By virtue of their culture and history, certain races develop a stronger affinity and aptitude for particular class choices; within those cultures, each class develops in different ways. A substitution level is a level of a given class that you take instead of the level described in the standard class. Selecting a substitution level is not the same as multiclassing — you remain within the class for which the substitution level is taken. The class features of the substitution level simply replace those of the normal level.
To qualify to take a racial substitution level, you must be of the proper race. For instance, to select a racial substitution level of shifter druid, you must be a shifter.
Four races new to the Eberron campaign setting — changeling, kalashtar, shifter and warforged — each have racial substitution levels for three classes. Essentially, each set of substitution levels presents a racially flavoured variant base class for your game, as well as guidelines for adding more racial substitution level options (shifter barbarians or warforged clerics, for example).
For each class with racial substitution levels, you can select each substitution level only at a specified class level. When you take a substitution level for your class at a given level, you give up the benefits gained at that level for the standard class and get the substitution level benefits instead.
You can’t go back and gain the benefits for the level you swapped out — when you take your next level in the standard class, you gain the next higher level as if you had gained the previous level normally. For instance, if you start out as a 1st-level shifter druid, you forever lose the benefits normally provided to a standard 1st-level druid (gaining the racial substitution benefits instead). When you gain another level in druid, you gain the 2nd-level benefits of the standard druid class.
A character need not take all the substitution levels provided for a class. For instance, a shifter ranger might decide to take only the racial substitution level at 4th level, ignoring the other substitution levels.
The description of each substitution level benefit explains what occurs to the standard class feature not gained, if the benefit from that ability would normally increase at a specific rate (such as the changeling rogue’s trap sense ability).
When a substitution level changes the Hit Die or class skill list of the base class, the change applies only to the specific substitution class level, not to any other class levels. A warforged who takes the warforged fighter substitution level as a 1st-level character gains 12 hit points (from the substitution level’s d12 Hit Die), and gains an additional 1d12 hit points for each additional warforged fighter substitution level he takes later in his career, but he gains only the normal 1d10 hit points for all his standard fighter levels.
Some of the abilities in this section are performed as swift or immediate actions.
CHANGELING EGOIST (PSION)
A changeling’s aptitude at reshaping his body makes him
naturally inclined toward psionic powers that perform
similar tasks, such as those of the psychometabolism
discipline. The egoist—a psion who specializes in
psychometabolic powers—is an avenue often pursued
by psionic changelings; such characters are well-known
for their superior mastery of the discipline.
Hit Die: d4.
Requirements
To take a changeling egoist substitution level, a character
must be a changeling about to take his 1st, 3rd,
or 5th level of egoist.
Class Skills
Changeling egoist substitution levels have the class skills
of the standard egoist class, plus Bluff and Disguise.
Skill Points at Each Level: 4 + Int modifier (or four
times this number as a beginning character).
Class Features
All the following are features of the changeling egoist’s
racial substitution levels.
Body Control (Ex): Beginning at 1st level, when ever
a changeling egoist manifests a psychometabolism
power that targets himself (and only himself), he can
treat his manifester level as one higher than normal.
This substitution feature replaces the standard
egoist’s bonus feat gained at 1st level.
Everchanging Psicrystal (Ex): At 3rd level, a
changeling egoist gains the ability to reshape his
psicrystal’s personality (see page 23 of The Expanded
Psionics Handbook), selecting a new personality as a
full-round action. The egoist gains the benefit of the
new personality while losing the previous benefit. If he
does not have a psicrystal, this ability has no effect until
the egoist gains one.
This substitution feature replaces one of the powers
gained by a standard egoist at 3rd level. From this point
on, the changeling egoist knows one less power than the
number indicated on Table 2-3 in the Expanded Psionics
Handbook (6 at 3rd level, 8 at 4th level, and so forth).
Extra Powers Known: A 5th-level changeling egoist
adds the following powers to his list of powers known:
chameleon, hustle, metamorphosis, and thicken skin (see
Chapter 5 of the Expanded Psionics Handbook). The egoist
adds metamorphosis to his list of powers known even
though it exceeds the normal maximum power level
known (he gains the power but can’t yet manifest it).
These powers do not count against his limit on powers
known.
This substitution feature replaces the bonus feat
gained by a standard egoist at 5th level.
The changeling rogue follows the natural proclivities of the race and its favoured class, with most multiclass changelings beginning their careers as rogues in order to benefit from the class’s wide range of skills. Though he gives up some of his adventure-oriented talents, the changeling rogue gains new abilities that aid him in more mainstream settings. Focusing on social deception and manipulation, he uses and shapes his racial abilities to strong advantage.
Class: Rogue.
Hit Die: d6.
To take a changeling rogue substitution level, a character must be a changeling about to take his 1st, 3rd or 8th level of rogue.
Changeling rogue substitution levels have the class skills of the standard rogue class, plus one Knowledge skill chosen when the first racial substitution level is taken. Once this selection is made, it cannot be changed.
Skill Points at Each Level: 10 + Int modifier (or four times this number as a beginning character).
|Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
|1st|+0|+0|+2|+0|Sneak Attack +1d6, Social Intuition|
|3rd|+3|+1|+4|+1|Minor Lore, Sneak Attack +2d6|
|8th|+6/+1|+2|+5|+2|Mutable Anatomy|
All the following are features of the changeling rogue’s racial substitution levels.
Social Intuition (Ex): A changeling rogue has an uncanny awareness of the tone of any social situation in which he finds himself. This grants benefits to a number of his skill checks.
This substitution feature replaces the standard rogue’s trapfinding ability. A changeling rogue without trapfinding can still use the Search skill to find a trap whose DC is 20 or lower, and can still disarm mundane (but not magic) traps with Disable Device, just as any other character without trapfinding.
Minor Lore (Ex): Thanks to his varied personas and pursuits, a changeling rogue picks up bits of stray knowledge. Beginning at 3rd level, he gains a +1 bonus on all Knowledge checks (though this bonus doesn’t change an untrained check to a trained check), improving by +1 every three levels thereafter (to +2 at 6th level, +3 at 9th and so on). In addition, whenever the rogue successfully aids another character’s Knowledge check, that character can apply this bonus on his check result (in addition to the normal bonus granted by the rogue’s aid another attempt).
This substitution feature replaces the standard rogue’s trap sense ability, which can never be gained at later levels.
Mutable Anatomy (Ex): A changeling rogue learns to shift his body’s anatomy in subtle ways during combat to avoid otherwise lethal strikes. Beginning at 8th level, any time a critical hit or sneak attack is scored on a changeling rogue, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. If the changeling rogue has the ability to negate critical hits or sneak attacks by some additional means (such as armour with the fortification special ability), apply the chances separately.
This substitution feature replaces the standard rogue’s improved uncanny dodge.
CHANGELING WIZARD
The changeling wizard taps into his doppelganger
heritage in order to simultaneously specialize in illusion
and transmutation. He has an intuitive feel for
how to change himself and others (both physically and
visually), but gives up some of the standard wizard’s
versatility in exchange for these additional talents
in deception.
Hit Die: d4.
Requirements
To take a changeling wizard substitution level, a character
must be a changeling about to take his 1st, 5th,
or 10th level of wizard.
Class Skills
Changeling wizard substitution
levels have the
class skills of the standard
wizard class, plus Bluff,
Disguise, and Sleight of
Hand.
Skill Points at Each
Level: 4 + Int modifi
er (or four times this
number as a beginning
character).
Class Features
All the following
are features of
the changeling
wizard’s
racial substitution
levels.
Dual Specialization
(Ex): At 1st level, a
changeling wizard can choose
to pursue a dual specialization
in illusion and
transmutation. To do so, he must
give up three other schools of magic
(but just as for a normal specialist
wizard, a changeling wizard can’t
give up divination to fulfill this requirement).
A changeling wizard can prepare one additional
spell per spell level each day, chosen from either of
his specialty schools. For instance, he might choose
to prepare ghost sound (illusion) as his additional 0-
level spell and expeditious retreat (transmutation) as his
additional 1st-level spell.
In addition, he gains a +2 bonus on Spellcraft checks
to learn spells from either of these schools.
This substitution feature replaces the standard
wizard’s specialization option.
Limited Spell Knowledge: A changeling wizard’s
focused studies in illusion and transmutation
lead to an excess of knowledge in those areas, but
limit his ability to easily add spells of other schools
to his spellbook. Each time the character selects a
changeling wizard substitution level (other than
1st level), he chooses three spells from the illusion
or transmutation schools to add to
his spellbook in lieu of the normal two
spells added to the standard wizard’s
spellbook upon gaining a
new wizard level. This has
no effect on a changeling
wizard’s ability to
add other spells to
his spellbook, such
as those taken from
a scroll or from
another wizard’s
spellbook.
Morphic Familiar
(Su):
At 5th level, a
changeling wizard’s
familiar
gains the ability
to alter its form
on command. As a
full-round action, the
familiar can change its
form to that of any creature that the
wizard could normally have as a
familiar (see page 52 of the Player’s
Handbook). The wizard gains the
new benefit of the familiar while losing the previous
benefit. If the changeling wizard does not have a familiar,
this ability has no effect until he gains one.
This substitution feature replaces the standard
wizard’s bonus feat gained at 5th level.
Override Transmutation (Ex): A changeling
wizard’s skill with transmutation spells serves as a
good defence against them. Starting at 10th level,
if he fails his normal saving throw against a transmutation
spell or spell-like ability with a duration
other than instantaneous, a changeling wizard can
attempt an additional save 1 round later against the
same DC.
This substitution feature replaces the standard
wizard’s bonus feat gained at 10th level.
The kalashtar monk uses his natural psionic ability to augment his combat prowess, allowing him to perform tasks beyond even a monk’s impressive abilities. Though they do not learn specific psionic powers, kalashtar monks channel their psionic talent in other ways.
Class: Monk.
Hit Die: d8.
To take a kalashtar monk substitution level, a character must be a kalashtar about to take his 1st, 2nd or 7th level of monk.
Kalashtar monk substitution levels have the class skills of the standard monk class plus Autohypnosis and Knowledge (Psionics).
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage | AC Bonus | Unarmoured Speed Bonus |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +2 | +2 | Bonus Feat, Psychic Insight, Unarmed Strike | — | 1d6 | +0 | +0 ft. |
| 2nd | +1 | +3 | +3 | +3 | Bonus Feat, Evasion | — | 1d6 | +0 | +0 ft. |
| 7th | +5 | +5 | +5 | +5 | Wholeness of Body | — | 1d8 | +1 | +20 ft. |
All the following are features of the kalashtar monk’s racial substitution levels. The kalashtar monk’s unarmed damage, AC bonus and unarmoured speed bonus all progress as for a standard monk.
Psychic Insight (Su): Once per round, a kalashtar monk can spend 1 power point as a swift action to gain a +1 insight bonus on the next grapple check or stunning fist attack roll he makes. The bonus lasts for up to 1 round and is lost if not used in that time.
As the monk gains levels, he can spend additional power points as part of the swift action (up to 2 power points at 5th level, and up to 3 at 11th level), with each power point spent increasing the insight bonus by 1.
This substitution feature replaces the standard monk’s flurry of blows ability. If the monk later gains an ability that improves his flurry of blows, that ability has no effect.
Bonus Feat: At 2nd level, a kalashtar monk can select any psionic feat as a bonus feat (provided he meets the normal prerequisites).
This substitution feature replaces the standard monk’s bonus feat gained at 2nd level.
Wholeness of Body (Su): A kalashtar monk of 7th level or higher can psionically augment the standard monk’s wholeness of body ability by spending 1 or more power points as part of the action used to activate it. Each power point spent heals an additional 1 point of damage.
KALASHTAR SOULKNIFE
Where the paladin is the champion of the church,
the kalashtar soulknife is champion of the light—the
sacred warrior of the kalashtar. Drawing on the power
of il-Yannah and his own quori heritage, the kalashtar
soulknife charges himself with cleansing energy and is
able to ravage evil foes or even banish quori spirits and
malign mental influences with a stroke of his blade.
Hit Die: d8.
Requirements
To take a kalashtar soulknife substitution level, a
character must be a good-aligned kalashtar about to
take his 1st, 3rd, or 6th level of soulknife. A kalashtar
soulknife who ceases to be good or who willfully
commits an evil act loses all kalashtar soulknife
substitution features, and may not gain any additional
kalashtar soulknife substitution levels. He regains his
abilities and advancement potential if he atones for his
violations as appropriate (see the atonement spell, page
201 of the Player’s Handbook).
Class Skills
Kalashtar soulknife substitution levels have the class
skills of the standard soulknife class, plus Disguise,
Knowledge (the planes), and Perform.
Skill Points at Each Level: 4 + Int modifier (or four
times this number as a beginning character).
Class Features
All the following are features of the kalashtar soulknife’s
racial substitution levels.
Align Mind Blade (Su): A kalashtar soulknife
can spend 1 power point as a free action to imbue his
mind blade with a good alignment for the purpose of
overcoming damage reduction. This effect lasts for 1
round. When the kalashtar soulknife gains the ability
to enhance his mind blade with weapon special abilities
with a +2 bonus base price modifier (10th level), he
adds the holy special ability to the list of those he can
apply (see page 225 of the Dungeon Master’s Guide).
This substitution feature replaces the standard
soulknife’s free Wild Talent feat. Since all kalashtar
gain power points for free, the character does not need
this feat to materialize his mind blade.
Purifying Strike (Su): Beginning at 3rd level, a
kalashtar soulknife can use the essence of his quori
soul to drive out malign forces manipulating the
minds of others. The soulknife must first make a successful
touch attack against a target creature. He then
spends 3 power points in order to make a dispel check
(using his soulknife level as his caster level) against
each mind-affecting spell or ability influencing the
target (though he can’t choose to ignore some effects
and dispel others). If his dispel check succeeds, the
effect is dispelled (as by dispel magic). Effects that are
immune to dispelling can’t be affected (except as
noted below).
The purifying strike is also treated as a dismissal spell
for the purpose of exorcising a quori spirit inhabiting
a target creature. The save DC for this effect is 10 + the
soulknife’s class level + the soulknife’s Cha modifier
KALASHTAR TELEPATH (PSION)
To a certain extent, all kalashtar are telepaths, since
they share a racial talent to create a mindlink. A
kalash tar who specializes in the telepathy discipline
takes this natural ability to the limit, but at the
expense of some of the more general features of the
psion class.
Hit Die: d4.
Requirements
To take a kalashtar telepath substitution level, a character
must be a kalashtar about to take his 1st, 3rd, or
5th level of telepath.
Class Skills
Kalashtar telepath substitution levels have the class
skills of the standard telepath class, plus Intimidate.
Skill Points at Each Level: 2 + Int modifier (or
four times this number as a beginning character).
Class Features
All the following are features of the kalashtar telepath’s
racial substitution levels.
Mindlink (Ps): If a kalashtar telepath selects at
least one kalashtar telepath substitution level, he can
manifest his racial mindlink power as a wilder of a level
equal to his Hit Dice (rather than 1/2 his HD). As well,
each time the character selects a kalashtar telepath
substitution level, he gains the ability to manifest his
racial mindlink power one additional time per day, to a
maximum of four times per day if he selects all three
racial substitution levels.
Telepathic Talent (Ex): Whenever a kalashtar
telepath manifests a power from the telepathy
discipline, he can treat his manifester level as
one higher than normal. (This does not apply
to all telepathy powers, just those specifically
included in the telepathy discipline.)
This substitution feature replaces the standard
telepath’s bonus feat gained at 1st level.
Compound Psicrystal (Ex): Like the
kalashtar race itself, the psicrystal of a kalashtar
telepath manifests a hybrid nature. A
3rd-level kalash tar telepath can choose two
different personalities for his psicrystal,
and gains the benefits of both personalities
simultaneously. A kalashtar telepath
can even choose Sage as both personalities,
but must select different Knowledge
skills for each. If he does not have a psicrystal,
this ability has no effect until
the telepath gains one.
This substitution feature replaces one of
the known powers gained by a standard telepath at 3rd
level. From this point on, a kalashtar telepath knows
one less power than the number given on Table 2-3,
page 20 of the Expanded Psionics Handbook (6 at 3rd level,
8 at 4th level, and so forth).
Extra Powers Known: A 5th-level kalashtar telepath
can add any two telepathy discipline powers of 3rd level
or lower to his list of powers known. These powers do
not count against his limit on powers known.
This substitution feature replaces the bonus feat
gained by a standard telepath at 5th level.
Beyond instinct, beyond even their empathic connection with nature, shifter druids hold a bestial spirit within their mutable forms. Their understanding of the natural world binds them closer to their lycanthrope heritage than other shifters, and from this bond is born a powerful relationship with an intangible spirit of raw and feral might. Shifter druids often cultivate a bond with these inner spirits rather than with an animal companion, greatly augmenting their spellcasting and shifting abilities.
Class: Druid.
Hit Die: d8.
To take a shifter druid substitution level, a character must be a shifter about to take his 1st, 4th or 5th level of druid.
Shifter druid substitution levels have the class skills of the standard druid class, plus Balance, Climb and Jump.
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Beast Spirit | Same as Druid |
| 4th | +3 | +4 | +1 | +4 | Reckless Nature | Same as Druid |
| 5th | +3 | +4 | +1 | +4 | Wild Shifting (2/day) | Same as Druid |
All the following are features of the shifter druid’s racial substitution levels.
Beast Spirit (Su): Shifter druids share a bond with a powerful internal spirit — an intangible manifestation of raw bestial strength and instinct. This spirit grows in power as a shifter druid advances in level, granting increased physical abilities, powerful augmentations to the shifter druid’s summoning, and additional spellcasting power. The beast spirit within a shifter druid is at once a separate entity and an extension of the shifter druid’s own lycanthrope heritage.
This substitution feature replaces the standard druid’s animal companion class feature. If the shifter gains an animal companion from another class (such as ranger), his druid levels don’t stack with levels of that other class to determine the animal companion’s abilities.
Reckless Nature (Ex): A shifter druid learns to rely on his animal instincts rather than his civilized qualities.
Beginning at 4th level, he gains a +2 insight bonus on initiative checks and Reflex saves, but takes a -2 penalty on Will saves.
This substitution feature replaces the standard druid’s resist nature’s lure ability.
Wild Shifting (Ex): A shifter druid learns to exercise extraordinary control over his own form, and beginning at 5th level, he can use his racial shifting ability one additional time per day. As well, he can use his Wisdom modifier (instead of his Constitution modifier) to determine the duration of his shifting.
A shifter druid who selects this substitution level also gains additional benefits at later levels. Beginning at 8th level, any natural weapons gained from shifting deal damage as if the druid were one size category larger than he is. At 15th level and higher, they deal damage as if he were two size categories larger (see Table: Increasing Weapon Damage by Size).
This substitution feature replaces the standard druid’s wild shape ability, and at each level that a shifter druid would normally gain an additional daily use of wild shape, he instead gains one additional daily use of his shifting ability. The druid gains no abilities in place of wild shape (tiny) or wild shape (plant), but gains the ability to wild shape into an elemental as normal from 16th level on (including additional uses at 18th and 20th level, and Huge size at 20th level).
A shifter druid’s beast spirit is not a creature in the traditional sense, but neither is it subject to effects that affect some spirits (it can’t be cast out from the druid as a possessing ghost can, for example). Its presence grants the shifter druid the following abilities.
| Class Level | Ability Bonus | Special |
|---|---|---|
| 1st—2nd | +0 | Alertness, Extend Shifting, Feral Empathy |
| 3rd—5th | +2 | Will of the Spirit |
| 6th—8th | +2 | Transfer Spirit |
| 9th—11th | +4 | Prepare Spell (3rd level or lower) |
| 12th—14th | +4 | Rapid Summons |
| 15th—17th | +6 | Prepare Spell (6th level or lower) |
| 18th—20th | +6 | Manifested Spirit |
Class Level: The character’s druid level.
Ability Bonus: The druid gains a bonus to his Strength, Dexterity or Constitution score, choosing which ability score is affected at the time he prepares spells each day. He can change the affected ability score at any point in the day, but doing so requires a full minute of concentration and provokes attacks of opportunity. If this concentration disrupted in any way, the bonus is lost until the druid successfully attempts the process again.
Alertness (Su): A shifter druid’s spirit beast grants him Alertness as a bonus feat.
Extend Shifting (Su): Born of wild instinct and natural power, a shifter druid’s spirit beast strengthens the druid’s racial shifting ability, adding 2 rounds to its duration.
Feral Empathy (Su): Filled with the raw power of his beast spirit, a shifter druid bonds with wild animals instinctively, gaining a +4 bonus on wild empathy checks and Handle Animal checks.
Will of the Spirit (Su): A shifter druid’s beast spirit helps him maintain control of his mind. Starting at 3rd level, if he fails his normal saving throw against an enchantment spell or effect, the shifter druid can attempt an additional save 1 round later at the same DC.
Transfer Spirit (Su): Starting at 6th level, a shifter druid can temporarily transfer his beast spirit to any animal within 30 feet that he has summoned with a summon nature’s ally spell. Transfer spirit is a move action that does not provoke attacks of opportunity.
While the spirit is transferred, all benefits it normally grants the druid are temporarily suppressed. In exchange, the summoned creature gains a bonus to its Strength, Dexterity or Constitution score (whichever of the druid’s abilities was enhanced at the time of transfer) equal to twice the bonus gained by the druid. This ability also enables the druid to communicate with the summoned animal as if they shared a common language.
A shifter druid cannot recall his beast spirit until the summoned creature dies, is dismissed, or the summoning spell ends. Once transferred, the animal can move more than 30 feet away from the druid without losing the beast spirit benefits.
Prepare Spell (Su): The presence of his beast spirit allows a shifter druid to prepare one extra druid spell of 3rd level or lower to be cast on himself (which must have a range of touch or personal). The spell is prepared normally and treated as if cast by the druid for all purposes (caster level, save DC and so forth), but is cast by the beast spirit with a moment’s thought on the part of the shifter druid (a swift action). A beast spirit cannot cast this spell while it is transferred to another creature. The druid cannot lose a spell prepared in this manner in order to use his spontaneous casting ability.
Starting at 15th level, the druid can prepare and cast a spell of up to 6th level using this ability.
Rapid Summons (Su): The presence of his beast spirit enhances the druid’s connection to the otherworldly animals and natural creatures that he can summon using the summon nature’s ally spell. From 12th level on, as long as the beast spirit is present within the druid, he casts any summon nature’s ally spell as a standard action instead of a full-round action.
Manifested Spirit (Su): With his lycanthrope heritage strengthened by the presence of the beast spirit, a shifter druid manifests more powerful abilities when he shifts. At 18th level, the shifter druid gains Extra Shifter Trait as a bonus feat. If he already has the Extra Shifter Trait feat, he gains its benefit a second time and can choose a third shifter trait (an exception to the normal rule that you cannot gain the benefit of this feat twice).
Many shifters become rangers, both from their love of the ranger’s solitude and single-minded purpose, and from their inherent connection to the natural world. Racial substitution levels allow the shifter ranger to enjoy an even stronger bond with the wilderness, enhancing his own shifting abilities and even sharing them with his animal companion.
Class: Ranger.
Hit Die: d8.
To take a shifter ranger substitution level, a character must be a shifter about to take his 1st, 4th or 9th level of ranger.
Shifter ranger substitution levels have the class skills of the standard ranger class, plus Balance.
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +2 | +0 | 1st Favoured Enemy, Track, Wild Empathy | — |
| 4th | +4 | +4 | +4 | +1 | Animal Companion, Share Shifting | Same as Ranger |
| 9th | +9/+4 | +6 | +6 | +3 | Enhanced Shifting | Same as Ranger |
All the following are features of the shifter ranger’s racial substitution levels.
Wild Empathy (Ex): Beginning at 1st level, a shifter ranger can improve the attitude of an animal. This ability functions identically to the druid class feature of the same name, except that the shifter ranger’s innate understanding of the natural world allows him to add his Wisdom modifier (instead of his Charisma modifier) to his wild empathy checks.
Share Shifting (Su): A shifter ranger of 4th level or higher can share the benefits he gains while shifting with his animal companion. The companion must be adjacent to the ranger when he begins shifting (though any distance between them has no subsequent effect). All shared benefits end when the ranger’s shifting ends (or if he loses consciousness).
The animal companion gains all the benefits of shifting (including any shifter feats or class features in effect for the shifter ranger), though it does not gain any new natural weapons. If it already has a natural weapon that the shifter ranger gains while shifting, it gains a +1 bonus on damage rolls for every four of the ranger’s class levels.
This substitution feature replaces a standard ranger’s ability to share spells with his animal companion.
Enhanced Shifting (Su): A 9th-level shifter ranger gains an extra benefit while shifting, based on his primary shifter trait (the trait chosen during character creation, and the one that provides a bonus to his ability score).
If the shifter’s primary trait grants a bonus to Strength, the shifter’s natural weapons are treated as adamantine for the purpose of overcoming damage reduction while shifting. This benefit applies to the gorebrute, longtooth and razorclaw traits.
If the shifter’s primary trait grants a bonus to Dexterity, the shifter gains improved evasion, avoiding damage from certain attacks with a successful Reflex save and taking only half damage on a failed save (see the monk class feature). This benefit applies to the cliffwalk, longstride and swiftwing traits.
If the shifter’s primary trait grants a bonus to Constitution, the shifter gains fast healing while shifting, gaining a number of hit points per round equal to 1 + the number of shifter feats he possesses. See Fast Healing for details, but note that this ability doesn’t stack with any other fast healing the shifter might possess. This benefit applies to the beasthide, truedive and wildhunt traits.
If the shifter’s primary trait grants a bonus to Wisdom, the shifter gains immunity to enchantment effects while shifting. This benefit applies to the dream sight trait.
This substitution feature replaces a standard ranger’s evasion ability.
Despite his typically low Charisma, a shifter’s animalistic
nature often manifests itself as passion or
zeal—tendencies right in line with the wilder psionic
class. A shifter who pursues this unorthodox approach
can meld his shifting and psionic talents in powerful
ways.
Hit Die: d6.
Requirements
To take a shifter wilder substitution level, a character
must be a shifter about to take his 1st, 2nd, or 6th level
of wilder.
Class Skills
Shifter wilder substitution levels have the class skills
of the standard wilder class, plus Survival.
Skill Points at Each Level: 4 + Int modifier (or four
times this number as a beginning character).
Class Features
All the following are features of the shifter wilder’s
racial substitution levels.
Wild Psychometabolism (Ex): A shifter wilder
can learn powers from the egoist list (see page 72 of
the Expanded Psionics Handbook) as if they were on the
wilder list.
Savage Renewal (Su): Beginning at 2nd level,
when a shifter wilder’s shifting ends, he regains
a number of power points equal to the maximum
power level he can know. For example, a 2nd-level
shifter wilder regains 1 power point when his shifting
ends, while a 20th-level shifter wilder regains 9
power points.
This substitution feature replaces the standard
wilder’s elude touch ability.
Euphoric Shifting (Ex): Beginning at 6th level,
any round a shifter wilder spends under the effect of
surging euphoria while shifting does not count against
the duration of that shifting. If a shifter wilder is not
shifting, this ability has no effect.
WARFORGED ARTIFICER
Artificers are the unparalleled masters of magic item
and construct enhancement and creation, and it should
surprise no one that warforged artificers attain even
greater heights than the norm. Made by magic and
often trained by House Cannith, warforged artificers
are held in high esteem among their peers, with an
innate aptitude for their craft granting them abilities
unequalled by artificers of other races.
Hit Die: d6.
Requirements
To take a warforged artificer substitution level, a character
must be a warforged about to take his 1st, 4th,
or 5th level of artificer.
Class Skills
Warforged artificer substitution levels have the class
skills of the standard artificer class.
Skill Points at Each Level: 4 + Int modifier (or four
times this number as a beginning character).
Class Features
All the following are features of the warforged
artificer’s racial substitution levels.
Infuse Self (Ex): A warforged artificer is particularly
skilled at magically enhancing his own body,
and adds one to his caster level for determining the
effect of any infusion he imbues upon himself. This
caster level bonus applies only to effects that target
the warforged artificer, even if an effect can be made
to target other creatures simultaneously.
Tools of War (Su): Beginning at 4th level, a warforged
artificer becomes particularly talented at
affecting the tools of war (constructs, living constructs,
and magic arms and armour) with his infusions and
enhancements. Each time the warforged artificer
imbues an infusion on a construct or living construct
(including himself) or on a magic weapon, magic
shield, or suit of magic armour, he can repair the target
object of a number of points of damage equal to his
Charisma modifier (minimum 1). This benefit is in
addition to the infusion’s normal effect.
In addition, whenever the warforged artificer
spends points from his craft reserve to add a magical
property to any construct or living construct (including
himself), to create a construct, or to create or enhance
magic armour, a magic shield, or a magic weapon, each
point spent is worth 2 XP.
This benefit replaces the standard artificer’s craft
homunculus feature.
Craft Weapon Familiar (Ex): Beginning at 5th
level, a warforged artificer can craft an intelligent
melee weapon that functions much like a wizard or
sorcerer’s familiar (see the Weapon Familiars sidebar
for details). The warforged artificer must create a
magic weapon, paying all the normal costs in gp and
XP, after which he must spend an additional 1,000
gp and one more day to further imbue the item with
the sentience required to become a familiar. A warforged
artificer can have only one weapon familiar
at a time.
At any time, the warforged artificer can further
enhance his weapon familiar (as with any other
magic weapon), or can sever his connection to the
weapon familiar in order to create a new one. When a
warforged artificer dies or voluntarily severs the connection
with his weapon familiar, the weapon loses
all weapon familiar abilities (including sentience) but
retains any other magic enhancement. If a warforged
artificer is raised, resurrected, or wishes to voluntarily
renew a severed connection, he must spend 1,000
gp and one day to imbue the weapon familiar with
sentience again.
This substitution feature replaces the standard
artificer’s retain essence feature.
To many, the words “warforged” and “fighter” seem almost synonymous. Built to serve as soldiers, warforged are indeed singularly suited to the pursuit of the combat arts. The warforged fighter who gives up some of that class’s range of options, however, gains a stability in combat and a greater command of his construct body.
Class: Fighter.
Hit Die: d12.
To take a warforged fighter substitution level, a character must be a warforged about to take his 1st, 2nd or 4th level of fighter.
Warforged fighter substitution levels have the class skills of the standard fighter class, plus Craft and Intimidate.
Note: The above wording has been changed to match the standard template for racial substitution levels.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Battle Hardened |
| 2nd | +2 | +3 | +0 | +0 | Bonus Warforged Feat |
| 4th | +4 | +4 | +1 | +1 | Body as Weapon |
All the following are features of the warforged fighter’s racial substitution levels.
Battle Hardened (Ex): A warforged fighter is crafted for battle, ready to act at a moment’s notice and hardened against terror. He gains a +3 bonus on initiative checks and on saves against fear effects.
This substitution feature replaces the standard fighter’s bonus feat gained at 1st level.
Bonus Warforged Feat: At 2nd level, a warforged fighter can select any warforged feat for which he meets the prerequisites as a bonus feat.
This substitution feature replaces the standard fighter’s bonus feat gained at 2nd level.
Body as Weapon (Ex): At 4th level, a warforged fighter gains a +2 bonus on weapon damage rolls made with his slam attack or with any weapon attached as a warforged component.
This substitution feature replaces the standard fighter’s bonus feat gained at 4th level.
The rare warforged who takes up a paladin’s path likely follows no deity. With no assurance of divinity or even the existence of their own souls, warforged paladins often follow a simple faith of good will. Believing in the necessity for just and benign behaviour and the benefits of living in such a fashion, these warforged paladins can gain abilities uncommon for the class and unique to their race.
Class: Paladin.
Hit Die: d10.
To take a warforged paladin substitution level, a character must be a warforged about to take his 1st, 2nd or 3rd level of paladin.
Warforged paladin substitution levels grant the following class skills: Concentration, Craft, Knowledge (Nobility and Royalty), Knowledge (Religion), Profession and Ride.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Aura of Good, Detect Evil, Smite Construct, Smite Evil 1/day | — |
| 2nd | +2 | +3 | +0 | +0 | Durable Will, Repair Damage | — |
| 3rd | +3 | +3 | +1 | +1 | Aura of Courage, Immunity to Stunning | — |
All the following are features of the warforged paladin’s racial substitution levels.
Smite Construct (Su): A warforged paladin can use his smite evil ability against a construct, gaining a bonus on his attack rolls and damage rolls as if smiting an evil creature, regardless of the construct’s alignment.
Durable Will (Su): At 2nd level, a warforged paladin gains a bonus equal to his Constitution bonus (if any) on Will saves.
This substitution feature replaces the standard paladin’s divine grace ability.
Repair Damage (Su): Beginning at 2nd level, a warforged paladin with a Constitution score of 12 or higher can repair damage dealt to any construct or living construct (including himself) by touch. Each day he can repair a total number of hit points of damage equal to his paladin level × his Constitution bonus. For example, a 7th-level warforged paladin with this substitution feature and a Constitution score of 16 can repair 21 points of damage per day. A warforged paladin can choose to divide his repair ability among multiple recipients, and he doesn’t have to use it all at once. Using repair damage is a standard action.
Alternatively, a warforged paladin can use any or all of this power on living creatures, healing damage equal to one-half the number of points of repair expended. Unlike the paladin’s lay on hands ability, this ability cannot be used to deal damage to undead.
This substitution feature replaces the standard paladin’s lay on hands ability.
Immunity to Stunning (Ex): From 3rd level on, a warforged paladin cannot be stunned.
This substitution feature replaces the standard paladin’s divine health ability.
Source: Races of Eberron (Page 120)