The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species. They were once a minority among the quori,the native race of Dal Quor, hunted and persecuted for their religious beliefs. Thousands of years after the quori invaded Eberron and the connection between their plane and the Material Plane was severed, the kalashtar were the first of the quori to discover a means to reach the Material Plane once more. Fleeing persecution, they transformed their physical forms into psychic projections that allowed them to enter the Material Plane and possess willing humans. Today, new kalashtar are born, not possessed; neither spirit nor human, they are a new race that breeds true.
It took three hundred years for the other quori to discover a similar means to psychically project their spirits out of Dal Quor and possess human bodies, forming the Inspired, while leaving their own bodies behind—much as mortals project their minds to Dal Quor when they dream. For fifteen hundred years now, the Inspired in their vast kingdom of Riedra have continued to persecute and oppress the kalashtar.
Kalashtar appear very similar to humans, but they have a grace and elegance that makes them seem almost too beautiful. They are slightly taller than the average human, and their faces have a slight angularity that sets them apart from the human norm, but these deviations only make them seem more attractive.
The kalashtar homeland is a region of Sarlona called Adar, a land of forbidding mountains and hidden fortresses in the southeastern portion of the continent. Even in Adar their numbers are small, and the number of kalashtar found in Khorvaire is much smaller still. However, they can be found in many of the largest human cities. The largest kalashtar population in Khorvaire is in the city of Sharn.
Kalashtar are born diplomats and relate fairly well to indiv iduals of all races—except, of course, the Inspired. They relate best to humans, with whom they share the greatest physical similarity, but some kalashtar find themselves strongly drawn to o ther races instead. They oppose the Inspired in all ways, both within Riedra and beyond its borders, and likewise oppose any group or force that corrupts or degrades mortal souls.
Alignment and Religion
Kalashtar are generally lawful good. They combine a sense of self-discipline that borders on the ascetic with a genuine concern for the welfare of all living things, or at least their souls. Kalashtar do not follow gods, but they have their own religion, called the Path of Light. The center of this belief system is a universal force of positive energy the kalashtar call il-Yannah, or “the Great Light.” Through meditation and communion with this force, the kalashtar seek to strengthen their bodies and minds for the struggle against the forces of darkness that threaten all life on Eberron. Though il-Yannah is not a deity, its few clerics draw power from the Path of Light. A greater number of devout followers of the Path are psions and psychic warriors.
Every kalashtar enters adulthood facing a fundamental choice: Try to live a normal life as a persecuted exile in Adar, or take up a more active role in combating the Inspired in the world. Not surprisingly, many kalashtar choose the latter option and live a life at least bordering on that of the adventurer. Most kalashtar adventurers are motivated primarily by their hatred of the Inspired, but a few—primarily those advanced along the Path of Light—are driven by their compassion for all living beings and their desire to fight darkness in whatever form it takes.
Kalashtar never possess dragonmarks.
Halkhad, Kanatash, Lanamelk, Minharath, Nevitash, Parmelk, Thakakhad, Thinharath.
Ganitari, Khashana, Lakashtari, Mevakri, Novakri, Panitari, Thakashtai, Thatari.
More Kalashtar Information
- Kalashtar Psychology
- Kalashtar Life
- Kalashtar Society and Culture
- Kalashtar and Other Races
- Kalashtar Communities
Kalashtar Racial Traits
+2 to One Mental Ability Score: Kalashtar characters get a +2 bonus to one mental ability score chosen at creation, to represent their powerfulminds.
Medium: Kalashtar are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kalashtar have a base speed of 30 feet.
Naturally Psionic: Kalashtar gain the Wild Talent feat as a bonus feat at 1st level. If a kalashtar takes levels in a psionic class, he instead gains the Psionic Talent feat. When a kalashtar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point of skill point.
Telepathic Talent (Ps): A kalashtar gains one discipline talent as a psion (telepath) of his character level. If he later takes levels in psion then he must choose different discipline talents from his class, but does not lose this ability.
Pass for Human: Kalashtar receive Pass for Human as a bonus feat.
Unearthly Presence: Kalashtar receive a + 2 bonus on Bluff, Diplomacy and Intimidate checks.
Twin Soul: Kalashtar receive a + 2 bonus on saving throws against possession and mind-affecting effects.
Dreamless: Kalashtar do not dream when they sleep, and are immune to any effect which influences dreams. However, their natural recovery rate for mental ability damage is halved (i.e. a kalashtar would require two days to restore 1 point of lost Wisdom, rather than one). This does not hinder magical healing, such as restoration effects.
Languages: A kalashtar begins play knowing Common and Quor. Kalashtar with high Intelligence scores can choose from the following: Draconic and Riedran.
Alternate Racial Traits
Hatred: Kalashtar receive a + 1 bonus on attack rolls against quori, Inspired and Riedran agents. This ability replaces Unearthly Presence.
Path of Shadows: Kalashtar receive a + 2 bonus on Acrobatics, Autohypnosis and Perform (Dance) checks. This ability replaces Unearthly Presence.
Quori Nightmare: The kalashtar gains a + 2 bonus on Intimidate checks and can attempt to demoralize enemies as a move action. This ability replaces Unearthly Presence and Pass for Human.
Racial Memory: Select one skill. That skill is a class skill for all of the kalashtar’s classes. This ability replaces Twin Soul.
Walled Mind: The kalashtar and his equipment cannot be identified as magical or psionic by divination spells or clairsentience powers. This ability replaces Telepath.
Survivor: These kalashtar have the hatred and walled mind racial traits.
Favored Class Bonuses
Bard: Add + 1/2 on Perform (Dance) checks and Acrobatics checks made to move through threatened squares.
Monk: Add + 1/4 to the monk’s ki pool.
Oracle: While psionically focused you gain a + 1/3 bonus on checks made with the class skills granted by your mystery.
Psion: The psion increases the skill bonus provided by his psicrystal’s personality by + 1/2. Add + 1 hit point to the psion’s psicrystal.
Psychic Warrior: Add +1/2 of a power known from the psychic warrior power list.
Ranger: Add + 1/3 dodge bonus to Armor Class against quori, Inspired, and Riedran agents.
Rogue: Add + 1/2 on Sense Motive checks and on Disguise checks to appear as a human.
Soulknife: The soulknife gains + 1/6 of a new blade skill.
Vitalist: Add + 1/4 power known from the vitalist power list. This power must be at least one level below the highest power level the vitalist can manifest.
Wilder: The wilder’s risk of psychic enervation is reduced by -1% after all other modifiers (minimum 5%).
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