Races

Main Page
Classes
Magic
Rules

Humans

Humans make up the majority of the Eleven Kingdoms’ population. When creating your PC, use racial traits found in PH1 or DND Essentials, with the following exceptions:

Ability Scores: When adding up your ability score bonuses, you gain a +2 to two ability scores of your choice.
Bonus Feats: You gain a bonus feat and a bonus racial feat at 1st level. You must meet the feats’ prerequisites.

Deryni
(Using kalashtar from the Eberron Player’s Guide)

Deryni are a people that look exactly human, but have access to wondrous powers of the mind. With training many deryni also learn to manifest magical effects. Through the use of rituals, deryni operating in groups have been known to work even more wondrous magics (e.g. teleportation circles).

Deryni use kalashtar racial traits found in the Eberron Player’s Guide, pp. 30-31, with the following exceptions:

Ability Scores: When adding up your ability score bonuses, you gain a +2 to two ability scores of your choice.
Bonus Feat: You gain Wild Talent Master (Dark Sun p.113) as a bonus racial feat at 1st level: Benefit: You gain three wild talent cantrips (see Dark Sun page 81). Special: You can choose this feat more than once. Each additional time you select this feat, choose three additional wild talent cantrips or mage cantrips.

Deryni have access to kalashtar racial feats, including those found in:

  • Eberron Player’s guide
  • Psionic Power
  • Dragon Magazine #385

Some rare deryni also manifest the ability to use magic to heal. Many Healers are identified in utero or in their youth and are subsequently given special training. The call to be a Healer is sometimes, but not usually, concurrent with the call to a holy office, but very rarely an office that requires celibacy. A large majority of Healers are male, though female Healers are not unheard of.

Races

Eleven Kingdoms 4e glitch232