and you gain regeneration 1.
  Table 5: Maskmaster
  Level
  BAB
  Fort
  Ref
  Will
  Def
  Init
  LS
  Leg
  Abilities
  1
  +0
  +0
  +1
  +2
  +1
  +2
  +1
  +0
  Dual mind I, poker face
  2
  +1
  +0
  +2
  +3
  +1
  +3
  +2
  +1
  Unknown genoma
  3
  +2
  +1
  +2
  +3
  +2
  +4
  +2
  +1
  Mind trick
  4
  +3
  +1
  +2
  +4
  +2
  +5
  +2
  +1
  Con artist, dual mind II
  5
  +3
  +1
  +3
  +4
  +3
  +5
  +3
  +1
  Fuse mind and shape
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  16
  Eberron
  Quori Mindbender (Master)
  Most kalashtars have suffered so much under the 
  rule of the Inspired they have given up on using 
  their psionic abilities to manipulate other people’s 
  thoughts. However, a few of them are far less scru-
  pulous ... or maybe they consider every angle to win 
  the merciless fight that takes place in the Khor-
  vaire’s darkest corners. Quorian mindbenders are 
  ruthless psionics drawing their powers directly 
  from Dal Quor, the dream realm, and they use them 
  to awake the primal fear lingering inside any of us.
  Party Role: Specialist. All your talents are tur-
  ned toward one single objective: to manipulate the 
  weakest minds and to fuel the strongest feelings of 
  the human nature for you own purpose.
  Attributs de classe
  Prerequisites: kalashtar, Imprint 8+ ranks, Inti-
  midate 4+ ranks, Telempathy psychic power
  Suggested Attributes: Charisma, Wisdom
  Psionic: Each Level in this class increases your 
  Psion Level by 1.
  Class Skills: Blend, Bluff, Disguise, Haggle, In-
  timidate, Notice, Resolve, Sense Motive
  Continuity: Choose 2 skills. These 2 skills be-
  come Quorian Mindbender class skills for you.
  Skill Points: 6 + Int mod per level
  Vitality: 9 + Con mod per level
  Class Ability
  Mindbender Powers: At Level 1, you may 
  gain ranks in the ESP, Imprint, and Intuitive 
  skills. Also, you discover one psychic power 
  among those covered by these skills.
  At Level 4, you can either gain a +1 bonus with 
  one of these skills or discover an additional psy-
  chic power among those covered by these skills.
  Touch of Strange: You awake fear into the 
  bravest minds. At Level 1, if a target fails her save 
  against your Telempathy power, you may make 
  her frightened instead. Also, you are immune to the 
  frightened condition.
  Mind Leech: You feed on other people’s fears. At 
  Level 2, you gain a trick.
  Mind Leech (Threaten Trick): You regain as much 
  vitality as you inflict stress damage. You may never 
  exceed your maximum vitality or heal wounds with 
  this trick.
  Shroud of Nightmare: You are constantaly sur-
  rounded by a nightmarish aura. At Level 3, you gain 
  a +4 bonus with Intimidate checks and an equal 
  penalty with Impress checks. Further, whenever an 
  opponent attacks and misses you, he suffers 2 stress 
  damage.
  Fearsome: You can frighten armies! At Level 4, 
  up to 3 times per scene, as a half action, you can 
  invoke fear in all opponents who can see or hear 
  you. Each target suffers 1d6 stress damage and must 
  make a Will save (DC 10 + your Charisma modi-
  fier + the number of Psionic 
  feats you possess) or become 
  frightened.
  Fear Itself: You fully 
  embrace your quorian 
  nature and become a 
  living incarnation of 
  terror. At Level 5, you 
  gain the Horror Type 
  and your Wisdom 
  score increases by 
  2. Also, you are 
  i m m u n e 
  to stress 
  damage.
  Table 6: Quori Mindbender
  Level
  BAB
  Fort
  Ref
  Will
  Def
  Init
  LS
  Leg
  Abilities
  1
  +0
  +0
  +0
  +2
  +0
  +1
  +2
  +0
  Mindbender powers, touch of strange
  2
  +1
  +0
  +0
  +3
  +1
  +1
  +3
  +1
  Mind leech
  3
  +2
  +1
  +1
  +3
  +1
  +2
  +3
  +1
  Shroud of nightmare
  4
  +3
  +1
  +1
  +4
  +2
  +2
  +4
  +1
  Fearsome, mindbender powers
  5
  +3
  +1
  +1
  +4
  +2
  +3
  +4
  +1
  Fear itself
  
  17
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Weretouched (Master) 
  Some shifters have a hard time accepting their 
  half-blood nature. Others ... fully embrace their ly-
  canthropic heritage. This is typically the case of the 
  Weretouched, a shifter whose mastery of his animal 
  instincts is such that he can regress to a powerful, 
  primitive state. In the Eldyn Reaches, these crea-
  tures are as rare as feared, because many are nothing 
  more than bloodthirsty predators.
  Party Role: Combatant. You do not show finesse 
  neither mercy. You are a pure concentration of ani-
  mal fury and unquenchable thirst for blood. You 
  have little objective other than shredding anything 
  that crosses your path to pieces.
  Class Features
  Conditions: Shifter, BAB 7+, Survival 8+ ranks, 
  Lycanthropic Bloodline (any)
  Favored Attributes: Strength, Dexterity, 
  Constitution
  Class Skills: Acrobatics, Athletics, Intimidate, 
  Notice, Sneak, Survival
  Continuity: Choose 2 skills. These 2 skills be-
  come Weretouched class skills for you.
  Skill Points: 4 + Int mod per level
  Vitality: 12 + Con mod per level
  Class Abilities
  Lycan: At Levels 1 and 4, you gain the Lycanthro-
  pic Bloodline feat. The GM may wish to avoid any 
  senseless combination.
  Tao of War: At Level 1, once per ad-
  venture, you may choose 1 Terrain 
  feat you possess. Each of your team-
  mates may gain the chosen feat as a 
  temporary feat until the adventure’s 
  end.
  Terrifying Fury: At Level 2, once 
  per combat when you enter Berserk 
  Stance, all adversaries able to see or 
  hear you must succeed with a Will 
  save (DC 10 + your Con modifier 
  + the number of Terrain feats you have) or become 
  frightened. If they succeed they are only shaken.
  Shifting Defense: At Level 3, you gain regenera-
  tion 2 when in Berserk Stance.
  Animal Empathy: At Level 4, each time you fail 
  an Intimidate or Survival check and don’t suffer 
  an error, you still succeed as long as the check DC 
  (or your opponent’s check result) is equal to or less 
  than your Class Level + 20. If several grades of suc-
  cess are possible, you achieve only the lowest pos-
  sible positive result.
  If you gain this ability for either skill from two or 
  more classes, add together your levels in all classes 
  granting the ability when determining its effect.
  Shapeshifting: At Level 5, you fully embrace 
  your lycanthropic nature and may, from now on, 
  assume an animal shape inherited from your an-
  cestors. You gain the shapeshifter I NPC quality (see 
  Fantasy Craft, page 234) for a specific 80 XP animal 
  defined by your GM.
  Table 7: Weretouched
  Level
  BAB
  Fort
  Ref
  Will
  Def
  Init
  LS
  Leg
  Abilities
  1
  +1
  +2
  +1
  +0
  +0
  +2
  +0
  +1
  Lycan, tao of war
  2
  +2
  +3
  +2
  +0
  +1
  +3
  +0
  +1
  Terrifying fury
  3
  +3
  +3
  +2
  +1
  +1
  +4
  +1
  +2
  Shifting defense
  4
  +4
  +4
  +2
  +1
  +2
  +5
  +1
  +2
  Animal empathy, lycan
  5
  +5
  +4
  +3
  +1
  +2
  +5
  +1
  +3
  Shapeshifting
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  18
  Eberron
  NPC Class Abilities
  The following new class abilities are available to 
  NPCs using the class ability NPC quality (see Fan-
  tasy Craft, page 231).
  Table 8: NPC Class Abilities
  Class Ability
  Class (Page Number) XP Value
  Animal empathy
  Weretouched (17)
  2
  Arcane tech
  Artificer (12)
  4
  Attune magic item I-II
  Artificer (12)
  1 per grade
  Con Artist
  Maskmaster (15)
  2
  Draconic protection
  Heir of Siberys (13)
  4
  Genius tinker
  Artificer (12)
  2
  Mark of Siberys I-II
  Heir of Siberys (13)
  4 per grade
  Mind leech
  Quori mindbender (16)
  2
  Mind trick
  Maskmaster (15)
  2
  Myths and legends
  Artificer (12)
  1
  Skills
  All skills from Fantasy Craft core rulebook are ap-
  propriate to the Eberron campaign setting. Addi-
  tionally, a new Ride focus is introduced:
  Elemental Vessels: The character can break in 
  the bound elementals of such vessels, and hence pi-
  lot elemental galions, lightning rails, and airships. 
  This focus is required in addition to any other stan-
  dard focus when a bound elemental is involved.
  Feats
  Here are a few new feats, most in relation with 
  the world of Eberron. Particularly, Dragonmark 
  Feats belong to a new feat tree, whose mechanics 
  are explained as part of Astral Magic in the Magic 
  section. Further, the handful of new species presen-
  ted in this document are given their share of Species 
  feats.
  Chance Feats
  Berserker’s Fate
  ‘‘This ... is my axe!’’
  Prerequisites: Rage Basics
  Benefit: Once per combat when you enter Ber-
  serk Stance, you gain a d6 action die. This action 
  die is lost if not spent before you leave the stance.
  Dragonmark Feats
  Dragonmark Basics
  Your mark is exceptionally versatile.
  Prerequisites: Least Dragonmark feat
  Benefit: Choose a Level 2 dragonmark spell. You 
  may cast this spell once per scene. Also, you may 
  cast the spell you chose for you Least Dragonmark 
  feat one additional time per scene.
  Dragonmark Mastery
  You certainly have a major role to play in the dra-
  conic prophecy.
  Prerequisites: Dragonmark Basics feat, Lesser 
  Dragonmark feat
  Benefit: Choose a Level 4 dragonmark spell. You 
  may cast this spell once per scene. Also, you may 
  cast the spell you chose for you Lesser Dragonmark 
  feat one additional time per scene.
  Dragonmark Supremacy
  Your mark’s power is unmatched.
  Prerequisites: Dragonmark Mastery feat, Grea-
  ter Dragonmark
  Benefit: Choose any dragonmark spell you do 
  not already know. You may cast this spell once per 
  scene. Also, you may cast the spell you chose for 
  you Greater Dragonmark feat one additional time 
  per scene.
  Least Dragonmark
  You bear the mark of the draconic prophecy.
  Prerequisites: Level 1 only, dragonmark skill 4+ 
  ranks, must belong to the appropriate species
  Benefit: Choose a dragonmark. You gain a +1 
  magic bonus to all dragonmark skill checks. Also, 
  choose a Level 1 dragonmark spell. You may cast 
  this spell twice per scene.
  Lesser Dragonmark
  Your mark has grown, and your powers with her.
  Prerequisites: Least Dragonmark feat, dragon-
  mark skill 10+ ranks
  Benefit: You gain a +2 magic bonus to all dra-
  gonmark skill checks. Also, choose a Level 3 dra-
  gonmark spell. You may cast this spell once per 
  scene.
  
  19
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Greater Dragonmark
  Your mark has blossomed and your might is now 
  undeniable.
  Prerequisites: Lesser Dragonmark feat, dragon-
  mark skill 15+ ranks
  Benefit: You gain a +4 magic bonus to all dra-
  gonmark skill checks. Also, choose a Level 5 dra-
  gonmark spell. You may cast this spell once per 
  scene.
  Style Feats
  Clergyman
  You are a prominent figure among your Church.
  Prerequisites: Followers, Renown 3+
  Benefit: Investigation becomes an Origin skill 
  for you and you gain a Study for a religious topic 
  of your choice. Also, your Style feats count as Gear 
  feats for the purpose of the Followers feat.
  House Basics
  Dragonmarked or not, you are a prominent figure 
  among your dragonmarked house.
  Prerequisites: must belong to the chosen Species 
  and dragonmarked house
  Benefit: The starting Disposition 
  of all members of your house in-
  creases by 10. Also, your Style feats 
  now count as Dragonmark 
  feats regarding astral magic.
  House Mastery
  After some times poli-
  ticking and scheming, you 
  know all too well the power 
  of damage control.
  Prerequisites: House 
  Basics
  Benefit: When you earn 
  Reputation at the end of an 
  adventure, your Legend 
  and that of your allies are 
  considered 1 point higher. 
  Also, when you or any of 
  your allies lose Reputa-
  tion as a result of your 
  actions, the loss is halved 
  (rounded down).
  House Supremacy
  Your power among your house is strong enough 
  to make any of your wishes ... an order.
  Prerequisites: House Mastery
  Benefit: You gain 1 Rank of Noble Renown and 
  unrestricted access to all Noble Favors. Also, once 
  per adventure, you may Request a Noble Favor with 
  a Reputation cost of 30 or lower without paying its 
  cost.
  Proven Worth
  Due to your heritage, you may access the mystical 
  city of the dead and beg your ancestors for advice.
  Prerequisites: Elf
  Benefit: You gain an Undying Councilor (see page 
  34) as a Contact. This acquaintance may be impro-
  ved normally. Though quite knowledgeable, he or 
  she may never leave the city of the dead.
  Species Feats
  Aerenal Nation
  Aerenal elves are entirely devoted to the Un-
  dying Court and fascinated by the dead. A 
  fascination other people are uncomfor-
  table with.
  Prerequisites: Elf, Level 1 only
  Benefit: Your Wisdom scores rises 
  by 2. Also, once per session, you may 
  request a hint from the GM. If he refuses, 
  you gain 1 bonus action die. However, 
  the Disposition of any character who’s 
  aware of your species and doesn’t 
  share your native culture worsens by 
  10.
  Aerenal Noble
  Your devotion to the Un-
  dying Court is even greater, 
  knowing one day you may 
  very well join their ranks.
  Prerequisites: Aerenal 
  Nation
  Benefit: You gain 3 addi-
  tional Studies and the lower 
  of your Intelligence or Wis-
  dom scores rises by 2 (your 
  choice in the case of a tie).
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  20
  Eberron
  Daelkyr Heritage
  The madness of the daelkyr has stained your 
  bloodline for generations.
  Prerequisites: Folk, Level 1 only
  Benefit: The higher of your Intelligence or Cha-
  risma scores rises by 1 and you gain thick hide 3 and 
  Tentacle Slap I (see Fantasy Craft, page 235). Howe-
  ver, when you suffer damage from byeshk weapons, 
  you also suffer an equal amount of lethal damage, 
  and the Disposition of any character who’s aware of 
  your species and doesn’t share your native culture 
  worsens by 10.
  Daelkyr Legacy
  You’ve chosen to embrace your daelkyr potential, 
  even at the cost of your own humanity.
  Prerequisites: Human, Daelkyr Heritage
  Benefit: The lower of your Intelligence or Cha-
  risma scores rises by 1 and you gain thick hide 2 and 
  Tentacle Slap I again.
  You may choose to embrace your daelkyr heritage 
  once, when you level, becoming a Horror (see Fan-
  tasy Craft, page 227). If you do, your starting action 
  dice decrease by 1 and you grow less caring for the 
  wellbeing of others, suffering a –5 penalty with Me-
  dicine checks.
  Dark Scale
  You are a strong, black lizard, 10 feet tall 
  with a 5 feet tail. Who would dare challenge 
  your authority?
  Prerequisites: Saurian, Level 1 only
  Benefit: Your Size increases to 
  Large (2×2, Reach 2) and the star-
  ting Disposition of non-saurians 
  decreases by 10.
  Dark Crest
  You are the mightiest preda-
  tor of the jungles, a full ton of 
  muscles and scales.
  Prerequisites: Dark Scale
  Benefit: Your Strength increases by 2, 
  but your Intelligence and your Charisma 
  both decrease by 2. Also you gain Acid Resis-
  tance 5 and the aquatic I and 
  darkvision I NPC qualities 
  (see Fantasy Craft, pages 
  230 and 233).
  Gatekeeper
  You and your peers are the only ones who can pre-
  vent Xoriat from destroying your world ... again.
  Prerequisites: Human or Orc, Level 1 only
  Benefit: Your Wisdom rises by 1 and you gain 
  the favored foes (Horrors) NPC quality (see Fantasy 
  Craft, page 233).
  Ghaash’kala
  ‘‘You shall not pass!’’
  Prerequisites: Human or Orc, Level 1 only
  Benefit: Calm checks are no longer restricted 
  actions for you and you gain the favored foes (Out-
  siders) NPC quality (see Fantasy Craft, page 233).
  Iron Bearer
  In the deep caves of the Seawall Mountains, your 
  tribe, the Kech Shaarat, cultivates the art of war and 
  martial prowess.
  Prerequisites: Goblin or Hobgoblin, Level 1 only
  Benefit: The lower of your Strength or Consti-
  tution scores increases by 1 and you gain darkvi-
  sion I. You’re considered to have 2 additional Melee 
  Combat feats for any ability based on the number 
  of Melee Combat feats you have.
  Lycanthropic Bloodline
  You have a rather pure bloodline descending 
  directly from ancient lycanthropic beasts.
  Prerequisites: Shifter, Level 1 only
  Benefit: You gain a number of benefits de-
  pending on your bloodline.
  •	
  Beasthide: You gain thick hide 3 
  (see Fantasy Craft, page 13). Also, when 
  in Berserk Stance, your Constitution 
  rises by 2.
  •	 Cliffwalker: You gain a +2 bonus 
  with Climb checks and the superior 
  climber II NPC quality. 
  Also, you are always 
  considered to have 
  climber’s gear and 
  you may attempt 
  Climb checks in Ber-
  serk Stance. Finally, 
  when in Berserk 
  Stance, your Dex-
  terity rises by 2.
  
  21
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  •	
  Echo in the Dark: You gain the blindsight NPC 
  quality. Also, when in Berserk Stance, your 
  Wisdom rises by 2.
  •	
  Glitterfin: You gain the aquatic II and supe-
  rior swimmer II NPC qualities. Also, when in 
  Berserk Stance, your Constitution rises by 2.
  •	
  Keen Fangs: You gain a Bite II natural attack 
  with the keen 4 and bleed qualities. Also, when 
  in Berserk Stance, your Strength rises by 2.
  •	
  Long Stride: Your base Speed increases by 10 
  feet. Also, when in Berserk Stance, your Dex-
  terity rises by 2.
  •	
  Sharp Claws: You gain a Claw II natural 
  weapon (for a total Claw III) with the AP 4 
  quality. Also, when in Berserk Stance, your 
  Strength rises by 2.
  •	
  Swiftwing: You gain a winged flight with 
  a Speed of 40 feet. Also, when in Berserk 
  Stance, your Dexterity rises by 2.
  •	
  Wildhunt: Your base scent range is equal to 
  your Wisdom score × 10 ft. and you gain a +6 
  bonus with Tracking checks, which you may 
  attempt in Berserk Stance. Also, you gain keen 
  sight and sharp hearing (see Fantasy Craft, page 
  13). Finally, when in Berserk Stance, your 
  Wisdom rises by 2.
  Plains Folk
  You ride your prehistoric mount with a simple 
  spear in the hand and the courage of a true brave.
  Prerequisites: Pech, Level 1 only
  Benefit: The lower of your Strength or Dexterity 
  scores rises by 2 (your choice in the case of a tie). 
  You also gain the Hurled proficiency and the Ride 
  skill’s Riding or Flying Mounts focus.
  Poison Dusk
  In the jungle, your small size and thick scales give 
  you the upper hand against most other opponents.
  Prerequisites: Saurian, Level 1 only
  Benefit: Your Size decreases to Small. You gain 
  thick hide 3 (see Fantasy Craft, page 13) and the 
  aquatic I NPC quality (see Fantasy Craft, page 230) 
  but you lose your Tail Slap attack.
  Poison Crest
  In the canopy, your adapting scales make you al-
  most invisible to the eyes of the unwary.
  Prerequisites: Poison Dusk
  Benefit: You gain a +2 bonus with Climb checks 
  and are always considered to have climber’s gear. 
  Also, you gain the chameleon I (jungle) NPC quality 
  (see Fantasy Craft, page 231).
  Scorpion Nation
  You are a stealthy, lithe predator haunting the 
  dark and ancient jungles of Xen’drik.
  Prerequisites: Elf, Level 1 only
  Benefit: You gain darkvision II and the Hurled 
  proficiency, as well as a 50% discount when pur-
  chasing poison. Also, your Dexterity score rises by 
  1. However, the Disposition of any character who’s 
  aware of your species and doesn’t share your native 
  culture worsens by 10.
  Scorpion Noble
  Your devotion to the mighty scorpions with 
  which you share the jungles have made you ... so-
  mething else, entirely.
  Prerequisites: Scorpion Nation
  Benefit: Your lower trunk and legs transform into 
  those of a massive scorpion, making you a Large 
  (2×2, Reach 1) Fey (though you continue to use 
  Medium Scale weapons). You gain Tail Slap I with 
  the venomous (paralyzing poison) upgrade (see Fan-
  tasy Craft, page 236).
  Standard Bearer
  You and other members of the Rukhan Taash ac-
  tively supports the Lhesh Haruuk, in his efforts to 
  build a new hobgoblin empire.
  Prerequisites: Goblin or Hobgoblin, Level 1 only
  Benefit: The lower of your Strength or Charisma 
  scores increases by 1. Also, you gain 20 Reputation 
  that must be spent to create or increase a Contact.
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  22
  Eberron
  Superior Mind
  You have the uncanny ability to read others like 
  open books.
  Prerequisites: Changeling, Level 1 only
  Benefit: The lower of your Intelligence or Wis-
  dom scores increases by 1 and Sense Motive is an 
  Origin skill for you. Also, you may use Detect Em-
  otions a number of times per scene equal to your 
  starting action dice as a natural spell NPC quality 
  (see Fantasy Craft, page 234).
  Superior Shape
  Your shapeshifting ability is far superior to that 
  of your average kin.
  Prerequisites: Changeling, Level 1 only
  Benefit: Your Charisma increases by 1 and Dis-
  guise is an Origin skill for you. Also, you ignore all 
  Disguise penalties for Mask checks but still cannot 
  disguise into a species with which you share no re-
  semblance at all. Finally, all your Disguise checks 
  require only 1 full action.
  Supremacy of the Mind
  Your mind is a maze full of mysteries.
  Prerequisites: Superior Mind
  Benefit: The lower of your Intelligence or Wis-
  dom scores increases by 1 and you may affect up to 
  3 targets at a time when you Detect Emotions.
  You may choose to embrace your psychic nature 
  once, when you level, becoming constantly affec-
  ted by a Mind Blank effect. If you do, your starting 
  action dice decrease by 1 and you become arro-
  gant and aloof, suffering a –5 penalty with Impress 
  checks.
  Supremacy of the Shape
  You can become anything, and who would tell the 
  difference?
  Prerequisites: Superior Shape
  Benefit: You may now Disguise yourself into spe-
  cies with which you share no resemblance at all, as 
  long as they are within 1 Size category of yours. 
  You may also credibly pretend to possess a quality 
  your shape should possess but you don’t actually 
  have, gaining a +20 bonus with Bluff checks made 
  to feign its use.
  You may choose to embrace your shapeshifting 
  nature once, when you level, becoming immune to 
  sneak attack damage, critical wounds, and the para-
  lyzed condition.  If you do, your starting action dice 
  decrease by 1 and your body constantly shifts in a 
  chaotic, unordered manner. All Medicine checks 
  performed on you suffer a –5 penalty.
  Valenar Nation
  You are from a nation of riders, whose stalions are 
  renowned for their strength and courage.
  Prerequisites: Elf, Level 1 only
  Benefit: You gain the Ride (Riding Mounts) fo-
  cus and a 20% discount when purchasing mounts 
  and mount-related gear (if you already possess a 
  discount with these purchases, it increases by 5%). 
  Also, while mounted, you and your mount use the 
  highest of your saves (see Fantasy Craft, page 215).
  Valenar Noble
  You and your fellow horsemen roll accross the 
  land like waves crushing everything in their path.
  Prerequisites: Valenar Nation
  Benefit: While mounted, your mount gain the 
  improved stability NPC quality and you inflict one 
  die of sneak attack damage. Also, mounts you pur-
  chase gain the exceptional specimen upgrade at no 
  cost (see Fantasy Craft, page 169).
  Word Bearer
  You are a scholar of the Kech Volaar, a tribe that 
  preserves the ancient knowledge of Dakhaan.
  Prerequisites: Goblin or Hobgoblin, Level 1 only
  Benefit: The lower of your Intelligence or Wis-
  dom scores increases by 1 and you gain 2 additional 
  Studies. Also, Investigation is an Origin skill for you.
  
  23
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Magic
  Many new interesting spells, for all kind of spel-
  lcasters, are introduced in Spellbound.But Eberron 
  also introduces a brand new type of magic, based on 
  the mysterious dragonmarks. This chapter explains 
  how they work, followed by a few new spells speci-
  fically meant for the world of Eberron.
  Dragonmagic
  Based on Scott ‘Morgenstern’ Gearin’s Astral Magic
  Although dragonmarks seem somehow ‘‘magi-
  cals’’, the origin of their powers remains unknown. 
  Some pretend they are a variant of traditionnal ma-
  gic, while others believe a whole different source. 
  Indeed, for many thinkers, including the dragons 
  of the Gathering, the dragonmarks are intricately 
  bound with the draconic prophecy.
  Rules-wise, dragonmagic is a selective magic sys-
  tem that coexists with classical magic. It is activated 
  by the Dragonmarked campaign quality (see below) 
  and a character can draw its power through a new 
  feat tree (see Dragonmark feats). However, no spe-
  cific class is required.
  Dragonmarked (Permanent)
  The draconic prophecy has given birth to chosen 
  individuals, gifted with a sacred mark which grants 
  them supernatural abilities. Characters can select 
  Dragonmark feats.
  Dragonmark 
  Casting
  Dragonmarked characters 
  are marked with a tiny 
  tatoo – a dragonmark – 
  that represents their place 
  in the draconic prophecy. 
  At the beginning, this 
  mark is nothing but a 
  few simples lines on the 
  character’s skin. But as 
  he gains new Dragon-
  mark feats and learns 
  new powers, his mark 
  grows and spreads over 
  his whole body, until it 
  becomes a large, com-
  plex cluster.
  Dragonmagic masters can cast spells by drawing 
  into their dragonmark’s own energy. To cast a 
  dragonmark’s spell, you must make a Spellcas-
  ting check using the skill bonus of your dragon-
  mark skill. Each type of dragonmark is associated 
  with a single such skill. You spend no spell point to 
  cast a spell and your failures do not count against 
  the number of times per scene you may cast each 
  spell. Your Casting Level equals 1 + the number of 
  Dragonmark feats you possess. The save DC of a 
  dragonmark spell is equal to 10 + your Charisma 
  modifier + the number of Dragonmark feats you 
  possess. Spell Defense works normally against dra-
  gonmark spells.
  Dragonmarks
  Dragonmarks are described by, first, their usual 
  name, then the dragonmarked house usually asso-
  ciated with its power, as well as its species(s), the 
  dragonmark skill, and finally a list of ten dragon-
  mark spells sorted by spell level.
  Dragonmark of Making
  House: Cannith
  Species: Humans
  Dragonmark Skill: Crafting
  •	
  Level 1: Mend I, Tinker I
  •	
  Level 2: Mend II, Toughen Construct
  •	 Level 3: Construct Assembly I, Tinker III
  •	 Level 4: Rusting Grasp, Tinker IV
  •	
  Level 5: Construct Assem-
  bly II, Spell Bind I
  Dragonmark of 
  Finding
  House: Tharashk
  Species: Humans, Orcs, and 
  Half-orcs
  Dragonmark Skill: Search
  •	Level 1: Concealing Countryside I, 
  Pass Without Trace
  •	
  Level 2: Knock, Locate Object
  •	
  Level 3: Water Breathing, Zone of 
  Truth
  •	 Level 4: Concealing Countryside 
  II, Locate Person
  •	 Level 5: Find the Path1, Move 
  Earth
   
  1 
  Considered Level 5 here.
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  24
  Eberron
  Dragonmark of Detection
  House: Medani
  Species: Half-elves
  Dragonmark Skill: Notice
  •	
  Level 1: Detect Magic, Detect Secret Doors
  •	
  Level 2: Detect Emotions, Status
  •	
  Level 3: Arcane Sight I, See Invisible
  •	
  Level 4: Detect Lies, Detect Traps
  •	
  Level 5: Sense Weakness, True Seeing
  Dragonmark of Handling
  House: Vadalis
  Species: Humans
  Dragonmark Skill: Survival
  •	
  Level 1: Command I, Nature’s Ally I
  •	
  Level 2: Calm Emotions, Hold Animal
  •	
  Level 3: Nature’s Ally II, Verdure
  •	
  Level 4: Elemental Shield, Geas
  •	
  Level 5: Command II, Nature’s Ally III
  Dragonmark of Scribing
  House: Sivis
  Species: Gnomes
  Dragonmark Skill: Investigate
  •	
  Level 1: Mage Scribe I, Whispers2
  •	
  Level 2: Living Library I, Whispering Wind I
  •	
  Level 3: Speak With the Dead, Tongues I
  •	
  Level 4: Mage Scribe II, Whispering Wind II
  •	
  Level 5: Living Library II, Mindlink
  Dragonmark of Warding
  House: Kundarak
  Species: Dwarves
  Dragonmark Skill: Resolve
  •	
  Level 1: Alarm, True Strike I
  •	
  Level 2: Arcane Lock, Obscure Object
  •	
  Level 3: Glyphe de garde I, Wall of Wind
  •	
  Level 4: True Strike II, Wall of Ice
  •	
  Level 5: Wall of Counter-Magic, Wall of 
  Stone
  Dragonmark of Healing
  House: Jorasco
  Species: Halflings
  Dragonmark Skill: Medicine
  •	
  Level 1: Cure Wounds I, Deathwatch
  •	
  Level 2: Restoration I, Cure Wounds II
  •	
  Level 3: Remove Curse I, Cure Wounds III
  •	
  Level 4: Restoration II, Cure Wounds IV
  •	
  Level 5: Heal, Resurrection I
  2 
  Considered Level 1 here.
  Dragonmark of Hospitality
  House: Ghallanda
  Species: Halflings
  Dragonmark Skill: Impress
  •	
  Level 1: Create Water2, Unseen Servant
  •	
  Level 2: Consecrate, Silence
  •	
  Level 3: Neutralize Poison, Tiny Shelter
  •	
  Level 4: Flawless Fib, Mantle of the Mundane
  •	
  Level 5: Charm Person III, Heroes’ Feast1
  Dragonmark of Shadow
  House: Phiarlane & Thuranni
  Species: Elves
  Dragonmark Skill: Disguise
  •	
  Level 1: Disguise Self, Scrye I
  •	
  Level 2: Darkness I, Mirror Images
  •	
  Level 3: Darkness II, Scrye II
  •	
  Level 4: Illusory Image IV, Prying Eyes I
  •	
  Level 5: Illusory Image V, Scrye III
  Dragonmark of Passage
  House: Orienne
  Species: Humans
  Dragonmark Skill: Ride
  •	
  Level 1: Expeditious Retreat2, Jump
  •	
  Level 2: Levitate, Water Walk Group
  •	
  Level 3: Fly, Haste
  •	
  Level 4: Dimension Door, Freedom of 
  Movement
  •	
  Level 5: Fly II, Teleport I
  Dragonmark of Sentinel
  House: Deneith
  Species: Humans
  Dragonmark Skill: Sense Motive
  •	
  Level 1: Entropic Shield, Shield
  •	
  Level 2: Mage Armor, Shield Other
  •	
  Level 3: Heroism I, Magic Vestment II
  •	
  Level 4: Resilient Sphere I, Spell Immunity I
  •	
  Level 5: Light’s Grave, Mark of Justice
  Dragonmark of Storm
  House: Lyrandar
  Species: Half-elves
  Dragonmark Skill: Acrobatics
  •	
  Level 1: Control Weather I, Endure Elements2
  •	
  Level 2: Chill Storm I, Gust of Wind
  •	
  Level 3: Call Lightning I, Control Weather II
  •	
  Level 4: Air Walk, Chill Storm II
  •	
  Level 5: Call Lightning II, Control Weather 
  III
  
  25
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Spells
  The following spells are common in Eberron.
  Ancestor’s Steed
  Level: Calling 4
  Casting Time: 1 half action
  Range: Contact
  Duration: 1 hour per Casting Level
  Effect: You call forth the spirit of one of your an-
  cestors to invest the animal you touch. Your mount 
  is granted a +30 ft. base speed bonus, and the supe-
  rior runner I and superior traveler I NPC qualities 
  (see Fantasy Craft, page 235) for the duration of the 
  spell.
  Blight
  Level: Necromancy 7
  Casting Time: 1 half action
  Range: Contact
  Duration: Instant
  Saving Throw: Fortitude, cancels
  Effect: The creature you touch suffers 1 point of 
  Strength and Constitution impairement per 2 Cas-
  ting Levels.
  Casted Iron Construct
  Level: Conversion 4
  Casting Time: 1 round
  Range: Contact
  Duration: 1 minute per Casting Level
  Effect: The Construct you touch transforms into 
  a casted iron warmachine. It gain Damage Reduc-
  tion 10 and the damage defiance (acid & fire) NPC 
  quality (see Fantasy Craft, page 233). It also gains 
  a +4 magic bonus to Strength but a –4 penalty to 
  Dexterity.
  Natural State
  Level: Nature 7
  Casting Time: 1 half action
  Range: Close
  Duration: Instant
  Saving Throw: Fortitude, partial
  Effect: The target creature regresses into a more 
  primitive, natural evolution state. If the target has 
  the Spellcasting Skill, her spell points drop to 0 if 
  she fails her save.
  If the target is a Folk, a Beast, a Spirit, or an Outsi-
  der, she suffers 1d8 sacred damage every 2 Casting 
  Levels (maximum 10d8) and loses 1d6 extraordina-
  ry attacks or natural spells, if any. A successful save 
  halves the damage and cancels the loss of extraor-
  dinary attacks or natural spells.
  If the target is an Undead or a Horror, she suffers 
  1d6 sacred damage every Casting Level (maximum 
  20d6) and loses all her extraordinary attacks and na-
  tural spells, if any. A successful Fortitude save halves 
  the damage and cancels the loss of extraordinary 
  attacks or natural spells.
  Nature’s Wrath
  Level: Nature 4
  Casting Time: 1 half action
  Range: Local
  Area: 10-ft. radius sphere
  Duration: Instant
  Saving Throw: Will, half damage
  Effect: This spell castigates aberrations with the 
  power of nature. Undeads and Horrors in the Area 
  suffer 1d6 sacred damage per Casting Level (maxi-
  mum 10d6). Folks, Beasts, Spirits, and Outsiders 
  suffer 1d8 sacred damage per 2 Casting Levels 
  (maximum 5d8). Other Types are unaffected.
  Talisman of Skill I
  Level: Conversion 1
  Casting Time: 1 round
  Range: Contact
  Duration: 10 minutes per Casting Level
  Effect: You implant a sliver of magic inside the 
  touched object. It is temporarily granted the Skill 
  Ranks Minor Charm, with an Item Level equal to 
  your Casting Level. The item may not possess more 
  Charms or Essences than its maximum.
  Talisman of Skill II
  Level: Conversion 2
  Effect: Like Talisman of Skill II, except the item 
  is granted the Greater Skill Ranks Major Charm.
  Weapon Upgrade I
  Level: Conversion 2
  Casting Time: 1 minute
  Range: Contact
  Duration: 10 minutes per Casting Level 
  (dismissible)
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  26
  Eberron
  Effect: The weapon or up to 50 ammunitions you 
  touch is temporarily granted one Charm or Essence 
  for a Reputation cost no greater than 5. The charac-
  ter must know the Charm or Essence to be granted.
  Weapon Upgrade II
  Level: Conversion 4
  Effect: Like Weapon Upgrade I, except the Repu-
  tation cost must be no greater than 15.
  Weapon Upgrade III
  Level: Conversion 6
  Effect: Like Weapon Upgrade I, except the Repu-
  tation cost must be no greater than 25.
  Trade & Gear
  The development of the industry of magic has al-
  lowed for new marvels to be built. Sometimes, they 
  are admired for their uniqueness and their power, 
  sometimes on the contrary for their popularity, like 
  the everburning streelights that lighten the streets of 
  many large cities and the lightning rail that makes 
  all places a little bit closer.
  Lifestyle
  Lifestyle in Eberron mostly depends on where 
  you live, of course. But the standards of the Five Na-
  tions are quite the same, even if the peasants of Kar-
  rnath can have a little harsher life and the nobles 
  of Aundair a bit more privileges. As a general rule, 
  everybody’s life has been greatly improved by the 
  standardization of magic services. Even low-rank 
  citizens are safer in well-lit streets and can afford 
  some magical healing if they save enough money. 
  Concerning the wealthy, well, as long as they can 
  pay their magewrights, the sky’s the limit. Sample 
  nourishment and apparel available to a character 
  based on his Panache can be found on Table 9: Pa-
  nache in Eberron (see below).
  Goods
  Flametouched Iron Holy Symbol: The Church 
  of the Silver Flame procudes these symbols in mass. 
  They are made of an alchemical alliage of steel and 
  silver known only to a few monks. The Will save 
  DC of creatures Turned by the user increases by +3.
  Glamorweave Accessory: This chawl, small cape 
  or jacket is made of a delicate, iridescent, almost 
  transparent fabric whose pattern seems to be ever 
  changing. It grants a +1 gear bonus to Appearance.
  Identity Documents: All Five Nations citizens 
  normally possess an ID.
  ID With Portrait: These IDs include a realistic 
  portrait of the owner.
  Letter of Credit: House Kundarak issues credit 
  papers to lighten the transfer of funds.
  Magic Signet Ring: For safe transactions, trust 
  Boldingot signet rings! To counterfeit such secured 
  magic requires a DC 40.
  Pendant of Health: Made out of targath, the 
  soft argonessen metal, this pendant protects the 
  wearer’s organism by granting a +2 bonus to Forti-
  tude saves against diseases and poison.
  Shadoweave Cape: This dark cape has been en-
  chanted to absorb all light, making the user hard 
  to spot. It grants a +2 gear bonus to Sneak checks.
  Table 9: Panache in Eberron
  Rating
  Example Dress
  Example Sustenance
  0
  Simple tunic and ragged shoes
  Dried vegetables, broth
  1
  Colored tunic and simple shoes
  River fish, root vegetables, and mushrooms
  2
  Simple shirt, jacket, and buckled shoes
  Flatbread and wild fruit
  3
  Shirt, cloak, and elegant shoes
  Game birds, root tea, and garden vegetables
  4
  Hat, elegant clothes, and boots
  Small game and jerky
  5
  Coat, quality fabric, and simple jewelry
  Baked bread, cheese, and orchard fruit
  6
  Tailored clothes, silver jewelry
  Milk, nuts, and meat buns
  7
  Embroidered clothes, semi-precious stones 
  Dried fish, fried grains, and fruit pies
  8
  Fur, silk and gold jewelry
  Honey, leaf tea, and sweat cakes
  9
  Glamorweave, precious stones
  Fresh butchered livestock
  10
  Extremely rare fabric, enchanted jewels
  Imported wines and rare cheeses
  11
  Enchanted clothes, a few magic items
  Exotic meats and mushrooms
  12 or higher
  Expandable magic and rare artifacts
  Spices from Xen’drik and beyond
  
  27
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Travel Documents: These documents are neces-
  sary to enter other kingdoms and not be immedia-
  tely driven back to the frontier.
  Supplies
  Elixirs
  Alchemist’s Fire 
  Vial: This burning de-
  coction is an acidic so-
  lution that burns at very 
  high temperature. It explodes 
  with blue flames Silver Flame 
  priests seem to appreciate 
  deeply.
  Fool Smell Vial: The toxic 
  gas produced by this decoction 
  makes the target sickened during 
  1d6 rounds on a failed Fortitude save.
  Alchemist’s Spark Vial: Created by 
  Zilargo engineers, this decoction produces a 
  powerful electric shock that deals 2d6 electrical 
  damage to the target.
  Alchemist’s Freeze Vial: Also invented in Zi-
  largo, this vial contains a reactive that absorbs heat 
  when in contact with the air, inflicting 
  2d6 cold damage (see Fantasy 
  Craft, page 215) to the target.
  Food & Drink
  Heroes’ Feast: House Ghallanda’s 
  best inns feature powerful dragon-
  marked who can summon Heroes’ 
  Feasts for the most subtile – and 
  expensive – tastes. Such service 
  is rarely offered to tables of less 
  than twelve guests.
  Food & Drink Upgrades
  Purified: Although quite expen-
  sive, this exclusive service is offered in 
  almost all Ghallanda inns to nobles and 
  others who fear food poisoning.
  Table 10: Goods
  Name
  Effect
  SZ/Hand Const Comp Weight
  Era
  Cost
  Glamorweave accessory
  +1 gear bonus to Appearance
  S/—
  Soft 1
  17W
  1 lb.
  Reason
  100s
  Shadoweave cape
  +2 gear bonus to Sneak checks
  M/—
  Soft 2
  15W
  1 lb.
  Reason
  100s
  Pendant of health
  +2 gear bonus to Fortitude checks 
  against diseases and poison
  T/—
  Hard 1
  12D
  1/5 lb.
  Primitive
  50s
  Magic signet ring
  Seals document with magic signet 
  (Couterfeit DC 40)
  N/—
  Hard 1
  15M
  1/10 lb.
  Feudal
  150s
  Flametouched iron holy symbol
  +3 Will save DC of Turning attempts
  T/1h
  Hard 2
  15D
  1 lb.
  Feudal
  130s
  Travel documents
  Allows passing borders
  D/1h
  Soft 1
  10D
  1/10 lb.
  Feudal
  2s
  Letter of credit
  Exchanges against funds
  D/1h
  Soft 1
  20D
  1/10 lb.
  Feudal
  —
  Identity documents
  Indicates owner’s presumed identity
  D/1h
  Soft 2
  12D
  1/10 lb.
  Feudal
  2s
  ID with portrait
  Indicates owner’s identity
  D/1h
  Soft 2
  17W
  1/10 lb.
  Reason
  20s
  Table 11: Elixirs
  Name
  Effect
  SZ/Hand
  Const
  Comp Weight
  Era
  Cost
  Fioles
  Alchemist’s Fire
  2d6 fire damage
  T/1h
  Brittle 1
  10W
  1/4 lb.
  Feudal
  30s
  Fool Smell
  Target is sickened for 1d6 rounds
  T/1h
  Brittle 1
  18D
  1/4 lb.
  Primitive
  100s
  Alchemist’s Spark
  2d6 electrical damage
  T/1h
  Brittle 1
  12W
  1/4 lb.
  Reason
  30s
  Alchemist’s Freeze
  2d6 cold damage
  T/1h
  Brittle 1
  12W
  1/4 lb.
  Feudal
  30s
  Table 12: Food & Drink
  Name
  Effect
  Uses
  SZ/Hand Const Comp Weight
  Era
  Cost
  Heroes’ Feast
  As Heroes’ Feast spell
  12
  T/2h
  Soft 1
  —
  10 lbs.
  Feudal
  200s
  Food & Drink Upgrades
  Purified
  The meal or drink is cleansed from any poi-
  son in front of the customer
  —
  —
  —
  +5
  —
  Feudal
  +50%
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  28
  Eberron
  Services
  Hired Passage: Thanks to the concurrence of 
  houses Lyrandar and Orienne, private transporta-
  tion in Eberron is more affordable than usual, with 
  even better performances: mountains are no longer 
  obstacles! Some cities like Sharn are even equipped 
  with an intra-muros aerodiligence networks.
  Dragonmark Power: Although the exact cost 
  may vary depending on the situation and the use-
  fulness of the power, most dragonmarked houses 
  rent the services of its dragonmarked. Contrary to 
  mages, who generally prefer exchanges of mutual 
  services, the houses favor cold hard cash.
  Communication Network: House Sivis handles 
  a very effective communication network accross 
  Khorvaire, for a much cheaper price compared to 
  other types of delivery.
  Transportation
  Mounts
  Eberron mounts are described in the Bestiary. Va-
  dalis house’s magebloods are particularly apprecia-
  ted by experts and the Orienne house.
  Mount Upgrades
  Mageblood: The mount obeys more swiftly and 
  often possess one or more exceptional qualities (see 
  page 49).
  Vehicles
  Airship: Built by houses Orienne and Cannith 
  but mostly operated by Lyrandar, airships are ves-
  sels made of soarwood whose sails are replaced by a 
  large, surrounding fire ring. This ring really is a fire 
  elemental bound to the ship that allows it to fly in 
  the air. In all major cities of Khorvaire, you can no-
  tice docking towers for house Lyrandar’s airships.
  Table 13: Services
  Service
  Effect
  Availability
  Era
  Cost
  Community Services
  Dragonmark power, least
  Gain 1 use of one least dragonmark power
  10
  Primitive
  50s
  Dragonmark power, lesser
  Gain 1 use of one lesser dragonmark power
  15
  Primitive
  100s
  Dragonmark power, greater
  Gain 1 use of one greater dragonmark power
  20
  Primitive
  200s
  Communication network
  Delivers a message
  5
  Feudal
  5s/page
  Hired Passage
  Aerodiligence, per person
  Intra-muros, 20 minutes per mile of travel
  5
  Féodale
  2s
  Neighboring, per person
  Within 200 miles, 1 day of travel
  5
  Primitive
  5s
  Regional, per person
  Within 2,000 miles, 1 day per 2,000 miles of travel
  7
  Primitive
  25s
  Remote, per person
  Over 2,000 miles, 1 day per 2,000 miles of travel
  10
  Primitive
  50s
  Table 14: Mounts
  Mount
  Breeding
  Training
  Weight
  Availability
  Cost
  Military Mounts
  War-horse, valenar
  18 (340 days)
  20
  1,500 lbs.
  18
  2000s
  Riding Mounts
  Horse, valenar
  18 (340 days)
  15
  1,000 lbs.
  15
  1500s
  Leaellynasauea
  15 (80 days, 1d4 chicks)
  12
  300 lbs.
  15
  1000s
  Flying Mounts
  Pteranodon
  15 (80 days, 1d4 chicks)
  15
  500 lbs.
  18
  2000s
  Mount Upgrades
  Mageblood (one strain)
  —
  –2
  —
  +2
  +100%
  
  29
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Lightning Rail: The pride of house Orienne is 
  their lightning rail network, spanning all accross 
  Khorvaire. These heavy, bulky trains can move 
  at high speeds thanks to the air elemental bound 
  to their furnace. They follow a conductor stones 
  network that links all major cities of the continent.
  Elemental Galleon: Using the same principle as 
  airships, elemental galleons are huge vessels, powe-
  red by an air elemental. They are meant primarily 
  for freight transportation, and aside from flying 
  fortresses, they are the largest vehicles ever built.
  Armor
  Armor Upgrades
  Flametouched Iron: As recommended by Silver 
  Flame priests, a flametouched iron armor protects 
  against evil Outsiders’ magical attacks.
  Soarwood: Soarwood leaves armors are thinner, 
  lighter, but as resistant as leather armors.
  Densewood: These armors replace metal plates 
  with densewood for a better flexibility.
  Hobgoblin: Often called dakhaani armors, these 
  are made to resist arrows and bolts fired by cowards.
  Riedran: These armors from Sarlona include 
  crystals that protects against force attacks.
  Table 15: Vehicles
  Vehicle
  Properties
  Speed
  Travel SZ/Def
  Occ/Load Const Comp
  Era
  Cost
  Air Vehicles
  Airship
  Cover (1/2), crew (15), 
  overrun (3d6)
  30 ft.
  18
  C/7
  100/10 tons
  Hard 7
  25Y
  Reason 20,000s
  Water Vehicles
  Elemental galleon
  Cover (1/2), crew (50), 
  overrun (5d6)
  10 ft. (50 ft.)
  20
  V/1
  20/150 tons
  Hard 
  12
  22Y
  Reason 30,000s
  Land Vehicles
  Lightning rail engine Cover (full), crew (10)
  10 ft. (50 ft.)
  20
  G/4
  10/10 tons
  Hard 9
  20Y
  Reason 10,000s
  Lightning rail car
  Cover (full), draft 
  (lightning rail engine)
  10 ft. (50 ft.)
  20
  G/4
  200/20 tons
  Hard 7
  15M
  Reason
  800s
  Table 16: Armor Upgrades
  Name
  DR Effect
  DP
  ACP Speed Disguise Const Comp Weight
  Era
  Cost
  Craftmanship
  Hobgoblin
  —
  Reduce attack’s AP by 4
  —
  —
  —
  —
  —
  +5
  +25%
  Primitive
  +100%
  Riedran
  —
  Force Resistance 4
  —
  —
  —
  —
  —
  +2
  +25%
  Primitive
  +25%
  Materials
  Flametouched 
  iron
  —
  Hard only; +2 gear bonus 
  to saves against Outsiders
  —
  —
  —
  –4
  —
  +2
  —
  Primitive
  +50%
  Soarwood
  —
  Soft only
  +1
  —
  —
  —
  —
  +5
  –25%
  Primitive
  +50%
  Densewood
  —
  Hard only
  +1
  +2
  —
  —
  —
  +10
  –15%
  Primitive
  +150%
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  30
  Eberron
  Weapons
  Xen’drik Boomerang: These sharp chitin boo-
  merangs are used by the dark elves of Xen’drik for 
  both war and hunting.
  Sharrash: Popular in the Talenta plains, the shar-
  rash is some sort of a falx with a longer grip.
  Tangat: Also invented by halflings, the tangat is 
  a scimitar with a long grip meant for mounted use.
  Weapon Upgrades
  Byeshk: Extracted at the frontiers of the Droaam, 
  byeshk is extremely sought after for its hardness and 
  capacity to harm the daelkyrs and their servants.
  Hobgoblin: Often called dakhaani weapons, 
  they are famous for their excellent balance.
  Riedran: Often called cristeel weapons, the edge 
  or the blunt part of these weapons is covered of 
  cristeel shards that affects spirits just like flesh.
  Silver: Although silver weapons are rather inef-
  fective against most targets, lycanthropic-infected 
  creatures, including shifters, suffer from its bite.
  Targath: Another rather inappropriate material 
  for forging weapons, targath is quite effective at pe-
  netrating the defenses of Aerenal’s immortals.
  Prizes
  All Renown, titles, Favors, Holdings, and Magic 
  Items presented in Chapter 4 of the Fantasy Craft 
  Rulebook are fitting options for inclusion in this 
  campaign.
  Favors
  Letter of Marque: This priceless document can 
  only be obtained from the highest ranking officials 
  of Breland. It greants the owner the right to search 
  Xen’drik lands.
  Safe Passage: Safe transportation also highly 
  benefits from the progresses and rivalty of houses 
  Orienne and Lyrandar.
  Table 19: Favors
  Favor
  Renown 
  Requirement
  Minimum 
  Downtime
  Reputation 
  Cost
  Letter of Marque — Authorize searches in Xen’drik lands
  Any 5
  W
  20
  Safe Passage — Party and its animals are safely transported to a destination:
  Aerodiligence (intra-muros, 20 minutes per mile of travel)
  Neighboring (within 200 miles, 1 day of travel)
  Regional (within 2000 miles, 1 day per 200 miles of travel)
  Remote (over 2000 miles, 1 day per 200 miles of travel)
  Any 1
  Any 2
  Any 4
  Any 6
  —
  —
  D
  W
  2
  4
  8
  15
  Table 18: Weapon Upgrades
  Name
  Effect
  Const Comp Weight
  Era
  Cost
  Craftsmanship
  Hobgoblin
  +1 bonus to attack checks
  —
  +5
  —
  Primitive
  +50%
  Riedran
  Always inflicts force damage
  —
  +2
  +25%
  Primitive
  +50%
  Materials
  Byeshk
  +1 damage
  —
  +5
  +25%
  Primitive
  +200%
  Silver
  –1 damage (min. 1)
  –1 save
  —
  —
  Primitive
  +50%
  Targath
  –1 damage (min. 1)
  –1 save
  +2
  –25%
  Primitive
  +100%
  Table 17: Weapons
  Name
  Damage
  Threat
  Range
  Qualities
  SZ/Hand Const Comp Weight
  Era
  Cost
  Polearms
  Sharrash
  1d10 lethal
  19-20
  —
  Reach +1, trip
  M/2h
  Hard 2
  8W
  15 lbs.
  Primitive
  30s
  Swords
  Tangat
  1d10 lethal
  18-20
  —
  Cavalry
  S/1h
  Hard 2
  12W
  6 lbs.
  Primitive
  80s
  Thrown Weapons
  Xen’drik boomerang
  1d8 lethal
  20
  20 ft. × 3
  Lure, return
  S/1h
  Hard 2
  15W
  2 lbs.
  Primitive
  15s
  
  31
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Magic Items
  Warforged Essence
  This small iron disk covered of runes 
  functions only if inserted at the center of 
  a warforged’s chest. It supports one specific 
  activity with the knowledge and skill stored 
  inside.
  Object: 3-inches-diameter 
  iron disk
  Charm: Greater Skill 
  Ranks (One specific skill — 
  +2 ranks at Level 1–2, +3 ranks at Le-
  vel 3–6, +4 ranks at Level 7–10, +5 ranks 
  at Level 11–14, +6 ranks at Level 15–18, 
  +7 ranks at Level 19–20)
  Reputation Value: 8 (Level 1–2), 12 
  (Level 3–6), 16 (Level 7–10), 20 (Level 
  11–14), 24 (Level 15–18), 28 (Level 19–20)
  Dragonmark Focus
  This Siberys dargonshard worn as a pendant 
  grants its wearer an advanced control over his dra-
  gonmark powers.
  Object: Dragonshard amulet
  Essence: Casting Level bonus (+2 Casting Level 
  when casting dragonmark powers)
  Reputation Value: 20
  Channeling Scepter
  Through centuries, Artificers have leart how to 
  use their magical creations in order to compen-
  sate their lack of academic magic training. These 
  scepters give them the versatility of a true, trained 
  mage, without much effort.
  Object: Scepter
  Essence: Feat (one Spell Conversion feat)
  Reputation Value: 20
  Rogues Gallery
  All rogues from Fantasy Craft rogues gallery (see 
  Fantasy Craft, page 244) are common in Eberron. 
  Additionally, the rogues described below are spe-
  cific to this campaign setting.
  Airship Captain (Medium Folk Walker — 58 
  XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 
  10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init 
  V; Atk IV; Def IV; Res IV; Health 
  IV; Comp III; Skills: Resolve IV, 
  Ride VIII, Tactics VIII; Quali-
  ties: Class ability (Captain: battle 
  planning I (fire at will!, press on!), 
  take measure), fearless I, feat (Batt-
  lefield Trickery, Coordinated At-
  tack, Coordinated Move, Coordi-
  nated Strike)
  Attacks/Weapons: Cutlass (dmg 
  1d10 lethal; threat 19-20; qualities: 
  cavalry, finesse), boarding pistol + 
  10 shots (dmg 3d6 lethal; threat 
  19-20; range 10 ft. × 3; quali-
  ties: load 7, spread)
  Mounts and Vehicles: 
  Airship (Spd 30 ft. fly; Travel 
  18; SZ/Def C/7)
  Gear: Moderate studded 
  leather with light fittings (DR 4; DP –1; ACP –1; 
  Spd –5 ft.; Disguise –6)
  Treasure: 1A, 2C
  Aurum Spy (Medium Folk Walker — 61 XP): 
  Str 10, Dex 10, Con 10, Int 10, Wis 14, Cha 10; SZ M 
  (1×1, Reach 1); Spd 30 ft. ground; Init VII; Atk III; 
  Def V; Res II; Health IV; Comp V; Skills: Blend VI, 
  Investigate VI, Sense Motive VI; Qualities: Bright 
  I, class ability (Emissary: black vial, human nature), 
  feat (Anonymity Basics, Anonymity Mastery, Garrote 
  Basics)
  Attacks/Weapons: Stiletto (dmg 1d4 lethal; threat 
  18–20; qualities: AP 8, finesse)
  Gear: Partial leather with light fittings (DR 2; Re-
  sist Fire 3; DP –1; ACP –1; Spd —; Disguise –4), 
  garrote, 3 doses of lethal poison
  Treasure: 7C, 1G
  Cultist of the Dragon Below (Medium Folk 
  Walker — 66 XP): Str 10, Dex 10, Con 10, Int 10, 
  Wis 10, Cha 12; SZ M (1×1, Reach 1); Spd 30 ft. 
  ground; Init I; Atk II; Def VIII; Res V; Health III; 
  Comp I; Skills: Impress IX, Intimidate IX, Resolve 
  IV; Qualities: Blessed (Curses III, Evil III), class abi-
  lity (Courtier: slanderous), fearless I, feat (Iron Will, 
  Glint of Madness), honorable, interests (Alignment: 
  Cults of the Dragon Below), menacing threat
  Attacks/Weapons: Pike (dmg 1d8 lethal; threat 20; 
  qualities: lightweight, reach +2)
  Gear: Holy book
  Treasure: 1A
  
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  32
  Eberron
  Dargonmarked Administrator (Medium Folk 
  Walker — 44 XP): Str 10, Dex 10, Con 10, Int 10, 
  Wis 10, Cha 14; SZ M (1×1, Reach 1); Spd 30 ft. 
  ground; Init II; Atk II; Def III; Res V; Health II; 
  Comp V; Skills: Dargonmark Skill VII, Haggle VI; 
  Qualities: Bright I, feat (Dragonmark Basics, Least 
  Dragonmark, Lesser Dragonmark)
  Attacks/Weapons: Pocket pistol + 10 shots (dmg 
  3d4 lethal; threat 18–20; range 10 ft. × 3; qualities: 
  load 7, unreliable)
  Gear: Identity documents with portrait
  Treasure: 1G, 1M
  Emerald Claw Agent (Medium Folk Walker — 
  56 XP): Str 14, Dex 10, Con 10, Int 10, Wis 10, Cha 
  10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; 
  Atk III; Def IV; Res III; Health IV; Comp II; Skills: 
  Blend V, Notice V, Tactics VI; Qualities: Class abi-
  lity (Scout: sneak attack +2d6), feat (Garrote Basics, 
  Knife Basics, Knife Mastery), treacherous
  Attacks/Weapons: Hand claw (dmg 1d6+2 lethal; 
  threat 20; qualities: bleed, grip)
  Gear: Partial scalemail with light fittings (DR 4; 
  Resist Edged 2; DP –2; ACP –2; Spd –5 ft.; Disguise 
  –12), garrote
  Treasure: 1L
  Keeper of the Gate (Medium Folk Walker — 
  71 XP): Str 10, Dex 10, Con 10, Int 12, Wis 14, Cha 
  12; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; 
  Atk II; Def VI; Res IV; Health V; Comp IV; Skills: 
  Impress V, Resolve VII, Sense Motive V, Survival 
  V; Qualities: Class ability (Priest: saved! I (Will)), 
  devoted (Nature V), fearless II
  Attacks/Weapons: Short staff (dmg 1d6 subdual; 
  threat 20; qualities: double, trip)
  Gear: Holy symbol, oil of blessing
  Treasure: 2A, 1M
  Lords of Dust’s Thrall (Medium Folk Walker 
  — 40 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, 
  Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; 
  Init V; Atk IV; Def III; Res III; Health IV; Comp 
  III; Skills: Bluff IV, Intimidate V, Tactics IV; Quali-
  ties: Class ability (Assassin: hand of death, offer they 
  can’t refuse, quick on your feet 1/session)
  Attacks/Weapons: Dagger (dmg 1d4 lethal; 
  threat 19-20; qualities: bleed, hurl)
  Gear: Partial leather armor (DR 1; Resist Fire 3; 
  DP –1; ACP –0; Spd —; Disguise +0)
  Treasure: 1A, 3C
  Seren Barbarian (Medium Folk Walker — 52 
  XP): Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10; 
  SZ M (1×1, Reach 1); Spd 40 ft. ground; Init VII; 
  Atk IV; Def V; Res V; Health IV; Comp I; Skills: 
  Resolve V, Survival III; Qualities: Class ability (Sol-
  dier: killer instinct), feat (Charging Basics, Draconic 
  Heritage, Mobility Basics, Rage Basics), ferocity
  Attacks/Weapons: Throwing spear (dmg 1d8+3 
  lethal; threat 19-20; qualities: hurl, reach +1), war 
  hammer (dmg 1d12+3 subdual; threat 20; quali-
  ties: AP 2)
  Gear: Body paint
  Treasure: 1G, 1L
  Sharn Skymage (Medium Folk Flyer/Walker 
  — 50 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, 
  Cha 10; SZ M (1×1, Reach 1); Spd 50 ft. fly, 30 ft. 
  ground; Init IV; Atk II; Def V; Res VII; Health IV; 
  Comp III; Skills: Acrobatics VII, Notice IV, Spel-
  lcasting V; Spells: Cone of Cold, Levitate, Feather 
  Fall, Fly I, Resilient Sphere I; Qualities: Damage 
  defiance (Falling), feat (Spell Conversion: Duration)
  Attacks/Weapons: Mancatcher (dmg 1d6 subdual; 
  threat —; qualities: reach +1, trip)
  Gear: Identity documents, mage’s pouch, mana 
  potion
  Treasure: 1G, 1M
  Wandmaster (Medium Folk Walker — 42 XP): 
  Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ 
  M (1×1, Reach 1); Spd 30 ft. ground; Init VII; Atk 
  III; Def IV; Res V; Health III; Comp II; Skills: No-
  tice IV; Qualities: Always ready, class ability (Artifi-
  cer: attune magic item I, II, arcane tech), feat (Quick 
  Draw; Spell Conversion: Casting Time, Effect)
  Attacks/Weapons: Dueling pistol + 10 shots (dmg 
  3d4 lethal; threat 18–20; range 30 ft. × 3; qualities: 
  load 7, unreliable)
  Gear: Identity documents, lightning bolt wand 
  (Minor Charm: Spell effect (Lightning Bolt I)), po-
  lar ray wand (Minor Charm: Spell effect (Polar Ray 
  II)), searing ray wand (Minor Charm: Spell effect 
  (Searing Ray))
  Treasure: 1C, 1G, 2M
  Rogue Templates
  The Eberron campaign setting introduces a few 
  new Species. To make a rogue NPC one of these, 
  simply add one of the following templates.
  
  33
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Changeling (+9 XP)
  Benefit: The NPC’s Intelligence, Wisdom and 
  Charisma scores rise by 1. He also gains the Dis-
  guise II signature skill and condition immunity 
  (bleeding).
  Hobgoblin (+5 XP)
  Benefit: The NPC’s Dexterity and Constitution 
  scores rise by 2. He also gains darkvision I.
  Kalashtar (+3 XP)
  Benefit: The NPC’s Charisma score rises by 2 
  and his Health increases by I grade.
  Shifter (+4 XP)
  Benefit: The NPC’s Dexterity score rises by 3. 
  He also gains Achille’s heel (Silver), darkvision I and 
  Claw I (dmg 1d6 lethal; threat 20).
  Monsters
  This section presents a few new monsters specific 
  to the world of Eberron, as well as a new Type.
  Deathless (+5 PX): The NPC is a champion of 
  the light, who has been granted the gift of immorta-
  lity. It gains the darkvision I NPC quality at no addi-
  tional cost, can’t fall unconscious, and is immune to 
  Constitution damage, subdual and stress damage, 
  diseases, and poisons, as well as the bleeding, pa-
  ralyzed, sickened, and stunned conditions. It’s also 
  immune to critical injuries other than battered and 
  broken limbs, suffering the former with any re-
  sult below 30 and the latter with any other re-
  sult. The NPC regains vitality normally but 
  does not naturally heal wounds, though 
  it may benefit from all Medicine checks 
  as normal (see Fantasy Craft, page 77). 
  A Deahtless NPC doesn’t age and doesn’t 
  need to eat, sleep, or breathe.
  Carcass Crabe
  This giant crabs are the product of the 
  Mournland’s stain. Their huge size and 
  their hull constantly covered with corpses 
  make them fearful enemies. They are usually 
  found hunting in the Mournland, but some wan-
  der as far as the Valenar or the Darguun.
  Tactics: The carcass crab enjoys a natural camou-
  flage he uses to blend in and attack with his power-
  ful pincers. Against swift enemies, he uses his veno-
  mous sting to slow them down.
  Carcass Crab (Huge Animal Walker — 93 XP): 
  Str 18, Dex 10, Con 14, Int 3, Wis 10, Cha 10; SZ H 
  (3×3, Reach 3); Spd 30 ft. ground; Init III; Atk IX; 
  Def V; Res IX; Health V; Comp —; Skills: Athletics 
  IX, Notice II; Qualities: Chameleon II (Mournland), 
  damage reduction 2, feat (All-Out Attack), grappler, 
  natural defense, tough I
  Attacks/Weapons: Claw I (dmg 1d10+4 lethal; 
  threat 20; qualities: grab), Venomous Sting (da-
  mage attack I: 60 ft. ray; dmg 1d4 lethal per 2 TL, 
  Ref Save DC 15 for 1/2 damage; upgrade: venomous 
  (disorienting poison)), Crushing Bite (Constriction 
  I: dmg 2d8+4 lethal; notes: Grapple benefit)
  Treasure: 2L, 1T
  Choker
  According to experts, chokers are halflings cor-
  rupted by the madness of the daelkyrs. Their ape-
  like skull, scaly skin, and elastic limbs have yet 
  nothing in common with the small people. But 
  daelkyr experiments are known to stain the body 
  as certainly as the mind.
  Tactics: Vicious and agile, chokers hide in the 
  darkest corners and attack only when their target 
  is vulnerable. They use their elastic limbs to stick to 
  their prey and choke it to death.
  Choker (Small Horror Walker — 68 XP): Str 
  12, Dex 12, Con 12, Int 4, Wis 12, 
  Cha 7; SZ S (1×1, Reach 1); Spd 
  20 ft. ground; Init VI; Atk IV; 
  Def IV; Res V; Health III; 
  Comp II; Skills: Athletics 
  X, Sneak VI; Qualities: 
  Achille’s heel (Byeshk), 
  darkvision II, swift attack I, 
  feat (Lightning Reflexes), 
  grappler, superior climber
  Attacks/Weapons: Ten-
  tacle I (dmg 1d6+1 lethal; 
  threat 20; qualities: grab, 
  reach +1), Constrict I (dmg 
  1d8+1 lethal; threat 20; 
  notes: Grapple benefit)
  Treasure: 1L
  
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  34
  Eberron
  Councilors
  Revered ancestors of Aerenal elves, the councilors 
  are the nobility of the deathless inhabiting the City 
  of the Dead. They are the brightest minds, philoso-
  phers, mages, scientists, priests, advisors, and sages 
  of the elven people. Although time doesn’t mean 
  anything to them anymore, they are at the service 
  of their mortal children and always seek solutions 
  to the numerous problems that plague Aerenal.
  Ascendant Councilor: These god-like deathless are 
  the wisest councilors. They are nothing more than 
  decaying corpses ornated with flashing jewelry, but 
  their mind is sharper than any mortal’s.
  Undying Councilor: Most of the Undying Court is 
  composed of these deathless. They are an undying 
  senate, guiding their mortal descendants.
  Tactics: Councilors hate to fight, but when they 
  do, it is with a terrifying violence. Their magic abi-
  lities, supernatural attacks, and incredible strength 
  makes them fearful defenders of elven treasures.
  Ascendant Councilor (Medium Deathless 
  Walker — 243 XP): Str 20, Dex 14, Con 10, Int 
  16, Wis 18, Cha 16; SZ M (1×1, Reach 1); Spd 40 ft. 
  ground; Init V; Atk IV; Def IV; Res VII; Health V; 
  Comp V; Skills: Impress IX, Notice IX, Sense Mo-
  tive IX; Qualities: Achille’s heel (Targath), damage 
  defiance (fire), damage reduction 6, feat (Combat Ex-
  pertise), Interests (Alignment: Undying Court), natu-
  ral spell (Castigate II, Command II, Consecrate, Coun-
  ter Magic III, Divine Favor, Heal, Sacred Aura, Scrye 
  V, True Seeing), spell defense V, tough II
  Attacks/Weapons: Slam II (dmg 1d8+5 lethal; 
  threat 19-20; qualities: aligned), Purification (Str 
  and Cha draining attack V: Fort DC 30 or suffer 1 
  temporary Str and Cha impairment; upgrade: su-
  pernatural attack (Slam))
  Treasure: 3A, 1C, 1M
  Undying Councilor (Medium Deathless Wal-
  ker — 140 XP): Str 18, Dex 10, Con 10, Int 14, Wis 
  16, Cha 14; SZ M (1×1, Reach 1); Spd 30 ft. ground; 
  Init II; Atk III; Def IV; Res V; Health V; Comp III; 
  Skills: Notice VIII, Search VIII; Qualities: Achille’s 
  heel (Targath), damage defiance (fire), damage reduc-
  tion 6, feat (All-Out Attack, Combat Expertise, Expert 
  Disarm), Interests (Alignment: Undying Court), na-
  tural spell (Command II, Counter Magic II, Devotion 
  Hammer, Divine Power, Heal, Mark of Justice, Scrye 
  IV), spell defense II, tough I
  Attacks/Weapons: Slam I (dmg 1d8+4 lethal; 
  threat 20; qualities: aligned, diseased (cleansing))
  Treasure: 2A, 1C, 1M
  Cleansing: This sudden disease affect even crea-
  tures normally immune to diseases. However, only 
  creature with an Opposing Alignment to the Un-
  dying Court are affected. It provokes 4 Dexterity 
  and Charisma impairment, its incubation period 
  is 1d6 minutes, and the save DC is 19.
  Daelkyr
  The daelkyrs are the undying masters of Xoriat, 
  the plane of madness. These humanoid-looking 
  creatures may look handsome and suave, but if you 
  take a look closer, there is something definitively 
  unnatural about them. Their body and their soul 
  are stained at the core. Their dementic mind is that 
  of psychopaths, with a lust for vice and cruelty. And 
  their favorite hobby is to torture mortal beings.
  Tactics: Gifted with infinite patience, the daelkyr 
  is the enemy of all the lives. Supernaturally strong, 
  fast, and pretentius, he often lets his servants fight 
  in his stead. Not because he fears close combat, but 
  only because he hates dirtying his own hands. Whe-
  never a daelkyr enters a fight personnally, he is a 
  force to be reckoned with, and dementia and terror 
  soon plague the enemy camp.
  Daelkyr (Medium Outsider Horror Walker — 
  255 XP): Str 16, Dex 16, Con 18, Int 18, Wis 16, 
  Cha 18; SZ M (1×1, Reach 1); Spd 40 ft. ground; 
  Init VII; Atk V; Def III; Res IX; Health III; Comp 
  X; Qualities: Achille’s heel (Byeshk), attractive IV, 
  beguiling, bright II, contagion immunity, condition 
  immunity (fixated, frightened, shaken), damage re-
  duction 10, darkvision II, dramatic entrance, ever-
  lasting, fearless II, feat (Combat Expertise), natural 
  spell (Insanity III, Slow, Dimension Door, Haste), re-
  generation 5, shapeshifter III, spell defense V, veteran 
  II, weird mind (see below)
  Attacks/Weapons: Tentacle Whip (Tentacle V: 
  dmg 3d6+3 stress; threat 18-20; qualities: Reach 
  +2), Corrupting Touch (Str or Con draining attack 
  IV: Fort DC 25 or suffer 1 temporary Str or Con im-
  pairment; upgrade: supernatural attack (Tentacle 
  Whip)); Aura of Insanity (frightening attack IV: 20 
  ft. aura; Will DC 25 or frightened for 4d6 rounds)
  Treasure: 4T, 3M, 1L
  
  35
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Weird Mind (+4 XP): Daelkyrs’ emotions and 
  thoughts are completely inhuman. Whoever tries 
  to detect his emotions or otherwise read his mind 
  automatically suffers the effect of Insanity III.
  Dinosaurs
  Dinosaurs in Eberron are mostly concentrated 
  on the continent of Xen’drik and on the Talanta 
  plains, where local halflings have learnt to train and 
  ride them.
  Leaellynasaura: Called ‘runner’ by the halflings, 
  this arrow-shaped dinosaur is the plains’ prince, 
  able to run accross long distances for several days.
  Pteranodon: Called ‘gliding wing’ by the halflings, 
  this flying dinosaur allows them to reach they skies. 
  With its hard beak filled with sharp teeth, it is also 
  an excellent war-mount.
  Tactics: These relatively small dinosaurs are sel-
  dom predators by themselves, at least not for hu-
  mans. Beware of dinosaur packs, however.
  Leaellynasauea (Medium Animal Walker — 45 
  XP): Str 12, Dex 10, Con 10, Int 2, Wis 10, Cha 4; SZ 
  M (1×1, Reach 1); Spd 50 ft. ground (Run 250 ft.); 
  Init III; Atk III; Def IV; Res VII; Health V; Comp —; 
  Skills: Acrobatics II, Athletics V, Notice V; Qualities: 
  Darkvision I, improved sense (scent), superior jumper, 
  superior runner I, superior traveler I
  Attacks/Weapons: Bite I (dmg 1d8+1 lethal; 
  threat 18-20)
  Treasure: 1T
  Pteranodon (Large Animal Flyer/Walker — 48 
  XP): Str 14, Dex 12, Con 12, Int 2, Wis 12, Cha 10; 
  SZ L (1×3, Reach 1); Spd 80 ft. flight, 20 ft. ground; 
  Init IV; Atk IV; Def III; Res VII; Health VI; Comp 
  —; Skills: Notice III; Qualities: Darkvision I
  Attacks/Weapons: Bite I (dmg 1d10+2 lethal; 
  threat 18-20)
  Treasure: 1T
  Dolgaunt
  Dolgaunts look like humans tainted by madness 
  ... with good reason. They are the result of genetical 
  manipulations performed by daelkyrs on hobgo-
  blins. Although blind, dolgaunts can ‘see’ through 
  their oversensitive skin and their long tentacles 
  makes them dangerous in close combat.
  Tactics: Dolgaunts are stealthy and obey to strict 
  discipline. Even during combat, they stay coordi-
  nated and use their tentacles to maintain their ene-
  mies at range while their servants take them down.
  Dolgaunt (Medium Horror Walker — 81 XP): 
  Str 12, Dex 12, Con 10, Int 10, Wis 12, Cha 10; SZ 
  M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk IV; 
  Def IV; Res V; Health III; Comp III; Skills: Acro-
  batics IV, Athletics IV, Sneak IV; Qualities: Achille’s 
  heel (Byeshk), blindsight, damage reduction 3, grappler
  Attacks/Weapons: Tentacle I × 4 (dmg 1d8+1 
  lethal; threat 20; qualities: grab, reach +1), Vitality 
  Drain (Con draining attack I: Fort DC 10 or suffer 1 
  temporary Con impairment; upgrade: supernatural 
  attack (Grapple))
  Treasure: 2L, 1G
  Dolgrim
  Created by the daelkyrs through genetical mani-
  pulations, each dolgrim is nothing but the result of 
  the fusion of two goblins. They have always served 
  daelkyrs as cannon fodder, fighting under the di-
  rect command of the dolgaunts.
  Tactics: Brutal and disgusting, dolgrims are inca-
  pable of devising complex strategies. They fight as 
  they live, with fury and disorder, unless a dolgaunt 
  establishes some sort of discipline in their ranks.
  Dolgrim (Small Horror Walker — 41 XP): Str 
  12, Dex 10, Con 10, Int 10, Wis 12, Cha 9; SZ S (1×1, 
  Reach 1); Spd 20 ft. ground; Init III; Atk IV; Def 
  III; Res III; Health III; Comp II; Skills: Sneak III; 
  
  le Scriptorium - Conversion Guide - Eberron par Aegis
  36
  Eberron
  Qualities: Achille’s heel (Byeshk), damage reduction 
  3, frenzy I, grappler
  Attacks/Weapons: Morgenstern (dmg 1d8+1 
  lethal; threat 19-20; qualities: bleed), buckler (dmg 
  1d3+1 subdual; threat 20; qualities: guard +1), 
  light crossbow and barbed bolts (dmg 1d6 lethal; 
  threat 19-20; range 50 ft. × 6; qualities: AP 2, bleed, 
  poisonous, load 5), throwing spear (dmg 1d8+1 
  lethal; threat 19-20; qualities: hurl, reach +1)
  Treasure: 2G
  Dusk Hag
  Less cruel and evil-minded than other hags, dusk 
  hags often live alone, their mind lost in visions of 
  the future. They don’t really care about the moment 
  or men or anything, since destiny is already written 
  and nothing can stop what’s coming ... Sometimes, 
  desperate people ask a dusk hag for guidance. If 
  she thinks them worthy, and often in exchange for 
  a favor, she will grant them the benefit of a hint, 
  concerning the outcome of a specific decision.
  Tactics: Dusk hags try to avoid fighting at all 
  cost, running away if they can and using they night-
  mare touch if necessary.
  Dusk Hag (Medium Folk Walker — 94 XP): 
  Str 14, Dex 10, Con 12, Int 12, Wis 12, Cha 10; SZ M 
  (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; 
  Def V; Res IV; Health IV; Comp II; Skills: Blend III, 
  Notice III, Sense Motive X; Qualities: Achille’s heel 
  (Cold iron), ondition immunity (fixated), darkvision 
  II, damage reduction 5, fearless II, natural 
  spell (Control Weather I, Detect Ma-
  gic, Disguise Self, Hindsight, 
  Tongues I, Zone of Truth)
  Attacks/Weapons: 
  Claw II (dmg 1d8+2 
  stress; threat 19-20)
  Treasure: 1L, 1G, 1M
  Homunculi
  Build by artificers and mages to do their everyday 
  bidding, homunculi are nothing but magically ani-
  mated tools of flesh and other materials. Just like 
  small golems, they have a single purpose: to serve 
  their master. The following are a variants of the 
  standard homunculus (see Fantasy Craft, page 270), 
  often encountered in Eberron.
  Defender: Whenever its creator’s life is at stake, 
  the defender is his last shield. This casted steel crea-
  ture is a dreadful fighter loyal only to its master.
  Messenger: The messenger is a tiny winged crea-
  ture able to fly at great speed to avoid trouble, scout 
  an area, or deliver urgent messages.
  Snitcher: The snitcher is a ‘retriever specialist’. He 
  is both a good spy and an excellent thief, expert in 
  prestidigitation and stealth.
  Worker: Always ready to work, never tired, requi-
  ring minimum maintenance, the worker is an arti-
  ficer’s best friend.
  Tactics: Except for the defender, homunculi are 
  no combatants and even this particular specimen 
  does not attack by himself unless his master tells 
  him so or is under direct threat.
  Defender (Small Construct Walker — 66 XP): 
  Str 12, Dex 12, Con 10, Int 8, Wis 10, Cha 7; SZ S 
  (1×1, Reach 1); Spd 50 ft. ground; Init IV; Atk VII; 
  Def V; Res III; Health IV; Comp II; Qualities: Class 
  ability (Bloodsworn: blood bond III; harm’s way I; 
  watch out! II), darkvision II, monstrous defense
  Attacks/Weapons: Bite III (dmg 2d8+1 lethal; 
  threat 17-20)
  Treasure: 1L
  Messenger (Diminutive 
  Construct Flyer/Walker — 
  39 XP): Str 4, Dex 14, Con 
  10, Int 8, Wis 10, Cha 7; 
  SZ D (1×1, Reach 1); Spd 
  100 ft. winged flight, 20 ft. 
  ground; Init V; Atk I; Def 
  I; Res I; Health I; Comp 
  I; Skills: Acrobatics VI; 
  Qualities: Darkvision II
  Attacks/Weapons: Sting 
  I (dmg 1d4–3 lethal; 
  threat 20; qualities: reach 
  +1)
  Treasure: 1L
  
  37
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Snitcher (Tiny Construct Walker — 47 XP): 
  Str 8, Dex 14, Con 10, Int 10, Wis 10, Cha 7; SZ T 
  (1×1, Reach 1); Spd 50 ft. ground; Init IV; Atk I; Def 
  I; Res I; Health II; Comp I; Skills: Prestidigitation V, 
  Sneak X; Qualities: Darkvision II, feat (Ghost Basics, 
  Ghost Mastery, Ghost Supremacy)
  Attacks/Weapons: Bite I (dmg 1d4–1 lethal; threat 
  18-20)
  Treasure: 1L
  Worker (Tiny Construct Walker — 32 XP): Str 
  10, Dex 10, Con 10, Int 10, Wis 10, Cha 7; SZ T (1×1, 
  Reach 1); Spd 10 ft. ground; Init II; Atk I; Def I; Res 
  I; Health II; Comp I; Skills: Crafting X; Qualities: 
  Darkvision II, feat (Charm Binding Basics, Crafting 
  Basics (Any), Essence Binding Basics)
  Attacks/Weapons: Mallet (dmg 1d6 lethal; threat 
  20)
  Treasure: 1M
  Horses
  The plains of Eberron are full of exceptional ri-
  ding specimens, from the stalions of the Eldyn 
  Reaches to the legendary wild horses of Xen’drik, 
  not to mention the powerful thrane war-horses.
  Valenar horse: Much sought after, these horses are 
  bred by the Valenar elves, using techniques known 
  only to themselves for centuries. They are excep-
  tionally large, swift, and brave. Many governments 
  and corporations are willing to pay a great deal of 
  money for even one specimen of these fine horses.
  Valenar war-horse: Valenar war-horses are envied 
  by all Khorvaire armies. These stallions are swift 
  and tough and make perfect war-mounts, riden by 
  the most stalwart braves of this young kingdom.
  Tactics: Horses seldom attack themselves. It is 
  only in the hands of the most skilled horsemen that 
  they become the nightmare of the enemy infantry 
  on the battlefield.
  Horse, Valenar (Large Animal Walker — 54 
  XP): Str 12, Dex 12, Con 12, Int 2, Wis 12, Cha 10; 
  SZ L (1×2, Reach 1); Spd 80 ft. ground (Run 480 ft.); 
  Init IV; Atk III; Def IV; Res VII; Health IV; Comp 
  —; Skills: Acrobatics V, Athletics V, Notice III; Qua-
  lities: Improved sense (scent), superior runner II, supe-
  rior traveler I
  Attacks/Weapons: Kick I (dmg 1d8+2 lethal; 
  threat 20)
  Treasure: 1T
  War-Horse, Valenar (Large Animal Walker — 
  74 XP): Str 14, Dex 12, Con 14, Int 2, Wis 12, Cha 
  10; SZ L (1×2, Reach 1); Spd 70 ft. ground (Run 
  350 ft.); Init V; Atk VII; Def IV; Res VII; Health 
  IV; Comp —; Skills: Acrobatics V, Athletics V, No-
  tice III; Qualities: Cagey I, fearless I, improved sense 
  (scent), improved stability, superior runner I, tough I
  Attacks/Weapons: Kick II (dmg 1d8+2 lethal; 
  threat 19-20)
  Treasure: 1T
  Inspired
  The Inspired are humanoid vessels specifically 
  bred for Quori possession. Inhabiting the ever ex-
  panding nation of Riedra in Sarlona the Inspired 
  have slowly began expanding into Khorvaire star-
  ting to make trips to its eastern shores. Once pos-
  sessed by a Quori spirit, here a Tsucora, Inspired 
  are fearful mind controlers. They use their psychic 
  powers to control everything and everyone, with 
  the secret goal to enslave the Khorvaire as they did 
  with Sarlona.
  Tactics: Inspired try to avoid close combat whe-
  never they can, counting on their allies to protect 
  them. If they need to, they use their psychic powers 
  to turn their enemies against each other.
  Inspired, Possessed by a Tsucora Quori (Me-
  dium Folk Walker — 79 XP): Str 8, Dex 10, Con 
  10, Int 14, Wis 14, Cha 16; SZ M (1×1, Reach 1); Spd 
  30 ft. ground; Init V; Atk II; Def III; Res VII; Health 
  II; Comp IX; Skills: Bluff X, Sense Motive X, Spel-
  lcasting VI; Spells: Cause Wounds II, Detect Emo-
  tions, Geas, Invisibility, Shield, Whispers; Qualities: 
  Feat (Iron Will), light sleeper, natural spell (Charm 
  Person II, Cure Wounds II, Mage Armor, Phantasmal 
  Killer) vessel (see below)
  Attacks/Weapons: Superior riedran dagger (dmg 
  1d6 force; threat 19-20; qualities: bleed, hurl)
  Treasure: 2C, 1M
  Vessel (+0 XP): An Inspired is just a vessel; the 
  Quori mind possessing him is the real danger. These 
  Spirits have entered our world and are affected by 
  all attacks targeting the Inspired and affecting Spi-
  rits. If the Quori is repelled to Xoriat, the Inspired 
  recovers his freedom of thought ... which doesn’t 
  always mean he will be thankful to his ‘saviors’.
  
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  38
  Eberron
  Quori
  Quori are the dreaded masters of Dal Quor, plane 
  of dreams. While they are physically kept away 
  from Eberron thanks to the Keeper of the Gate’s 
  mystic seals, they still can possess the minds of mor-
  tals, leaching in their dreams. Most Quori invest 
  bodies specially bred for this purpose: Inspired. But 
  unwilling targets are quite often coerced into men-
  tal domination by the vile Quori.
  Tsucora Quori: Among Quori, Tsucora are about 
  the weakest and the most common in the plane of 
  dreams. Their nightmarish look, however, reflects 
  quite accurately the threat they are.
  Tactics: Tsucora physically enter battle only af-
  ter they have carefully analyzed the situation and 
  know they will win. Then they rush to melee, using 
  their terrifying sting to shatter enemy ranks.
  Quori, Tsucora (Medium Outsider Horror 
  Walker — 149 XP): Str 14, Dex 12, Con 14, Int 
  14, Wis 14, Cha 14; SZ M (1×1, Reach 1); Spd 40 ft. 
  ground; Init IV; Atk IV; Def III; Res VII; Health IV; 
  Comp VI; Skills: Notice VII, Intimidate VII, Sense 
  Motive VII; Qualities: Achille’s heel (Divine), damage 
  defiance (Acid, Cold, Fire), damage reduction 5, dark-
  vision II, devour, fearless II, feat (Lightning Reflexes), 
  natural spell (Command II, Cure Wounds III, Mage 
  Armor, Phantasmal Killer, Teleport I), spell defense I, 
  telepathic
  Attacks/Weapons: Claw I × 2 (dmg 1d8+2 lethal; 
  threat 20; qualities: AP 2), Sting I (dmg 1d8+2 
  lethal; threat 20; qualities: reach +2), Terrifying 
  Sting (frightening attack III: Will DC 20 or frigh-
  tened for 3d6 rounds; upgrade: supernatural attack 
  (Sting))
  Treasure: 3L
  Rakshasa
  Reigning over the Demon Wastes, rakshasas are 
  the offspring of demons who once ruled the world. 
  These men-like tigers with inverted hands are 
  powerful wizards and warriors. Their knowledge 
  and might are only exceeded by their cruelty, for 
  they despise all mortal beings.
  Zakya: Zakyas are rakshasas’ fighters. They have 
  learnt to revert their hands in order to use the wea-
  pons of mortals ... against them.
  Tactics: Squeezed in their armor, armed with 
  sword and board, zakyas charge to battle with rec-
  klessness, cutting, slashing, and gutting their ene-
  mies without mercy.
  Rakshasa, Zakya (Medium Outsider Walker 
  — 122 XP): Str 16, Dex 12, Con 14, Int 12, Wis 12, 
  Cha 10; SZ M (1×1, Reach 1); Spd 50 ft. ground (45 
  ft. in armor); Init IV; Atk IV; Def III; Res VII; Health 
  III; Comp IV; Skills: Bluff VI, Disgiuse VI, Sense 
  Motive V; Qualities: Achille’s heel (Bows), damage 
  reduction 10, darkvision II, feat (Cleave Basics, Sword 
  Basics, Sword Mastery, Sword Supremacy), Interests 
  (Alignment: Lords of Dust), natural spell (Detect Em-
  otions, True Strike), shapeshifter I, spell defense III
  Attacks/Weapons: Bite I (dmg 1d8+3 lethal; threat 
  18-20; qualities: aligned), long sword (dmg 1d12+5 
  lethal; threat 20; Minor Essence: damage bonus 
  +2), metal shield (dmg 1d4+3 subdual; threat 20; 
  qualities: guard +2), Vampire’s Kiss (life draining 
  attack II: Fort DC 15 or 1 lethal damage per TL, 
  NPC heals equal amount)
  Gear: moderate scale armor (DR 4; Resist Edged 
  3; DP –2; ACP –1; Spd –5 ft.; Disguise: obvious)
  Treasure: 2L, 2M
  Undying Soldier
  These deathless elves are heavily armed and serve 
  as a guard of honor for the Undying Court.
  Tactics: Since they don’t fear for their life, these 
  devoted bodyguards fight with zeal whenever the 
  Court is in danger. They are ready for anything in 
  order to protect the councilors. When they fight, 
  they often adopt phalanx formations.
  Undying Soldier (Medium Deathless Walker 
  — 47 XP): Str 12, Dex 10, Con 10, Int 10, Wis 10, 
  Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground (25 
  ft. in armor); Init II; Atk IV; Def III; Res III; Health 
  VI; Comp I; Skills: Athletics III, Notice VI; Qua-
  lities: Achille’s heel (Targath), class ability (Paladin: 
  stand in judgment I), feat (All-Out Attack, Cleave Ba-
  sics I), Interests (Alignment: Undying Court), mons-
  trous defense I, tough I
  Attacks/Weapons: Superior throwing spear (dmg 
  1d8+2 lethal; threat 19-20; qualities: hurl, reach 
  +1), superior metal shield (dmg 1d4+2 subdual; 
  threat 20; qualities: guard +2)
  Gear: moderate articulated plate (DR 5; Re-
  sist Blunt 2; DP –2; ACP –2; Spd –5 ft.; Disguise: 
  obvious)
  Treasure: None
  
  39
  Eberron
  le Scriptorium - Conversion Guide - Eberron par Aegis
  Warforged Titan
  The heavy warforged cavalry of the war, titans 
  are nothing more than evolved golem, bred for war. 
  They have no sense of self-consciousness and go to 
  battle with no second though.
  Tactics: Although they are lumbering and rather 
  dumb, warforged titans largely compensate these 
  flaws with a terrifying strength and an equally im-
  pressive resistance. They can withstand strikes that 
  would destroy a regular warforged and wipe out en-
  tire knight battalions by themselves.
  Warforged Titan (Huge Construct Walker — 
  108 XP): Str 20, Dex 8, Con 10, Int 3, Wis 10, Cha 
  1; SZ M (1×1, Reach 1); Spd 50 ft. ground; Init I; 
  Atk VI; Def II; Res II; Health IX; Comp I; Skills: 
  Athletics X; Qualities: Achille’s heel (Adamantine), 
  damage defiance (Acid, Cold, Fire, Sonic), damage re-
  duction 10, darkvision II, feat (Charging Basics, Char-
  ging Mastery, Charging Supremacy), knockback, lum-
  bering, tough II
  Attacks/Weapons: Great club (dmg 2d10+5 lethal; 
  threat 20; qualities: Huge scale, keen 8, massive), 
  Trample I (dmg 1d12+5 lethal; threat 20)
  Treasure: 1T
  Monster Templates
  Mageblood (+10 XP)
  Magebloods are animals whose genetical struc-
  ture has been magically altered, most often by the 
  experts of house Vadalis. Stronger, faster, tougher, 
  each mageblood animal is modified and bred to 
  be perfectly adapted to the task requested by his 
  master. The cost of any mage-blood animal with 
  a single strain is doubled. Officially, only ani-
  mals have been modified in this fashion. 
  However, it is rumored that mageblood 
  humans live somewhere in the ruins of 
  the Mournland. How they were alte-
  red and why they chose to settled in 
  these dire lands, no one can tell.
  Benefit: The NPC gains da-
  mage reduction 1. His Strength, 
  Dexterity, and Constitution each 
  increase by 2, and his Intelligence 
  by 1. Also, he gains the following 
  NPC quality.
  Good Boy (0 XP): The Training value of the 
  NPC and all Breed Animal or Train Animal checks 
  concerning him decrease by 2.
  Additionally, his master may choose one or seve-
  ral of the following strains, granting the NPC one 
  or more qualities at the cost of 2 XP each:
  •	
  Aquatic Strain: The NPC gains superior swim-
  mer II.
  •	
  Climbing Strain: The NPC gains superior clim-
  ber II.
  •	
  Hunting Strain: The NPC’s Survival Skill in-
  creases by 2.
  •	
  Jumping Strain: The NPC gains superior jum-
  per II.
  •	
  Swift Strain: The NPC gains superior runner II.
  •	
  Tough Strain: The NPC’s Defense increases by II.
  •	
  Traveling Strain: The NPC gains superior tra-
  veler II.
  Example: Mageblood Riding Horse
  This large horse has long, powerful legs that let 
  him ride for hours without getting tired.
  Mageblood Riding Horse (Large Animal Wal-
  ker — 55 XP): Str 14, Dex 14, Con 14, Int 4, Wis 
  10, Cha 6; SZ L (1×2, Reach 1); Spd 50 ft. ground 
  (Run 250 ft.); Init III; Atk III; Def IV; Res V; Health 
  III; Comp —; Skills: Athletics V, Notice IV; Qua-
  lities: Damage reduction 1, good boy, improved sense 
  (scent), improved stability, superior runner I, supe-
  rior traveler IV
  Attacks/Weapons: Kick I (dmg 1d8+2 lethal; 
  threat 20)
  Treasure: 1T
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/eberron fc.pdf