Members
Review of Eberron's Player Guide


Goto [ Index ]
In Short

Eberron Player's Guide offers players the Artificer Class, new Race options, a short tour of the world, Feats, Paragon Paths, and more support for a campaign taking place in the Eberron game setting. While it doesn't quite measure up to the incredible Player's Guide to Eberron for 3.5, this book still does an excellent job of both orienting those unfamiliar with the setting and offering excellent tools to support play.

The Good: Comprehensive mechanical support for all character options. Good coverage of key setting elements, especially for players more interested in how the setting shapes their character than the finer background points of Khorvaire.

The Bad: Shifters have been previously presented, and while I don't care for repetition it is unfortunate to have to turn to a different supplement for one of the key setting additions. Dragonmarks aren't quite as significant in terms of their social consequences since so many more Races can sport them.

The Physical Thing

At $29.95 this 160 page full color hardcover showcases the same excellent production values found in other Dungeons and Dragons products. Easy to read formatting, beautiful artwork, and good editing come together to make a very presentable gaming book. The artwork does a particularly nice job of bringing the unique feel of the setting to life, with plenty of practical magical applications and swashbuckling adventure depicted.

Under the Cover

Eberron Player's Guide sets out to do two things: orient players to the Eberron setting and offer up a variety of new mechanical options. Note that I'm assuming you are already at least casually familiar with the Eberron setting. If you are not then see my review of 3E Eberron. Let's start out by looking at the new bells and whistles introduced here and then move on to how the product supports the setting.

Three new Races are introduced right off the bat. Changelings are an appearance altering doppelgangers well suited to being Rogues or other crafty Classes. With a +2 to Dex or Int as well as a +2 to Cha, +2 Bluff and Insight, +1 Will, the ability to change their form to similarly sized humanoids, and an Encounter power that can set up combat advantage with a quick move action, this Race is an excellent choice for Rogue and for anyone who wants to engage in a lot of casual infiltration and social maneuvering within the setting.

Kalashtar fled the dream realm centuries ago but still have a strong connection to it today. This explains why they gain +2 Wis and +2 Cha, Telepathy 5, +2 Insight +2 Any, may make saves vs. Dazed and Dominated at the start of their turn instead of at the end, and receive a reactive Burst 5 Will defense power. Mechanically, this Race is a powerhouse especially for Cleric due to its excellent pairing of Ability scores, telepathy, and other perks.

The final addition, and my personal favorite, is the Warforged. +2 Str +2 Con sets them up nicely for many Classes. Their hardiness can't be matched. Living Construct means they don't need to eat, drink, breathe, or sleep. Warforged Resilience grants +2 to saves vs. ongoing damage (extremely common) and allows them to choose 10 instead of any die roll on a death save. They only need to rest for 4 hours a day, and even then they can be watchful and keep guard. Their encounter power allows for temporary HP gain as a minor action and also grants a save against ongoing damage. With +2 End and +2 Intimidation as their Skill bonuses, this option comes across as being quite badass for any front lines fighter.

While the new Races are enjoyable both as mechanical additions and setting elements, the Artificer Class is a core part of the setting and a lot of fun at the table. An Arcane Leader, this Class is focused around creating magical devices and alchemical mixtures that are deployed in combat. Artificers make use of Int as their primary score with either Con or Wis as their secondary. Con tends to influence buffing existing items while Wis tends to involve creating new things. Artificers gain Ritual Casting, can recharge magic item daily powers (once per day per item) can boost normal items (once per day, +2 bonus) and can heal teammates twice per Encounter.

As with other Leaders, Artificer powers are based largely around buffs and debuffs. Core powers include some of both, but what makes the Artificer a little more unusual are the options for summoned constructs that can be deployed into the battle. Ultimately the best part of this Class is the versatility that comes with a broad variety of interesting powers. That these abilities have a technological element to them makes them especially fun given the more technologically progressive setting of Eberron. While the Class isn't focused on long term item creation like the 3.5 version was, plentiful powers involving using and reusing magical items maintain the object focus of this Class.

Many new Paragon Paths are included to support the setting, the new Races, and the Artificer Class. On the whole I find these to be enjoyable additions to the game, though there are far more that I consider to merely be very neat or setting appropriate than mechanically compelling. These include Alchemist Savant (any Alchemist), Battle Engineer (Artificer), Chameleon (Changeling), Clockwork Engineer (Artificer), Exorcist of the Silver Flame (Divine), Gatekeeper Mystagogue (Primal), Lightwalker (Kalashtar), Self-Forged (Artificer), Warforged Juggernaut (Warforged), Cannith Mastermaker (Mark of Making), Deneith Protector (Mark of Sentinel), Gallanda Sancutary Guardian (Mark of Hospitality), Jorasco Jadehand (Mark of Healing), Kundarak Ghorad'din (Mark of Warding), Lyrandar Wind-Rider (Mark of Storm), Medani Trueseer (Mark of Detection), Orien Swiftblade (Mark of Passage), Phiarlan Phantasmist (Mark of Shadow)Sivis Truenamer (Mark of Scribing), Tharashk Wayfinder (Mark of Finding), Thuranni Shadow Killer (Mark of Shadow), and Vadalis Griffonmaster (Mark of Handling). New Epic Destinies include Champion of Prophecy (Draconic Prophecy, general boosts), Dispossessed Champion (champion of the last war, various protection-oriented powers), Mourning Savior (debufffs and healing), and Sumlime Flame (Silver Flame champion).

While that's an enormous number of options on its own, a large variety of new Feats are included as well. As with 3.5 Eberron characters have the option of taking on Dragonmarked Feats to reflect the fact that they have been marked as part of the living Draconic Prophecy. These Feats are not restricted by race and may be taken by anyone who desires the abilities they provide, unlike the previous addition where Dragonmarks manifested differently for different races. Each offers some sort of general power along with the ability to perform a specific group of Rituals. Unfortunately, there's no mechanical support for belonging to a merchant House.

Other Feats here further increase the options available to the Artificer and new Races included here, along with plenty that add to the flavor of the setting. For example, Xen'drik Weapon Training allows Drow to gain proficiency in the Drow long knife and Xen'drik boomerang along with a +2 damage bonus with both weapons. This is a simple way of updating Drow with the traditional weapon skills found among those dwelling in the Southern continent.

New alchemical items, rituals, and equipment wrap up the mechanical aspect of this book. Alchemical items can be crafted with a Feat, which is very thematically appropriate to Eberron though many characters may not like the expense involved in having these on hand. The additional Rituals are a wonderful addition, and while they only encompass two pages the options included are especially worthwhile in a more urban setting. New equipment is heavily focused around the Artificer and Warforged, with useful implements and body modifications for these two major setting elements.

The mechanical implementation is, on the whole, good. I'm a little turned off to how general the Dragonmark Feats are, as I feel that making them available to all characters waters down the significance of the marks within the setting. More support for characters coming from one of the merchant Houses would also have been nice. Nevertheless, this book is absolutely full of mechanical options and they all do a great job of bringing the unique feel of the Eberron setting to the fore. I've particularly enjoyed the Artificer in play as I felt like it was more able to aggressively deploy magtech contraptions than the previous incarnation of the Class which was only as powerful as the group's discretionary funds allowed.

The final chapter focuses exclusively on the setting, with new Background options available for characters depending on their homeland. Thirty seven pages are dedicated to familiarizing the reader with the setting, with extra attention being paid to the cultural aspects of each region in order to aid the reader in creating a character. I find this to be a very useful resource, especially for groups that really want to embrace such a unique setting, though I don't consider it to be quite as engaging as the 3.5 Player's Guide to Eberron in terms of setting overview.

My Take

The Eberron Player's Guide is an excellent investment for any D&D group. It offers a wealth of mechanical options that could work quite nicely outside of this specific setting with just a little bit of descriptive tweaks, and for those playing in the setting it should be considered essential thanks to the detail with which it covers the essential Races and political organizations through character options. My biggest gripe revolves around the implementation of the Marks and merchant Houses, but this is easily remedied with a few tweaks should you find it to be a setting annoyance. All in all, this book will be receiving heavy use at the table as I've long been a fan of Eberron and consider this to be the most important resource for adventuring there.
Recent Forum Posts

Copyright © 1996-2013 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2013 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.