Product Details
Eberron Players Guide (Dungeons & Dragons)

Eberron Players Guide (Dungeons & Dragons)
By David Noonan, Ari Marmell

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Product Description

This core D&d supplement - a player's companion to the Eberron Campaign Guide - presents new character options for any 4th Edition D&D campaign. The Eberron Player's Guide features a new class, new race options, paragon paths and epic destinies, character backgrounds, feats, powers, rituals, magic items and new rules for dragonmarks. All of these character options fit perfectly into the Eberron campaign setting, as well as other published and 'homebrew' D&D Campaigns.


Product Details

  • Amazon Sales Rank: #32707 in Books
  • Published on: 2009-06-16
  • Released on: 2009-06-16
  • Original language: English
  • Number of items: 1
  • Binding: Hardcover
  • 160 pages

Customer Reviews

D&D 4th Edition Eberron Players Guide3
A reasonable conversion from version 3.5 over to 4th Edition, the Eberron Players Guide delivers exactly what you'd expect from the product.

Three of the four iconic Eberron races (Changelings, Kalashtar and Warforged) are given full player stats at last. Changelings are similar to the Doppelgangers in the back of the Monster Manual, but becoming a player race has made them strangely superior. The Warforged are the same as the Changelings in this regard. The Kalashtar can effectively emit psychic shields as an encounter power. Sadly, if you want to use the fourth Eberron race, the Shifter, you'll have to purchase Players Handbook 2.

The other races present in 4th Edition but not in v3.5 have mysteriously appeared in the setting, for example, the Eladrin now live in huge towers that were "locked" onto the mortal plane on the Day of Mourning and Dragonborn emerged from the jungles of Q'barra.

The Artificer class is the only new addition in this regard. An arcane leader, the Artificer works on healing the party and enhancing their abilities with various magical infusions.

As always there are a large number of Paragon classes to fit the flavour of the setting, including a Paragon class for each of the dragonmarks. Curiously, any race can manifest a dragonmark now, which I felt took a lot of the interest away from them.

The book also contains the usual additional Feats for each Tier, Backgrounds (which I personally found very dry) and many iconic Eberron magic items. There is also some discussion about the Eberron campaign setting itself, but this is kept deliberately sparse.

Overall it is certainly an essential book for a 4th Edition DM or player wishing to use the Eberron setting and it does contain useful resources in terms of new races and the Artificer class. Veterans of the original core book would probably be better off sticking with that unless curious or wishing to incorporate some of the changed elements into their campaigns.

Ok but not great3
The Eberron Players guide contains a great many fluff but is limited in the new game mechanics. Only one new class, three new races and their feats and magic items.
The main aim here was to introduce the world of Eberron, it's intrigue and geographic information.
So if you like to play in the setting of Eberron, this is a great book. If you are, more like me, in to the general D&D this book has it's limits as to what it has to offer to you.

GET IT !!!5
What can I say - but simply a super book. Well written, some illustrations are a bot of a let down, but the book does what it says - introduces the players to Eberron.

The snippets of information let you feel the atmosphere of the place, the GM guide will tell the REAL facts and then the fun is finding out whats going on!