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Dungeons € Mragong (freakin sweet edition) Howdy there, brave adventurers. Tis I, your evil DM/GM. Jace The magnificent! First of all, Everything is this book is non profit. Which means, the stuff ive used belongs to others. In this book youll find what you need to create a character in D&D, Freakin sweet Edition. In this book, youll find refrences to the GM and the DM. They're the same person. Game-Master, and Dungeon-Master. My excuse for them being here, Is because | use both terms so often, ive just used both, when i felt like it. What? Got a problem? Im the Gm, Ill do what ever the hell | thinks best! | spent many hours workin on this (248 of them, RL grinding anyone?), compiling stuff together from various versions of d&d, writing up my own parts, converting stuff over, to make a version of d&d that allows for freedom in a narrative setting and suits our own groups chem- istry and humour, well mostly, other stuff | just thought was cool and needed to be in here. Thats about all | have to say, Have a read Get creative And most of all, because without it, whats the point in these games? Have fun!! Saco the Magnificent The Gm, cooking steak. Manly. So damn manly HOW TO CREATE A PLAYER CHARACTER First, you will need a sheet of paper to write down the character's statistics on. You may use a character record sheet form if one is available, or you may simply use a piece of notebook paper You should use a pencil to write down all infor- mation, as any statistic may change during game play. Roll 346 for each ability score, as described in the Character Abilities section, and write the results after the names of the abilities. Write down the scores in the order you roll them; if you are unhappy with the scores you have rolled, ask your Game Master for advice, as he or she may allow some form of point or score exchanging Write down the ability score bonus (or penalty) for each score beside the score itself, as shown on the table on the next page.Choose a race and class for your character. Remember that you must meet the Prime Requisite minimum for a class, as described in the Character Classes section, in order to be a member of that class. Also note that there are minimum (and maximum) ability requirements for the various races which must be met, as described in the Character Races section Write down the special abilities of your race and class choices, as described below. If you have chosen to play a Magic-User, ask your Game. Master what spell or spells your character knows; it’s up to the Game Master to decide this, but he or she may allow you to choose one or more. spells yourself. Note on your character sheet that your character has zero (0) experience points (or XP); also you may want to note the number needed to advance to second level, as shown in the table for your class Roll the hit die appropriate for your class plus a D4 to represent your characters past life experi- ences, adding your Constitution bonus or penalty, and note the result as your hit points on your character sheet. Note that, should your character have a Constitution penalty, the penalty will not lower any hit die roll below 1 (so if your Charac- ter has a -2 penalty for Constitution, and you roll a 2, the total is adjusted to 1). Next, Fill out your characters skills. The skills and what they do are explained in the Skills section of this book, Roll for your starting money. Generally your character will start with 3d6 times 10 gold pieces, but ask the Game Master before rolling. Now, purchase equipment for your character, as shown in the Cost of Weapons and Equipment section, below. Write your purchases on your character sheet, and note how much money remains afterward. Make sure you understand the weapon and armor restrictions for your class and race before making your purchases Since you now know what sort of armor your character is wearing, you should note your Armor Class on your character sheet. Don't forget to add your Dexterity bonus or penalty to the figure Look up your character's attack bonus (from the table in the Encounter section) and note it on your character sheet. Don't add your ability bonuses (or penalties) to this figure, as you will add a different bonus (Strength or Dexterity) depending on the sort of weapon you use in combat (i.e. melee or missile weapon) ‘Also look up your saving throws and note them on your character sheet. Adjust the saving throw figures based on your race, if your character is a demi-human (see Character Races, below). Finally, if you haven't done so already, name your character. This often takes longer than all the other steps combined Note: You can roll your ability scores, and place them on any ability you want. You can also take points out of one total, to add to another at the Cost of +1 to an ability, but -2 to the ability you are taking from. CHARACTER ABILITIES Each character will have a score ranging from 3 to 18 in each of the following abilities. A bonus or penalty is associated with each score, as shown on the table below. Each class has a Prime Requisite ability score, which must be at least 9 in order for the character to become a member of that class; also, there are required minimum and maximum scores for each character race other than Humans, as described under Character Races, below. Strength: As the name implies, this ability mea- sures the character's raw physical power. Strength is the Prime Requisite for Fighters. Apply the ability bonus or penalty for Strength to all attack and damage rolls in melee (hand to hand) combat. Note that a penalty here will not reduce damage from a successful attack below one point in any case (see the Combat section for details) Intelligence: This is the ability to learn and apply knowledge. Intelligence is the Prime Requisite for Magic-Users. The ability bonus for Intelligence is added to the number of languages the character is able to learn to read and write; if the character has an Intelligence penalty, he or she cannot read more than a word or two, and will only know his or her native language Wisdom: A combination of intuition, willpower and common sense. Wisdom is the Prime Requisite for Clerics. The Wisdom bonus or penalty may apply to some saving throws vs. magical attacks, partic- ularly those affecting the target's will. Dexterity: This ability measures the character's quickness and balance as well as aptitude with tools. Dexterity is the Prime Requisite for Thieves. The Dexterity bonus or penalty is applied to all attack rolls with missile (ranged) weapons, to the character's Armor Class value, and to the charac- ter's Initiative die roll. Constitution: A combination of general health and vitality. Apply the Constitution bonus or penalty to each hit die rolled by the character. Note that a penalty here will not reduce any hit die roll to less than 1 point. Charisma: This is the ability to influence or even lead people; those with high Charisma are well- liked, or at least highly respected. Apply the Cha- risma bonus or penalty to reaction rolls. Also, the number of retainers a character may hire is equal to 4 plus the Charisma bonus or penalty (and therefore ranges from 1 to 7); the average morale of any such retainers will be equal to 7 plus the Charisma bonus or penalty. Ability Score Bonus Penalty 3 a Hit Points and Hit Dice When a character is injured, he or she loses hit points from his or her current total. Note that, this does not change the figure rolled, but rather reduces the current total; healing will restore hit points, up to but not exceeding the rolled figure. When his or her hit point total reaches 0, your character is probably dead. This is not neces- sarily the end for the character; don't tear up the character sheet. First level characters begin play with a single hit die of the given type, plus the Constitution bonus or penalty, with a minimum of 1 hit point. Each time a character gains a level, the player should roll another hit die and add the charac- ter's Constitution bonus or penalty, with the result again being a minimum of 1 point. Add this amount to the character's maximum hit points figure. Note that, after 9th level, charac- ters receive a fixed number of hit points each level, as shown in the advancement table for the class, and no longer add the Constitution bonus or penalty. Languages All characters begin the game knowing their native language. In most campaign worlds, Humans all (or nearly all) speak the same lan- guage, often called “Common.” Each demi- human race has its own language, i.e. Elvish, Dwarvish, or Halfling, and members of the dem human races begin play knowing both their own language and Common (or the local Human lan- guage if it isn't called Common) Characters with Intelligence of 13 or higher may choose to begin the game knowing one or more languages other than those given above; the number of additional languages that may be learned is equal to the Intelligence bonus (+1, +2, or +3). Characters may choose to learn other demi-human languages, as well as humanoid languages such as Orc, Goblin, ete. The GM will decide which humanoid languages may be learned. The player may choose to leave one or more bonus language “slots” open, to be filled during play. Some Game Masters may even allow player characters to learn exotic languages such as Dragon; also, “dead” or oth- etwise archaic languages might be allowed to more scholarly characters. SKILLS All of the character's skills start at level 1 and use the target number on the ability roll chart. When the player performs a skill action they roll the d20 modified by the ability score of the skill. The roll must be greater than or equal to the target number set by the GM, the GM does not, need to tell you what this number is. Every level after 1st, the character gets 3 skill level points that he can apply to any skill or skills he sees fit, so long as the skill level does not exceed his character level (some racial traits allow yuo to break this rule). If the character has a background or additional knowledge in a skill (like the son of a black- smith) then award that character a +1 bonus on skills that deal with the addition knowledge. The player and the GM should consider this option together. If @ Skill is labled as being a class skill, and your character is of that class, you get a +2 to that roll, subclasses get a +1 unless mentioned (An assassin gets +1 to thievery, but +2 to streetwise.). this represents the fact that some classes are simply better at some skills than others. Opposed Checks Sometimes, you make a skill check as a test of your skill in one area against another character's skill in the same area or in a differ- ent one. When you use Stealth, for example, you're testing your ability to hide against someone else's ability to spot hidden things (the Perception skill). These skill contests are called opposed checks. When you make an ‘opposed check, both characters roll, and the higher check result wins. If there's a tie, the character with the higher check modifier wins. If it’s still a tie, both sides roll again to break the tie Key Skill Ability Class Skill for... Acrobatics Dex Ranger, Assassin, bard, rogue Arcana Int Cleric, scorcerer, druid, warlock, wizard Athletics Str Warlord, fighter, rogue, Assassin Bluff Cha Bard, rogue, warlock Diplomacy Cha Bard, cleric, paladin, warlord, wizard Dungeoneering Wis Ranger, bard, paladin rogue, wizard Endurance Con Fighter, ranger, warlord, barbarian Heal Wis Cleric, fighter, paladin, History Int Cleric, bard, paladin warlock, warlord, wizard Insight Wis Cleric, assassin paladin, rogue, wizard Intimidate Cha Fighter, Barbarian, Assassin, warlock, warlord Nature Wis Druid, bard, barbarian, ranger,wizard Perception Wis Assassin, bard, ranger, rogue Religion Int Bard, druid, cleric, paladin, warlock, wizard Stealth Dex Assassin, Barbarian, ranger, rogue Streetwise Cha Assassin, bard, fighter, rogue, warlock Thievery Dex Rogue Take 10 Cooperation When you're not in a rush, not being threatened or distracted (when you're outside an encounter), and when you're dealing with a mundane task, you can choose to take 10. Instead of rolling a d20, determine your skill check result as if you had rolled the average (10). When you take 10, your result equals your skill modifiers (including one-half your level) + 410. For mundane tasks, taking 10 usually results in a success. In some situations, you and your allies can work together to use a skill; your allies can help you make a skill check by making a check them- selves. Each ally who gets a result of 10 or higher gives you a +2 bonus to your check. Up to four allies can help you, for a maximum bonus of +8. If you have a choice, let the character in your group who has the highest base skill check bonus take the lead, while the other characters cooperate to give bonuses to the check Knowledge Rolls Some skills deal with knowledge about a particu- lar topic: Arcana, Dungeoneering, History, Nature, and Religion. You can use such a skill to remember a useful bit of information in its field of knowledge or to recognize a clue related to it You can also use such a skill to identify certain kinds of monsters, as noted in a skill’s descrip- tion. The check DC increases based on the spe- cific topic and how common the knowledge is The check DC increases based on the specific topic and how common the knowledge is. Some- times your DM might decide that the information you seek is available only to characters trained in an appropriate knowledge skill. Knowledge Checks Regardless of the knowledge skill you’re using, refer to the rules here when making a knowledge check. Common Knowledge: This includes the kind of general information that is commonly known about a given topic. Expert Knowledge: This includes the kind of specialized information that only an expert in the field of study could possibly know. Master Knowledge: This includes the kind of esoteric information that only a master in the field of study could possibly know. Level of Knowledge pe Common 15 Expert 20 Master 25 Monster Knowledge Checks Regardless of the knowledge skill you're using, refer to the rules here when making a check to identity a monster. Monster Knowledge Dc Name, type, and keywords 15 Powers 20 Resistances and vulnerabilities 25 SKILL DESCRIPTIONS Acrobatics (Dexterity) You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall. Arcana (intelligence) You have picked up knowledge about magic- related lore and magic effects. This knowledge extends to information about the following Planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell Athletics (Strength) Make an Athletics check to attempt physical activities that rely on muscular strength, includ- ing climbing, escaping from a grab, jumping, and swimming Bluff (Charisma) You can make what's false appear to be true, what's outrageous seem plausible, and what's suspicious seem ordinary. You make a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documenta- tion, and otherwise tell lies. Your Bluff check is opposed by an observer's Insight check. Your check might be opposed by multiple Insight checks, depending on how many observers can see and hear you and care about what's going on. During a skill challenge, you might need to beat your observers! Insight checks mul- tiple times to succeed at bluffing them Diplomacy (Charisma) You can influence others with your tact, subtlety, and social grace. Make a Diplomacy check to change opinions, to inspire good will, to haggle with a patron, to demonstrate proper etiquette and decorum, or to negotiate a deal in good faith. A Diplomacy check is made against a DC set by the DM. The target’s general attitude toward you (friendly or unfriendly, peaceful or hostile) and other conditional modifiers (such as what you might be seeking to accomplish or what you're asking for) might apply to the DC. Diplomacy is usually used in a skill challenge that requires a number of successes, but the GM might call for a Diplomacy check in other situations. Dungeoneering (Wisdom) You have picked up knowledge and skills related to dungeoneering, including finding your way through dungeon complexes, navigating winding caverns, recognizing dungeon hazards, and for- aging for food in the Underdark If you have selected this skill as a trained skill, your knowledge represents formalized study or extensive experience, and you have a better chance of knowing esoteric information in this field. Also, those trained in the skill can identify creatures of the Far Realm that lair and hunt in dungeons and underground settings Endurance (Constitution) Make an Endurance check to stave off ill effects and to push yourself beyond normal physical limits. You can hold your breath for long periods, of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some environmental hazards—including extreme temperatures, violent weather, and diseases—require you to make an Endurance check to resist and delay debilitating effects Heal (wisdom) You know how to help someone recover from wounds or debilitating conditions, including disease First Aid Make a Heal check to administer first aid. Make a DC 10 Heal check to allow an adjacent character to heal 1d4+ level hit points. Stabilize the Dying: Make a DC 15 Heal check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character's current hit point total doesn't change as a result of being stabilized. Grant a Saving Throw: Make a DC 15 Heal check. If you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the end of his or her next turn. History (intelligence) You have picked up knowledge related to the history of a region and beyond, including the chron- ological record of significant events and an expla- nation of their causes. This includes information pertaining to royalty and other leaders, wars, legends, significant personalities, laws, customs, traditions, and memorable events. Insight (Wisdom) You can discern intent and decipher body language during social interactions. You make an Insight check to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. You use Insight to counter a Bluff check, and Insight is used as the social counterpart to the Perception skill. In skill challenges that require a number of successes, use Insight checks to oppose someone's Bluff checks. Insight can also be used to gain clues, figure out how well you might be doing in a social situation, and to determine if someone is under the influence of an outside force. Whenever you use Insight, you're making a best guess as to what you think a motive or attitude is or how truthful a target is being. Insight is not an exact science or a supernatural power; it repre- sents your ability to get a sense of how a person is behaving Insight: No action required when countering a Bluff check, minor action in combat, or part of a skill challenge. Requires some amount of interaction to get a read on a target. DG: See the table. If you're trying to see through a bluff, this is an opposed check against your opponent's Bluff check. Success: You counter a Bluff check, gain a clue about a social situation, sense an outside influence ‘on someone, or recognize an effect as illusory. Failure: You can’t try again until circumstances change. Recognizing an Effect as Illusory: The DM might use your passive Insight check to determine if you notice the telltale signs of an illusion effect. Noticing such an effect doesn’t break the illusion, but you recognize the effect as illusory. Task Sense motives, attitudes Sense outside influence Insight DG 10+creature’s level 25+effect’s level Recognize effect as illusory 15+effect’s level Intimidate (Charisma) Make an Intimidate check to influence others through hostile actions, overt threats, and deadly persuasion. intimidate can be used in combat encounters or as part of a skill challenge that requires a number of successes. Your Intimidate checks are made against a target’s Will defense or a DC set by the DM. The target’s general attitude toward you and other conditional modifiers (such as what you might be seeking to accomplish or what you're asking for) might apply to the DC. Intimidate: Standard action in combat or part of a skill challenge. Opposed Check: intimidate vs. Will (see the table for modifiers to your target's defense). If you can’t speak a language your target understands, you take a -5 penalty to your check. If you attempt to intim date multiple enemies at once, make a separate Intimidate check against each enemy's Will defense. Each target must be able to see and hear you Success: You force a bloodied target to surrender, get a target to reveal secrets against its will, or cow a target into taking some other action. Failure: If you attempted to intimidate the target during combat, you can’t try again against that target during this encounter. Target Becomes Hostile: Using Intimidate usually makes a target hostile toward you, even if you don’t succeed on the check Nature (wisdom) You have picked up knowledge and skills related to nature, including finding your way through the wil- derness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Use Nature to forage for food, identify some monsters or find information about seasons, nature, plants. Perception (wisdom) Make a Perception check to notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locale hidden objects This skill is used against another creature's Stealth check or against a DC set by the DM. In most situa- tions, the DM uses your Perception check result to determine if you notice a clue or an imminent danger. Stealth (Dexterity) Make a Stealth check to conceal yourself from enemies,slink past guards, slip away without being noticed, and sneak up on people without being seen or heard, This skill is used against another creature's Perception check or against a DC set by the DM Stealth: Part of whatever action you are trying to perform stealthily Opposed Check: Stealth vs. Perception (see the table for modifiers to your check). If there are mul- tiple observers, your Stealth check is opposed by each observer's Perception check. Cover or Concealment: Unless a creature is dis- tracted, you must have cover against or conceal- ment from the creature to make a Stealth check. You have to maintain cover or concealment to, remain unnoticed. If a creature has unblocked line of sight to you (that is, you lack any cover or con- cealment), the creature automatically sees you (no Perception cheok required). Superior Cover or Total Concealment: If you have superior cover or total concealment, a creature can’t see you and can’t be sure of your exact loca- tion. If its Perception check beats your Stealth check, though, it knows you are present, knows the direction to your location, and has a vague idea of the distance between the two of you. If its Percep- tion check beats your Stealth check by 10 or more, the creature can pinpoint your location until the end of your next turn, even if you move. Distracted Creature: If a creature is distracted, you can attempt to hide from that creature even When you don’t have cover or concealment. In combat, creatures are assumed to be paying atten- tion in all directions. Outside combat, a creature might be paying attention to something in a certain direction, allowing you to hide behind the creature's back. You make a Stealth check as normal to avoid the creature's notice, since it might hear you, Success: You avoid notice, unheard and hidden from view. If you later attack or shout, you're no longer hidden Failure: You can’t try again unless observers become distracted or you manage to obtain cover or concealment, Combat Advantage: You have combat advantage against a target that isn’t aware of you. Light Source: Observers automatically see you if you're carrying a light source. You... Speak -5 Move more than 10° <5 Run Streetwise (Charisma) When in a settlement—a village, a town, or a city— make a Streetwise check to find out what's going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go Streetwise: Using this skill takes 1 hour and might be part of a skill challenge DG: See the table Success: You collect a useful bit of information, gather rumors, find out about available jobs, or locate the best deal Failure: You can try again, but you might draw attention to yourself if you keep chasing after the same information Settlement and Informal Streetwise DC Typical settlement 15 Hostile settlement 20 Totally alien settlement 30 Information is readily available =2 Information is hard to come by +5 Information is secret or closely guarded +10 Thievery (Dexterity) You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand The DM might decide that some uses of this skill are so specialized that you are required to be better trained in it to have a chance of succeeding Disable Trap Make a Thievery check to prevent a trap from trig- gering. You need to be aware of a trap to try to disable it. Make a Perception check to find a hidden trap. Disable Trap: Standard action in combat or part of a skill challenge. DG: See the table. You get a +2 bonus to the check if you use thieves’ tools. Delay Trap: You get a +5 bonus to the check if you try to delay a trap, rather than disable it Success: You disable or delay the trap. Disabling a trap makes it harmless until it resets. Delaying a trap makes the trapped area safe for passage until the end of your next turn Fail by 4 or Less: Nothing happens. You can try again as a new action. Fail by 5 or More: You trigger the trap. Trap Thievery DC Heroic tier 20 Paragon tier 30 Epic tier 35 Open Lock Make @ Thievery check to pick a lock Open Lock: Standard action in combat or part of a skill challenge. DC: See the table. You get a +2 bonus to the check if you use thieves’ tools Success: You pick the lock. Failure: You can try again as a new action. Lock Thievery DC Heroic tier 20 Paragon tier 30 Epic tier 35 Pick Pocket Make a Thievery check to lift a small object (such as a purse of an amulet) from a creature without that creature being aware of the theff. It must be an object that the creature isn’t holding Pick Pocket: Standard action. DC: DC 20 + your target’s level. If in combat, you take a -10 penalty to your check. Success: You lift a small object from the target without the target noticing Fail by 4 or Less: You don’t get the object, but the target didn’t notice. You can try again as a new action. Fail by 5 or More: You don’t get the object, and the target notices your failed attempt Sleight of Hand Make a Thievery check to palm an unattended object small enough to fit into your hand (such as a coin or a ring) or to perform an act of legerdemain Sleight of Hand: Standard action in combat or part of a skill challenge. DC: Base DC 15. Success: You palm an unattended, small object or perform an act of legerdemain. Failure: You can still pick up the object, but onlookers see you pick it up, or they see through your act of legerdemain Dice. Using the Dice & The 20 sided die, or 420, is one of the most important dice in the game: it is used to resolve attack rolls and saving throws (concepts that will be explained later). In general, the die is rolled, modifiers added or subtracted, and if the total result equals or exceeds a target number, the roll is a success; otherwise it has failed The 10 sided die, or d10, is used to generate numbers from 1 to 10; itis numbered 0 to 9, but a roll of 0 is counted as 10. A pair of d10's are also used together to generate numbers from 1 to 100, where a roll of 00 is counted as 100. The two dice should be different colors, and the player must declare which is the tens die and which is the ones die before rolling them! (Or, the player may have a die marked with double digits) Rolling two d10's this way is called a percentile roll, or d%. These rolls are generally against target numbers, but for the roll to be a success, the result must be equal to or less than the target number. The 4 sided die, or d4, is a special case. It is not so much rolled as “flipped,” and the number which is upright is the result of the roll. Note that d4's are made in two different styles, as shown The other dice normally used have 6, 8, and 12 sides, and are called d6, d8, and d12. d6's may be made with either numbers or pips; it makes no difference which sort you choose Sy When multiple dice are to be rolled and added together, it's noted in the text like this: 2d6 (roll two 6 dice and add them together), or 3d4 (roll three d4 dice and add them together), A modifier may be noted as a “plus* value, such as 2d8+2 (roll two 8 dice and add them together, then add 2 to the total). AGI Born to fight, dragonborn are a race of wandering mercenaries, soldiers, and adventurers. Long ago, their empire contended for worldwide dominion, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory. Play a dragonborn if you want to look like a dragon (thats badass, totally!) to be the proud heir of an ancient, fallen empire. to breathe acid, cold, fire, lightning, or poison. Physical Qualities Dragonborn resemble humanoid dragons. They're covered in scaly hide, but they don’t have tails. They are tall and strongly built, often standing close to 6% feet in height and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. A dragonborn’s head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold A typical dragonborn's scales can be scarlet, gold, rust, ‘ocher, bronze, or brown. Rarely do an individual's scales match the hue of a chromatic or metallic dragon, and scale color gives no indication of the type of breath weapon a dragonborn uses. Most dragonborn have very fine scales over most of their body, giving their skin a leathery texture, with regions of larger scales on the forearms, lower legs and feet, shoulders, and thighs. Young dragonborn grow faster than human children do. They walk hours after hatching, reach the size and devel- opment of a 10-year-old human child by the age of 3 and Teach adulthood by 15. They live about as long as humans do Playing a Dragonborn To a dragonborn, honor is more important than life itself. First and foremost, honor is tied to battlefield conduct. Adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution and discretion are key to a warrior’s survival, but fear is a disease and cowardice is a moral failing The drive to behave honorably extends into the rest of a dragonborn's life: Breaking an oath is the height of dishonor, and attention to honesty extends to every word. A commitment made must be carried out. Ultimately, a dragonborn takes responsibility for his or her actions and their consequences A continual drive for self-improvement reveals an additional aspect of dragonborn honor. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn. The dragonborn dedication to honor and excel- lence sometimes leads others to view dragonborn as arrogant and proud. Most dragonborn share a great pride in their race's past and present accom- Plishments, but they are also quick to admire the accomplishments of others. Even though the tief- ling empire of Bael Turath was the enemy of the ancient dragonborn empire of Arkhosia, dragon- born recognize tieflings as worthy companions or opponents, admiring their strength and tenacity as friends or enemies. Dragonborn seek adventure for the chance to prove their worth, win renown, and perhaps become champions about whom stories will be told for generations. To win everlasting glory through mighty deeds, daring exploits, and supreme skill—that is the dragonborn dream. Dragonborn Characteristics: Driven, honor-bound, noble, perfectionist, proud, reliable, reserved, rooted in ancient history Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Nadarr, Patrin, Rhogar, Shamash, Shedinn, Torinn Female Names: Akra, Biri, Daar, Harann, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava Dragonborn Adventurers Three sample dragonborn adventurers are described below. Bharash is a dragonborn warlord who leads a group of adventurers in search of riches and glory. Inspired by tales of the ancient heroes of Arkhosia, he seeks his destiny in battle. He dreams of someday leading a mighty army against an orc. horde or a hobgoblin host, but he is content in the meantime to coordinate strikes against the lesser forces of evil he encounters in dungeons and ruins, He reveres Bahamut as the god of honor. Harann is a fighter dedicated to the mastery of her chosen weapon, the bastard sword. She rises early every morning to practice combat maneuvers and constantly strives to master new techniques Excellence with her weapon is symbolic to her; it represents excellence of character, the perfection of her spirit. When she has achieved perfect mastery of the bastard sword, she believes she will be perfect herself. Donaar is a paladin of Erathis, the god of cities and civilization. He believes that the dragonborn race is destined to rise from the ashes of its ancient empire and to form a new nation carved from the wilderness.And he intends to be instru- mental in that process. As a reminder of his heri- tage, he keeps a piece of the shell from which he hatched in an amulet around his neck. Although he sometimes thinks that pillaging dungeons is a waste of his effort, he occasionally unearths a remnant of the long-lost dragonborn empire. He believes he can put such items to use one day in forging a new empire for his people RACIAL TRAITS Requirements: Dragonborn must have a minimum Strength of 12, a Charisma of 10, and other ability scores of at least 3 Average Height: 6° 2°-6" 8” Average Weight: 220-320 Ib Ability Bonuses: +2 Strength, +2 Charisma » Size: Medium Speed: 30° Vision: Normal Languages: Common, Draconic Skill Bonuses: +2 History, +2 Intimidate Dragonborn Fury: A Dragonborn at 50% or less hit points gains a +2 bonus on his to- hit rolls. Dragon erasih A oregensemn can brectha a cone of energy 4" long with a 1" base. Opponents must save versus breath weapon, or take 1d8 points of damage. The energy can be acid, cold, fire, or electricity, depending upon his dragon ancestor. The ) damage increases to 2d8 al level 10 and 308 al level 18. A Dragonborn must wait 1d4+1 melee turns before he can use his Dragon Breath again. Regal Bearing of Bahamut: A Dragonborn treats his Charisma score as 2 points higher for the purposes of determining follower and ® henchman loyalty. Saving Throws: +5 vs Dragon Breath, +2 Aecalned polcontanieivslhaatolWandetand Petrify Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world Play a dwarf if you want . To be tough, gruff, and strong as bedrock To bring glory to your ancestors or serve as your god's right hand To be able to take as much punishment as you dish out To be a member of a race that favors the Cleric, Fighter and Paladin Physical Qualities Dwarves average about 4% feet in height and are very broad, weighing as much as an adult human. Dwarves have the same variety of skin, eye, and hair colors as humans, although dwarf skin is sometimes gray or sandstone red and red hair is more common among them. Male dwarves are often bald and braid their long beards into elaborate patterns. Female dwarves braid their hair to show clan and ancestry. Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces. Although they reach physical maturity at roughly the same age as humans, dwarves age more slowly and remain vigorous well past 150 years of age, often living to see 200 Playing a Dwarf Proudly proclaiming they were made from the earth itself dwarves share many qualities with the rock they love. They are strong, hardy, and dependable. They value their ancestral traditions, which they preserve through the ages as fiercely as they defend the carved structures of their mountain homes. Dwarves believe in the importance of clan ties and ances- try. They deeply respect their elders, and they honor long-dead clan founders and ancestral heroes. They place great value on wisdom and the experience of years, and most are polite to elders of any race. More so than most other races, dwarves seek guidance and protection from the gods. They look to the divine for strength, hope, and inspiration, or they seek to propitiate cruel or destruc- tive gods. Individual dwarves might be impious or openly heretical, but temples and shrines of some sort are found in almost every dwarven community. Dwarves revere Moradin as their creator, but indi- vidual dwarves honor those deities who hold sway over their vocations; warriors pray to Bahamut or Kord, architects to Erathis, and merchants to Avandra—or even to Tiamat, if a dwarf is con- sumed by the dwarven taste for wealth. Dwarves never forget their enemies, either individuals who have wronged them or entire races of monsters Who have done ill to their kind. Dwarves harbor a fierce hatred for orcs, which often inhabit the same mountainous areas that dwarves favor and which wreak periodic devastation on dwarf commu- nities. Dwarves also despise giants and titans, because the dwarf race once labored as the giants’ slaves. They feel a mixture of pity and disgust toward those corrupted dwarves who still have not freed themselves from the giants’ yoke—azers and galeb duhrs among them. To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and a sign of deepest loyalty to shield that ally from enemy attack. Dwarven legends honor many heroes who gave their lives to save their clans or their friends. Dwarf Characteristics: Acquisitive, brave, hard- working, loyal, organized, stern, stubborn, tena- cious, vengeful Male Names: Adrik, Baern, Berend, Darrak, Eberk, Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik, Rangrim, Thoradin, Thorfin, Tordek, Travok, Vondal Female Names: Artin, Bardryn, Diesa, Eldeth, Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred, Riswynn, Torbera, Vistra Dwarf Adventurers Two sample dwarf adventurers are described below. Travok is a dwarf paladin committed to the service of Kord. Wearing shining plate armor crafted and proudly worn by his great-grandfather, Travok presents an impenetrable line of defense, defying his enemies to get past him to reach his allies. True to his god and the honor of his ancestors, Travok relishes his physical strength and endur- ance, vowing that nothing will move him from his place. He is fiercely loyal to his friends, and if the need arises, he will lay down his life to ensure that they live. Kathra is a dwarf cleric devoted to Moradin, the Great Carver who formed the dwarves out of stone and liberated them from their servitude to the giants. Swinging a warhammer engraved with the hammer and anvil symbol of her god, Kathra stands next to her fighter companion, trusting in divine power, the chainmail she made herself, and her own natural resilience to protect her from her enemies. Her dearest hope is to craft a legacy that will last through the ages, as beautiful and enduring as the finest. dwarven jewelry—a legacy of peace and justice in this trou- bled world we Wane > RACIAL TRAITS Requirements: Due to their stocky natures, Dwarves must have a minimum constitution of 9. And due to their generally gruff person- alitys, may not have a charisma higher than 17. They may not use two handed swords, polearms and longbows. Average Height: 4° 3-4" 9" Average Weight: 160-220 Ib Ability Bonuses: +2 Constitution, +2 Wisdom Size: Medium Speed: 25° . Vision: Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Dwarves can function just fine with no light at all ) Languages: Common, Dwarven > Skill Bonuses: +2 Dungeoneering, +2 Endur- ance Dwarven Resilience: If an enemy rolls a Critical hitagainst you, You can make it Re- roll its attack i Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer. Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor ) or a heavy load, Other effects that limit speed (such as difficult terrain or magical effects) affect you normally, Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can ’ 4 move 5' less than the effect specifies. This means an effect that normally pulls, pushes, * or slides a target 5' does not force you to move unless you want to. In addition, when an attack would knock you prone, you can ‘ immediately make a saving throw to avoid falling prone. Cast-Iron Stomach: +5 racial bonus to i saving throws against poison. y Ib Saving Throws: +4 Vs Death ray, Magic Wands, Spells and Petrify. And +3 vs Dragons breath A pn Ch Eton eee os Creatures of magic with strong ties to nature, eladrin live in cities in the twilight realm of the Feywild. Their cities lie close enough to the world that they sometimes cross over, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild. Play an eladrin if you want To be otherworldly and mysterious To be graceful and intelligent To teleport around the battlefield, cloaked in the magic of the Feywild. Physical Qualities Eladrin are of human height. They are slim, and even the strongest simply look athletic rather than musclebound They have the same range of complexions as humans, though they are more often fair than dark. Their straight, fine hair is often white, silver, or pale gold, and they wear it long and loose. Their ears are long and pointed, and their eyes are pearly and opalescent orbs of vibrant blue, violet, or green, lacking pupils. Eladrin can't grow facial hair and have little body hair. Eladrin children grow much as human children do, but their aging process slows to a crawl when they reach maturity. They enjoy youth and health for most of their lives and don’t begin to feel the effects of age until the middle of their third century. Most live for over 300 years, and even al the end they suffer few of the infirmities of old age. Playing an Eladrin Eladrin society straddles the boundary between the Feywild and the natural world. Eladrin build their elegant cities and towers in places of striking natural splendor, especially where the veil between the worlds is thin—isolated mountain vales, green islands along wild and storm-wracked coasts, and the deepest recesses of ancient forests. Some eladrin realms exist mostly in the Feywild, only rarely touching the world, while others appear in the world at sunset each day, only to fade back into the Feywild at dawn Long-lived and strongly tied to the Feywild, eladrin have a detached view of the world. Eladrin often have difficulty believing that events in the world have much importance to them, and they consider courses of action that can last for centuries. Their general detachment from the world can make eladrin seem distant and intimi- dating to other races. Their fey nature also makes them simultaneously alluring and a little frightening. However, eladrin take friendships and alliances to heart and can react with swift fury when their friends are endangered. penis a 4 d Combined with their intellect, bravery, and magical power, this loyalty makes them powerful and respected allies. Eladrin live by an aesthetic phi- losophy common to the Feywild and personified by Corellon, the god of beauty and patron of the fey. Eladrin seek to exemplify grace, skill, and learning in every part of life, from dance and song to swordplay and magic. Their cities are places of stunning beauty that shape and guide their natural surroundings into elegant forms. Eladrin are close cousins to the elves and are occasionally called high elves or gray elves. Eladrin favor the Feywild and arcane magic more than elves do, but the two races hold each other in high regard. They share a burning hatred for the third branch of their race—the drow The Feywild’s most powerful eladrin, called noble eladrin, become so infused with their realm’s inherent magic that they transform into entirely new crea- tures. These noble eladrin take on characteristics of the seasons and other natural phenomena Eladrin Characteristics: Aesthetic, deliberative, detached, free, graceful, magical, otherworldly, patient, perceptive Male Names: Aramil, Arannis, Berrian, Dayereth, Erevan, Galinndan, Hadarai, Immeral, Mindartis, Paelias, Quarion, Riardon, Soveliss Female Names: Althaea, Anastrianna, Andraste, Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele, Naivara, Quelenna, Sariel, Shanairra, Theirastra, Valenae Eladrin Adventurers Two sample eladrin adventurers are described below. Meriele is an eladrin wizard. Although her magic favors powers of thunder and lightning, she stands as a point of tranquility in the storm. To her friends, she seems above the world’s tumult, present in their midst but clearly apart by her nature. In the evenings, while her companions set up camp and settle in to rest, she slips into a trance and, in her mind, walks among the ageless trees of the Feywild. She smiles at the impatience and impulsiveness of her allies, but they are almost as dear to her as her spellbooks. Quarion is an eladrin rogue, as comfortable in the shadows of the world as in the twilight of the Feywild. He moves with the grace of a panther and can be uncannily silent when he chooses. In combat, he finds his mind slipping out of time, as though he were watching himself and his foes moving at a snail's pace. His enemies’ attacks are easy to calculate, their defenses easy to anticipate and circumvent. Combat is a carefully choreographed dance in his mind, and he savors its elegance. ao} . ee 7 RACIAL TRAITS Requirements: Eladrin must have a minimum Intelligence of 9, And due to their generally delicate nature, they may not have a constitution higher than 17. Eladrin never roll more than a D6 for hit points Average Height: 5’ 5°-6" 1” Average Weight: 130-180 Ib. Ability Bonuses: +2 Dexterity, +2 Intelli- gence Size: Medium Speed: 30° Vision: Darkvision: Eladrin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Eladrin can function just fine with | no light at all Languages: Common, Elven > Skill Bonuses: +2 Arcana, +2 History Eladrin Education: You gain training in one additional ( skill (you get to put an extra skill point into one of your starting skills, ignoring the usual cap of skills not allowed to pass your level) f Eladrin Weapon Proficiency: You gain pro- ficiency with the longsword. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Fey Step: You can use fey step 6 times a day Fey Step Eladrin Racial Power With a step, you vanish from one place and appear in another. You can use Fey Step as an action Effect: Teleport up to 15° I | Saving Throws: +1 vs Paralysis or Petrify \ and +2 vs Magic Wands and Spells A i al Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late Play an elf if you want . To be quick, quiet, and wild To lead your companions through the deep woods and pepper your enemies with arrows. To be a member of a race that favors the ranger, rogue, and cleric classes Physical Qualities Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf 's hair color is dark brown, autumn orange, mossy green, or deep gold Elves’ ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but they favor a wild and loose look to their hair. Elves mature at about the same rate as humans, but show few effects of age past adulthood. The first sign of an elf’s advancing age is typically a change in hair color—sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end. Playing an Elf Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impul- sive behavior, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies Elves revere the natural world. Their connection to their sur- roundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it's not unusual for individuals or small bands to wander hundreds of miles from their homelands. Elves are loyal and merry friends. They love simple pleasures—dancing, singing, footraces, and contests of balance and skill— and rarely see a reason to tie themselves down to dull or disagree- able tasks. Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the lead- ership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild They love the forests and wilds of the world that they have made their home Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild Male Names: Adran, Aelar, Beiro, Carric, Erdan, Gennal, Heian, Lucan, Peren, Rolen, Theren, Varis Female Names: Adrie, Birel, Chaedi, Dara, Enna Faral, Irann, Keyleth, Lia, Mialee, Shava, Thia, Vaina Elf Adventurers Three sample elf adventurers are described below. Varis is an elf ranger and a devout worshiper of Melora, the god of the wilds. When a goblin army forced his people from their woodland village, the elves took refuge in the nearest human town, walled and guarded by soldiers. Varis now leads other elves and some human townsfolk in raids against the goblins. Although he maintains a cheerful disposition, he frequently stares into the distance, listening, expecting at any moment to hear signs of approaching foes. Lia is an elf rogue whose ancestral forest burned to the ground decades ago. Lia grew up on the wasteland’s fringes in a large human city, unable to quite fit in. Her dreams called her to the forests, while her waking hours were spent in the dirtiest parts of civilization. She joined a group of adven- turers after trying to cut a warlock’s purse, and she fell in love with the wide world beyond the city. Heian is an elf cleric of Sehanine, the god of the moon. The elven settlement where he was born still thrives in a forest untouched by the darkness spreading through the world, but he left home years ago, in search of new horizons and adven- tures. His travels lately have brought rumors to his ears that danger might be brewing in the ancient forest, and he is torn between a desire to seek his own way in the world and a sense of duty to his homeland. RACIAL TRAITS | Requirements: Elves must have a minimum intelligence of 9, And due to their generally delicate nature, they may not have a consti- tution higher than 17. Elves never roll more than a D6 for hit points Average Height: 5 4-6’ 0 Average Weight: 130-170 Ib Ability Bonuses: +2 Dexterity, +2 Wisdom » Size: Medium Speed: 35° Vision: Darkvision: Elves can see in the dark up to 60 feet. Darkvision is black and | white only, but it is otherwise like normal \ sight, and Elves can function just fine with | no light at all | Languages: Common, Elven Skill Bonuses: +2 Nature, +2 Perception i Elven Weapon Proficiency: You gain profi- ciency with the longbow and the shortbow. | | Group Awareness: You grant non-elf allies within 25' of you a +1 racial bonus to Per- ception checks Wild Step: You ignore any negitives for dif- icult terrain when you are moving over it Elven Accuracy EIf Racial Power With an instant of focus, you take careful ? aim at your foe andstrike with the legendary @ accuracy of the elves Free Action You can use elven accuracy 6 times a day. etre Wel anfasTsoslrol Usestsisscond roll, even if it’s lower. | Saving Throws: +1 vs Paralysis or Petrify \ | §, and +2 vs Magic Wands and Spells Sepa 1 nya 2s $ oe - oy Balt-Glf / y | lee et re Descended from elves and humans, half-elves are a vital race in which the best features of elves and humans often appear. Play a half-elf if you want. . . To be an outgoing, enthusiastic leader. To be a charismatic hero equally at home in two different cultures To be a member of a race that favors the Bard, Paladin Ranger classes. Physical Qualities Half-elves tend to be sturdier of build than elves but more slender than most humans. Half-elves have the same range of complexions as humans and elves, and like elves, half-elves often have eye or hair colors not normally found among humans. Male half-elves can grow facial hair, unlike male elves, and often sport thin mustaches, goatees, or short beards. Half-elves’ ears are about the size of human ears, but they are tapered, like the ears of their elven ancestors, Half-elves usually adopt the dress and hairstyles of the society they spend the most time with; for example, a half-elf raised among a barbaric human tribe dresses in the furs and skins favored by the tribe and adopts the tribe's style of braids and face paint However, it would not be unusual for half-elves raised among humans to seek out articles of elven clothing or jewelry so that they can proudly display signs of their dual heritage. Half-elves have life spans comparable to humans, but like elves they remain vigorous well into old age. Playing a Half-Elf Half-elves are more than just a combination of two races—the combination of human and elf blood produces a unique race with qualities all its own. They share some of the natural grace, athleticism, and keen perceptiveness of elves, along with the passion and drive of humans. But in their own right, they are charismatic, confident, and open- minded and are natural diplomats, negotiators, and leaders. Half-elves like to be around people, the more diverse the better. They gravitate toward population centers, especially larger settlements where members of many races mingle freely. Half-elves cultivate large net- works of acquaintances, as much out of genuine friendli- ness as for practical purposes. They like to establish relationships with humans, elves, and members of other races so they can learn about them, the way they live, and how they make their way in the world Half-elves rarely settle down for any length of time. Their wanderlust makes them natural adventurers, and they quickly make themselves at home wherever they end up When their paths take them back to a place they have visited before, they track down old friends and renew old friends and renew old contacts. Ultimately, halt- elves are survivors, able to adapt to almost any situation. They are generally well liked and admired by everyone, not just elves and humans. They are empathetic, better at putting themselves in others’ shoes than most Half-elves naturally inspire loyalty in others, and they return that feeling with deep friendship and a keen sense of responsibility for those who place themselves in their care. Half-elf warlords and generals do not order their followers into danger that they would not face themselves, and they usually lead from the front, trusting their allies to follow. Half-elves have no culture of their own and are not a numerous people. They usually bear human or elf names, sometimes using one name among elves and a different one among humans. Some are anxious about their place in the world, feeling no kinship with any race, except other half-elves, but most call themselves citizens of the world and kin to all Half-Elf Characteristics: Accommodating, adapt- able, charming, confident, gregarious, open- minded Half-Elf Names: Typically elf or human names, though some half-elves have names more typical of other races Half-Elf Adventurers Three sample half-elf adventurers are described below. Daran is a half-elf warlord and an enthusiastic tac- tician. He has no aspirations to march at the head of an army; he is content leading a small band of friends in a quest for personal glory. Wealth is a welcome benefit of adventuring, and between adventures, he enjoys spending his time and wealth in the world’s cities. He wins friends easily, draws on a wide network of contacts to find adven- turing opportunities, and can call in favors across the land Shuva is a half-elf warlock whose brooding force of personality inspires more fear than loyalty. Unlike many of her kind, she grew up feeling part of neither human nor elven society. She has always been a loner and is accustomed to relying only on herself. Now that she’s part of an adventuring group, she’s slowly learning to trust her compan- ions Calder is a half-elf paladin of Pelor, the god of the sun. A strong sense of compassion leads Calder to aid those in need and alleviate their suffering in any way he can, Often he fights against evil forces that prey on the weak, whether the forces are bandits harrying caravans or gnolls laying waste to farm- steads. He refuses to let fighting define him, however, and spends more time helping the victims of hardship than he does celebrating his successes. RACIAL TRAITS Requirements: Half Elves must have a minimum intelligence of 9, and like elves, they may not have a constitution more than 17, They however, do not suffer the Elven hit dice limit. ~ Average Height: 5° 5-6" 2” Average Weight: 130-190 Ib. | Ability Bonuses: +2 Constitution, +2 Cha- risma Size: Medium Speed: 30° Vision: Low-light 30° Languages: Common, Elven, choice of one other Skill Bonuses: +2 Diplomacy, +2 Insight » Dual Heritage: Half elves gain +5% xp on all earned experience. and a +1 racial bonus to perception checks Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks. Saving Throws: Half-Elves save at +1 vs. Magic Wands * and Spells. o Of all the civilized races, humans are the most adaptable and diverse. Human settlements can be found almost any- where, and human morals, customs, and interests vary greatly. Play a human if you want To be a decisive, resourceful hero with enough determina- tion to face any challenge. To have the most versatility and flexibility of any race. To be able to excel at any class you choose. Physical Qualities Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel, Human attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It's not unusual for several distinct human cul- tures to live side by side in a particular area and mingle, so human armor, weaponry, and other items incorporate a variety of designs and motifs. Humans average life spans of about 75 years, though some venerable members of the race live as long as 90 or more years. Playing a Human Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their native resource- fulness to see them through perilous situations. Humans always look to the horizon, seeking to expand their influ- ence and their territory. They chase power and want to change the world, for good or for ill. Their settlements are among the brightest lights in a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers. Their self-reliance and bravery inclines humans toward martial classes such as fighter, warlord, and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics. That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no god as the creator of the race. Some tales say the gods worked together to create them, infusing them with the best qualities of each race that had come before. Other tales say that humans were the creation of a god whose name is no longer known, a god killed in the war against the pri- mordials or perhaps assassinated by another deity (Asmodeus and Zehir are often accused of the deed) Most human settlements are diverse places where different races live together in relative peace. The human empire of Nerath, the last great world power, united many different peoples. Most of the human towns that have survived the empire’s fall are fortified bastions against the encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors often flee to the nearest human town for protection.Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people. Dozens of small kingdoms, fiefdoms, and free cities have arisen from Nerath’s ruins, and many of these realms are petty, weak, or isolated. Tensions and misunderstandings among them often precipi- tate skirmishes, espionage, betrayal, and even open warfare: Human Characteristics: Adaptable, ambitious, bold, corruptible, creative, driven, hardy, prag- matic, resourceful, territorial, tolerant Male Names: Alain, Alek, Benn, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter, Regdar, Quinn, Samm, Thom, Wil Female Names: Ana, Cassi, Eliza, Gwenn, Jenn Kat, Keira, Luusi, Mari, Mika, Miri, Stasi, Shawna, Zanne Human Adventurers Three sample human adventurers are described below. Brandis is a human fighter, a mercenary who has sold his sword arm to every baronet, duke, and princeling from the mountains to the coast. His armor is practical, lacking any decoration, and his sword is intended only for battle, not as a mark of prestige. He prays daily to the Raven Queen—not out of devotion but because he knows that death is inevitable and he hopes to postpone it as long as possible. He began adventuring after a mission ended in disaster. His soldier companions were all dead, and he was captured by hobgoblins and held for a ransom that no one cared enough to pay. He joined the band of adventurers that slew the hob- goblins. He has since found adventuring both more lucrative and more satisfying than his previous life Mari is a human ranger, her eyes always on the horizon. She is driven by a passion for exploration and a love of new places. She dreams of ultimately establishing a new settlement in a place where people can live in peace and freedom. She prays to Avandra for protection in her wandering and to Erathis for help in achieving her dream. She is aware of her life's contradiction: She is a creature of the wilderness, but her dream is to tame and cultivate it. A part of her wonders whether she would be able to settle in the village she dreams of founding Thom is a human wizard, and his one desire is for power. He adventures in search of arcane lore and ancient artifacts that will increase his mastery of magic. He prays to loun because he sees knowl- edge as the key to power, but he is also drawn to Veena, wondering what power the god of secrets might offer him in exchange for his devotion RACIAL TRAITS Requirements: Humans have no maximum or minmum ability score requirements Average Height: 5’ 6"-6" 2” * Average Weight: 135-220 Ib. Ability Bonuses: +2 to two ability bonuses | of your choice 4 Size: Medium Speed: 30! Vision: Normal Languages: Common, choice of one other Adaptable: Humans get a bonus 10% to all . experience points earned i Bonus Skill: You can put an extra point into one of your skills during character creation, allowing you to have a skill higher than your level. Saving Throws: Humans get +1 to all saving rolls. a a a vo), 8 - <* | eee ‘An obscure legend claims that when Corellon put out Gruumsh’s eye in a primeval battle, part of the savage god's essence fell to earth, where it transformed a race of humans into fierce half-orcs. Another story suggests that an ancient hobgoblin empire created half-orcs to lead orc tribes on the empire’s behalf. Yet another legend claims that a tribe of brutal human barbarians chose to breed with ores to strengthen their bloodline. Some say that Kord created half-orcs, copying the best elements from the human and orc races to make a strong and fierce people after his own heart. If you ask a half-orc about his origin, you might hear one of these stories. You might also get a punch in the face for asking such a rude question. Play a half-ore if you want To be big, strong, and fast To harness anger into resilience and combat power. To be a member of a race that favors the barbarian, fighter, ranger, and rogue classes. Physical Qualities Half-ores favor their human lineage in appearance, but are distinguished by skin that tends to various shades of gray, broad jaws, and prominent lower canine teeth—though these are still a far ory from the jutting tusks of orcs. On average, they are taller and stronger than humans as well Their hair is usually black, though it grays quickly with age Most half-ores who live among humans favor human styles of clothing and hairstyle, but a few adopt orc traditions, tying small bones or beads into long braids or bunches of hair. Half-orcs don’t live quite as long as humans do. They mature quickly, reaching adulthood at about 16 years, and rarely live past the age of 60. Playing a Half-Ore Half-ores combine the best qualities of humans and orcs, though some would argue that the good qualities of ores are few and hard to find. From their orc blood, half-ores inherit great physical strength and toughness. They are fierce warriors, fleet of foot as they charge into battle Their human blood makes half-orcs decisive and bold resourceful and self-reliant. They are adaptable and able to make their way in almost any circumstance. Although half-ores often live on the fringes of society in human towns and cities, they still find ways to prosper in a world to which they don’t fully belong. For all their good quali- ties, many half-ores exhibit characteristics that polite society finds uncouth or undesirable. Half-orcs have little patience for complicated rules of etiquette or procedure and find little value in hiding their true opinions in order to spare someone's feelings They enjoy the simple pleasures of food and drink, boasting, singing, wrestling, drumming, and dancing, and they don’t find much satisfaction in more refined or sophisticated arts. They're prone to act without much deliberation, preferring to over- come obstacles as they arise rather than consider every possible outcome and make contingency plans. These qualities lead some members of other races to consider them rude or crass, but others find their brashness refreshing. Half-orcs generally live among either human or orc cultures—some in bustling human towns or cities, others among remote human or ore tribes. Most half-ores have two half-ore parents, but some- times half-orcs marry and have half-orc children with humans or orcs. Ores show grudging respect to half-ores for their considerable strength and for their cunning intelligence, which sometimes allows halforcs to rise to leadership positions in orc tribes. Although possessed of many strengths, half-orcs frequently encounter prejudice in human communi- ties. Thus, most half-ores gravitate to careers, involving physical labor or violence. For some, the life of an adventurer is either a natural extension of that trend or a way to throw off the weight of preju- dice. The adventuring life also means finding a place in a group of allies and equals—a simple pleasure that is all too hard for many half-orcs to find in the world. Half-Orc Characteristics: Brash, ferocious, hedo- nistic, impulsive, short-tempered, tough, uninhibited Male Names: Brug, Dorn, Druuk, Gnarsh, Grumbar, Hogar, Karash, Korgul, Krusk, Lubash, Mord, Ohr, Rendar, Sark, Scrag, Tanglar, Tarak, Thar, Ugarth, Yurk Female Names: Augh, Bree, Ekk, Gaaki, Grai, Grigri, Gynk, Huru, Lagazi, Murook, Nogu, Ootah, Puyet, Tawar, Tomph, Ubada, Vanchu Half-Orc Adventurers Three sample half-orc adventurers are described below. Tarak, a half-orc rogue, is at home in the city. He grew up in the rough-and-tumble wharf quarter and ran with street gangs and rough sailors. Everything changed when a sailor dropped dead at his feet, leaving a mysterious box in Tarak’s possession. The box brought chaos into his life until he fled the city and fell in with some adventurers on the road. Tarak doesn’t know what's in the box—its strange lock has defeated every attempt to open it, and its hard metal sides resist breaking. But goblins and doppel- gangers have proven themselves willing to kill to get the box for themselves, piquing Tarak’s interest. Murook is a warden, born and raised among an orc tribe. She was a staunch defender of her tribe for years, but her ties to the primal spirits of wood and stone slowly coaxed her away from the worship of Gruumsh and led her to question the brutality the orcs performed in his name. She made her way to human lands and has struggled to fit in, trying to leave behind the barbarian ways of her tribe and adopt at least a veneer of civiliza- tion, but she is still far more comfortable among the trees and mountains than confined in a city or village Dorn is a half-orc ranger who prefers not to talk about his birth and his family. He spent most of his life in a hut at the outskirts of a farming village, hunting and trapping in the surrounding forest, keeping to himself and asking only to be left alone. His life turned upside down on his thirtieth birthday, when a group of adventurers stopped in the village looking for directions to an ancient ruin. The villagers steered the adventurers to Dorn, who agreed to guide them through the forest. He never returned home, because that first adventure led him into many more RACIAL TRAITS Requirements: A Half-Orc must have a Minimum Constitution of 9 and are limited to a maximum Intelligence of 17 Average Height: 5’ 9°-6" 4” |. Average Weight: 155-225 Ib. / Ability Bonuses: +2 Strength, +2 Dexterity | Size: Medium Speed: 30° Vision: Low-light ( can see clearly in low light situations) 4 Languages: Common, Giant Skill Bonuses: +2 Endurance, +2 Intimidate r Half-Ore Resilience: The first time you are . bloodied (half your normal hitpoints) during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 10th level and to 15 at 18th level Swift Charge: You gain a +10' bonus to speed when charging » Looked down on, Reviled and Feared: When dealing with humanoids of human size or smaller, Half-Ores gain -1 to their cha- risma ability bonus modifier, unless using Intimidate. SF 4 4, Saving Throws: Half-Ores save at +1 vs Death rays, or Poison. (pick one) SP $$$ rrr we IY Goltath eee os ee Goliaths are mountain-dwelling nomads who see life as a grand competition. Their scattered bands have never been major players in the politics of the lowland world, but they have wandered the mountain ranges of the world since the primordials first shaped the peaks and valleys. Tall and massive, goliaths revere the primal power of nature and use it to enhance their own strength Play a goliath if you want . To be tougher and stronger than nearly anyone else. To master the rugged mountain slopes To be a member of a race that favors the barbarian Warlord and fighter classes. Physical Qualities Goliaths tower over even dragonborn, standing between 7 and 8 feet tall, Their skin is gray or brown, mottled with darker patches that they believe hint at some aspect of each goliath’s fate or destiny. Their skin is speckled with lithoderms, coin-sized growths of bone that appear like pebbles studding their arms, shoulders, torso, and head. A bony ridge juts over their gleaming blue or green eyes. Male goliaths are bald, and females have dark hair they typically grow long and wear in braids. Goliaths have life spans comparable to those of humans Playing a Goliath Goliaths are driven by a fierce love of competition. Any- thing that can be conceived as a challenge invites goliaths to keep score, tracking their progress against both their comrades and themselves. A goliath fighter might remark on how many times he has drawn first blood in battle within a particular dungeon compared to the party's rogue, and he’s certainly mentally tracking his own perfor- mance against his last adventure. This competitiveness takes the form of good-natured rivalry among goliaths. As a race they have no patience for cheaters, gloaters, or sore losers, but goliaths can be very hard on themselves, when they fail to measure up to their own past accomplish- ments. Daring that borders on foolhardiness is also a common trait among goliaths. They have no fear of heights, climbing sheer mountain cliffs and leaping great chasms with ease. Their nomadic lifestyle of hunting and gathering instills in them an inquisitive interest in whatever lies over the next ridge or at the head of a canyon. To a wandering hunter's mind, that curiosity can lead to better hunting grounds or a good water source that would otherwise go undiscovered Goliaths respect and revere the natural world, and goliath adventurers commonly draw on the primal power source. Druids and shamans are more common among them than clerics, and goliath priests—called skywatchers—invoke the spirits of nature and their ancestors far more often than they call on the distant gods of the Astral Sea. Some goliath tribes also honor Kord, Melora, and Avandra, particularly those tribes that have frequent contact with other races. Tribes that regu- larly trade with dwarves sometimes offer sacrifices to Moradin as well Goliath Characteristics: Competitive, daring, driven, inquisitive, powerful, reliable, restless, trusting Male Names: Aukan, Eglath, Gauthak, llikan, Kavaki, Keothi, Lo-Kag, Maveith, Meavoi, Thotham Vimak Female Names: Gae-Al, Kuori, Manneo, Nalla, Orilo, Paavu, Pethani, Thalai, Uthal, Vaunea Goliath Adventurers Three sample goliath adventurers are described below. Kavaki was injured in an avalanche as a young man and exiled from his tribe because he was unable to walk with them when they moved to a new hunting ground. His tribe lamented his loss, celebrated his accomplishments, and then left him for dead. However, a ram spirit sheltered him through blizzards and storms until his injury healed, and he now evokes the power of that ram spirit to fuel his barbarian rage. Still cut off from his tribe, Kavaki has found a new family—a group of adventurers—and is determined never again to be in a position where he cannot carry his own weight Nalla was a tent-mother for her tribe, caring for infants and toddlers while their parents performed their own tasks on the tribe’s behalf. When her ‘own child died in an orc raid, however, Nalla felt that she could no longer bear to care for children, and she soon exiled herself. As a fighter, she has fallen in with a band of adventurers she now guards with her life, almost as if they were the children of her tribe Lo-Kag was a trader for his tribe, interacting regu- larly with a nearby dwarf clan. As a warden,he was interested in the traditions of the dwarven defenders—determined fighters and paladins sworn to the defense of their clanhold—and learned much from a mentor trained in their ways. On his last trip to the dwarf clanhold, however, he found it deserted. Corpses lay strewn around the citadel, but he saw no sign of violence or looting. Instead of returning to his tribe, Lo-Kag set out into the world to investigate the mystery of the dwarves’ demise. RACIAL TRAITS Requirements: Goliaths must have a minimum Strength of 10, and a Constitution of at least 9 and a Dexterity of 7. They may have a maximum of 16 Intelligence Average Height: 7° 2-7" 8 Average Weight: 280-340 Ib Ability Bonuses: +2 Strength, +2 Constitu- tion Size: Medium ] | Speed: 30° Vision: Normal Languages: Common, either Dwarven or Giant Skill Bonuses: +2 Athletics, +2 Nature Mountain's Tenacity: You have a +1 racial bonus to all Spells'that physically move i you » Powerful Athlete: When you make an Ath- letics check to jump or climb, roll twice and use elther result Stone's Endurance Goliath Racial Power Your foes' attacks bounce off your stony hide. 6 times a day Minor Action Personal ¥ Effect: You gain resist § to all damage until the end of your next turn! Level 10: Resist 10 to all damage. Level 18: Resist 15 to all damage. ee. ‘Saving Throws: +4 vs Petrify, +2 vs Dragon 4 ( Breath, +1 vs paralys Ch tat al Halflings are a small race known for their resourcefulness, quick wits, and steady nerves. They are a nomadic folk who roam waterways and marshlands. No people travel farther or see more of what happens in the world than halflings. Play a halfling if you want. . . To be a plucky hero who is all too easy to underestimate. To be likable, warm, and friendly. To be a member of a race that favors the rogue, ranger, and warlock classes. Physical Qualities Halflings stand about 4 feet tall and weigh about 80 pounds. They resemble small humans and are proportioned like human adults. Halflings have the same range of com- plexions as humans, but most halflings have dark hair and eyes. Halfling males don't have beards, but many have long, full sideburns. Halflings of both genders often wear complicated hairstyles, featuring complex braiding and weaving Halflings typically dress in clothes that match their sur- roundings and prefer earth tones and various shades of green. Their clothing and gear feature woven textures and stitching. Birds, river patterns, boats, and fish are common images in halfling art and decoration. Halflings have life spans comperable to humans. Playing a Halfling Halflings are an affable, warm, and cheerful people. They survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. They appear harmless and so have managed to survive for cen- turies in the shadow of empires and on the edges of wars and political strife. Halflings are practical and down-to- earth. They concern themselves with basic needs and simple pleasures, harboring few dreams of gold or glory Adventurers are no more rare among halflings than among other races, but they usually pursue the adventurer’s life for reasons of community, friendship, wanderlust, or curiosity. Halfling adventurers are brave and faithful companions, relying on stealth and trickery in battle rather than raw might or magic. Tight-knit, halfling communities are found near the settlements of other races, often along or even on the surface of a body of water. Haiflings have never built a kingdom of their own or even held much land. They don't recognize any sort of royalty or nobility of their own, instead looking to family elders to guide them. This emphasis on family and community has enabled half- lings to maintain their traditional ways for thousands of of years, unaffected by the rise and fall of empires. According to halfling legend, Melora and Sehanine created the halflings together, giving the race a love of nature and the gift of stealth. When their interest waned, Melora and Sehanine stopped, looking after the race, or so the legends go, and halflings made their own way in the world. They say Avandra, the god of luck, admired their resourcefulness and adopted them, favoring them with good fortune. Not all halflings worship Avandra, but nearly all breathe a prayer of thanks to her when fortune favors them. Haiflings are fond of stories and legends such as the myth of Avandra, and their culture is rich in oral tradition. Few members of other races realize that halfling folktales contain a vast amount of lore about people and places long past. Many haiflings are able to dredge up knowledge about the history, religion, or culture of other races, but that knowl- edge is usually wrapped in a fable Halfling Characteristics: Brave, curious, deter- mined, down-to-earth, friendly, good-natured, lucky, nimble, optimistic, practical, resourceful. warm Male Names: Ander, Corrin, Dannad, Errich, Finnan, Garret, Lazam, Lindal, Merric, Nebin, Ostran, Perrin, Reed, Shardon, Ulmo, Wenner Female Names: Andrey, Bree, Callie, Chenna, Eida, Kithri, Lidda, Nedda, Paela, Shaena, Tryn, Verna, Wella Halfling Adventurers Three sample halfling adventurers are described below. Lidda is a halfling rogue with a quick wit and an acid tongue. At a young age, she left her family out of a desire to see more of the world and expe- rience firsthand the wonders described in the stories she grew up hearing. She has joined several different adventuring groups during her career, and even though her displays of sarcasm and wry humor at her companions’ expense would suggest otherwise, she counts each of them asa close friend. Garret is a halfling ranger. Several years ago, his grandfather sent him to look for a distant branch of his family that had stopped responding to mes- sages. Garret found the whole clan had been killed, and he returned to bring the sad news to his family. From that time, he has been unable to stay in one place for long. He doesn’t know who or what killed his relatives and doesn’t dream of ven- geance, but he hopes to do some good in the world that might somehow balance out the atrocity of their murders. Verna is a halfling warlock—and among the most cheerful and gregarious of haiflings. The infernal powers she channels seem to leave no mark on her spirit or mind. She takes no delight in killing but uses lethal powers as a practical matter, to protect herself and her allies. She doesn’t often talk of the event that propelled her into a life of adventuring and a pact with infernal powers: Without warning, a devil appeared to her and offered her power, in exchange for a favor to be named later. In what she still regards as a moment of folly, she accepted. Nightmares of her unknown future haunt her sleep, but she never speaks of them RACIAL TRAITS Requirements: May not have a Strength higher than 17 and must have at least a Dexterity of 9. Halflings never roll larger than a D6 for hitpoints regardless of class. They may not use large weapons, and must use medium weapons with both hands. * Average Height: 3° 10°-4" 2" Average Weight: 75-85 Ib Ability Bonuses: +2 Dexterity, +2 Charisma Size: Small Speed: 30° Vision: Normal Languages: Common, choice of one other § Skill Bonuses: +2 Acrobatics, +2 Thievery Bold: You gain a +5 racial bonus to saving i throws against fear Nimble Reaction: You gain a +2 racial bonus to AC against parting shots Second Chance Halfling Racial Power Luck and small size combine to work in your favor as you dodge your enemy's attack. 2 times a day Immediate Interrupt Effect: When an attack hits you, force an 4 enemy to roll the attack again. The enemy uses the second roll, even if it's lower ' Saving Throws: +4 vs Death Ray or Poison \ (ick one), Magic Wands, Paralysis or )* Petrity(pick one), And Spells. and +3 vs Dragon Breath. ( { @Minotaar ee ee Minotaurs embody the tension between civilization and sav- agery, discipline and madness, for they stand in two worlds. Tugged toward violence but bound by conscience. numerous minotaurs are driven to rise above their dark impulses. Such a minotaur seeks the balance between the monstrous and the refined. Innumerable minotaurs give in to the temptations staining their souls and find themselves thralls to Baphomet. the Horned King. Minotaurs must struggle to become more than the beasts they resemble or else succumb to the demonic brutality they despise Play a minotaur if you want To be a mighty warrior who has amazing strength and endur- ance To be a monstrous adventurer struggling against villainous tendencies To be a member of a race that favors the Barbarian, Fighter, and Cleric classes Physical Qualities ‘A minotaur combines the features of human and bull, with the build and musculature of a hulking humanoid, but with cloven hooves, a bovine tail, and, most distinctive of all, a bull's head. Fur covers a minotaur's upper body, coarse and thick on the head and neck, gradually thinning around the shoul- ders until it becomes humanlike hair over the arms and upper torso. The thick hair turns shaggy once more at the mino- taur's waist and thickens around the loins and legs, with tufts at the end of the tail and around the powerful hooves. Mino- taurs take pride in their horns, the sharpness, size, and color of which are related to an individual's place in minotaur society. Fur and skin coloring runs from albino white to coal black, though most minotaurs have red or brown fur and hair. Labyrinthine patterns are important to minotaurs, and these decorations appear on their clothing, armor, and weapons, and sometimes even on their hides. Each pattern is particular to a clan, and the pattern’s size and complexity help mino- taurs identify family allegiance and caste. The patterns evolve through the generations, growing more expansive based on clan members’ deeds and a cian's history. Mino- taurs live as long as humans do. Playing a Minotaur The minotaur preference for labyrinths is legendary. and is more than a quirk. It is central to what minotaurs believe and how they see the world around them. A labyrinth is a physical representation of the spiritual and psychological journey each minotaur must undertake to make peace with his or her conflicted nature Each minotaur must navigate the perils of the self to transcend bestial impulses. One minotaur might achieve this easily. Another might wander the corti dors of his or her mind and soul for a life: time. trapped within the circuitous passages of self- deception and monstrous desire. Those who fail might descend into depravity, becoming the thralls of the Horned King, whose presence looms over every minotaur community. Perhaps as a result of this inner struggle, minotaurs seek structure and order in all they do. They take great pleasure from perfecting their talents, and many spend lifetimes mastering trades, artistic styles, magic, and fighting techniques. Once mino- taurs commit themselves to a task, they see it through. Failure is not perceived as a personal flaw. but as an opportunity for growth. Giving up when faced with challenges, however. is seen as a weak- ness of character. The greatest challenge for mino- taurs is to remain vigilant against their inner corruption. and so to capitulate in any effort is more than dangerous; it is the first step on the road to spiritual corruption Although many minotaurs are civilized, they are the objects of suspicion and hatred from other races. This animosity stems not only from minotaurs' mon- strous appearance. but also from their infamy. Wicked minotaurs are remorseless raiders and killers, and these are often the only minotaurs known in a given area Minotaur Characteristics: Bloodthirsty, cruel. disci- plined, enlightened. frustrated, militant, mystical, polite, savage. spiritual, tortured Male Names: Asteron, Bjorkus, Codrus, Foostus, Goeban.lak. Minron, Noostoron, Podrus, Terios Female Names: Duula. Esteru, Hester, Kuonu Loodra. Oestra. Raastred, Seestra, Uovana. Weoren MINOTAUR BACKGROUNDS. Here are some background elements for minotaurs. Baphomet Clan Exile: Your clan succumbed to the lies and promises of Baphomet's cultists. and all your living relations are in the thrall of the demon lord. You alone refused to bow to the Horned King choosing to flee into exile rather than become a sacrifice on Baphomet's altars. Perhaps you swore to fight Baphomet in order to purify your people. or to exterminate your entire clan. Or perhaps you seek only to put that disaster behind you. to move on with your life and keep the beast in your heart contained Associated Skills: Religion, Stealth Silenced Beast: The voice of the beast within you is, silent. Its savagery has no hold over you, and its can has no appeal. You have transcended it and moved to a higher consciousness, something akin to enlightenment. You are at peace with yourself. with who you are, and with the world around you, When you need to fight. you can fight fiercely. but you don't lose control-the beast is at your command How did you find such peace? Was it through religious devotion. disciplined martial practice, arcane study. or psionic meditation? Is there anything that can shatter your tranquility and loose the beast again? Associated Skills: Diplomacy, Insight 7 RACIAL TRAITS Requirements: Minotaurs must have minimum Strength of 9, and a Constitution of at least 8 Average Height: 7’ 1"-7' 5" Average Weight: 320-350 Ib. Ability Scores: +2 Strength; +2 Constitution or Wisdom Size: Medium | epee: 30° | jon: Normal en cuanes ‘Common, choice of one other Skill Bonuses: +2 Nature, +2 Perception Vitality: when creating your Character, when | ) rolling for hitpoints, roll an extra d4 and add | that to your HP. | { Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as, an immediate interrupt. Heedless Charge: You have a +2 racial i bonus to AC against opportunity attacks you provoke during a charge humanoids of human size or smaller, mino- taurs gain -1 to their charisma ability bonus modifier, unless using Intimidate. Goring Charge Minotaur Racial Power You charge the enemy and gore them vio- ently with your horns. 6 times a day. Standard Meiee Action Effect: You charge and make the following attack in place of a melee basic attack. Target: One creature Attack: Strength, Constitution, or Dexterity | | ) Reviled and Feared: When dealing with ) { cf 4 (6 at 10 th level and 8 at 18th level) vs. AC Ws" 146 + Strength, Constitution, or Dexter- ly modifier damage, and you knock the target prone. Level 10: 146 + Strength, Constitution, or Dexterity modifier damage L | Level 18: 3d6 + Strength, Constitution, or , Dexterity modifier damage. Saving Throws: +2 vs Paralysis, +1 vs Poison and Spells Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world, But the empire was cast down into ruin, and tieflings were left to make their own way in a World that often fears and resents them Play a tiefling if you want . . To be a hero who has a dark side to overcome: To be good at tricking, intimidating, or persuading others to do your will To be a member of a race that favors the Mage, Bard, and Rogue classes Physical Qualities Tieflings’ appearance testifies to their infernal bloodline. They have large horns; thick, nonprehensile tails that range in length from 4 to 5 feet; sharply pointed teeth; and eyes that are solid orbs of black, red, white, silver, or gold Their skin color covers the whole human range and also extends to reds, from a ruddy tan to a brick red. Their hair, cascading down from behind their horns, is as likely to be dark blue, red, or purple as more common human colors. Tieflings favor dark colors and reds, leathers and glossy furs, small spikes and buckles. Tiefling-crafted arms and armor often have an archaic style, harkening back to the glory of their long-vanished empire. Playing a Tiefling Hundreds of years ago, the leaders of the human empire of Bael Turath made pacts with devils to solidify their hold over its enormous territory. Those humans became the first tieflings, and they governed their empire in the name of their infernal masters. In time, Bael Turath came into con- flict with Arkhosia, the ancient empire of the dragonborn, and decades of warfare left both empires in ruins. Bael Turath's grand capital was thrown down in ruin Tieflings are the heirs of the surviving noble dynasties that ruled the empire. Their bloodline is tainted by their diaboli- cal connections, passing to their descendants through all generations. In many ways, they are human; they can have children with humans, for example, but their offspring are always tieflings. Centuries of other races’ distrust and out- right hatred have made tieflings self-reliant and often too willing to live up to the stereotypes imposed on them. As a race without a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive, and they are not quick to trust anyone who claims to be a friend. However, when a tiefling’s companions demonstrate that they trust him or her, the tiefling quickly learns to extend the same trust to them And once a tiefling gives someone trust and loyalty, the tiefling is a firm friend and ally for life Although the nobles of Bael Turath subjugated themselves to devils, most present-day tieflings give little thought to gods or patrons, preferring to look out for themselves. Therefore, they do not often follow the path of the divine; tiefling clerics or pala- dins are rare. Tieflings are not numerous. Sometimes a tiefling merchant clan that is descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynas- ties and grow up in the roughest quarters of human cities and towns. These tieflings often become swin- dlers, thieves, or crime lords, who carve out a niche for themselves amid the squalor of their surround- ings Tiefling Characteristics: Cunning, disquieting, imposing, mysterious, proud, rebellious, self-reliant, sinister, sly, unconventional Male Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, lados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai Female Names: Akta, Bryseis, Damaia, Ea, Kallista Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta Some young tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept. For some, the chosen name is @ noble quest. For others, it’s a grim destiny. Modern Names: Art, Carrion, Chant, Despair, Fear, Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary Tiefling Adventurers Three sample tiefling adventurers are described below. Akmenos is a tiefling warlock torn between good and evil. He longs to fit into the human society in which he lives and would like to call himself genu- inely good, At the same time, he fears that his soul is irretrievably tainted by the touch of evil—both the evil in his blood and the sinister nature of his infer- nal pact. He feels as if he is on a tightrope between good and evil and might eventually fall either way. His companions recognize the good in his heart and trust him, and that trust has been enough on some days to keep him from sliding into evil. His life is tormented, and though he believes he is called to a great destiny, he is not sure whether he will become a hero or a villain. Kallista is a tiefling warlord who prays daily that Bahamut will help her keep her commitment to live justly and honorably. She has no love for Bahamut’s priests and temples, but she feels a personal con- nection to the Platinum Dragon, which inspires her to acts of nobility and sacrifice. She leads a group of adventurers in strikes against evil forces but dreams of one day leading an army under Bahamut’s banner. In his name, she struggles to keep her violent temper and cruel streak under tight control. Random is a tiefling rogue, a native of the streets and alleys of a human city and no stranger to poverty, mistrust, or prejudice. As far as he’s con- cerned, good and evil are a matter for priests and philosophers to discuss in their marble temples and universities. The reality of life on the street is survival, and he’s willing to do what is necessary to survive. As part of an adventuring group, he has had his first taste of wealth and discovered that he likes it, but he hasn't forgotten his roots. He has also had his first taste of trust and friendship, which are growing on him as well RACIAL TRAITS Requirements: Tieflings need a minimum Dexterity of 8, Intelligence of 6, and 3 in all other ability scores Average Height: 5° 6°-6" 2° Average Weight: 140-230 Ib - Ability Bonuses: +2 Intelligence, +2.Cha- —] tisma Size: Medium Speed: 30° |, Vision: Darkvision: Tieflings can see in the dark up to 60 feet. Darkvision is black and white only, but itis otherwise like normal sight, and tieflings can function just fine with no light at all Languages: Common, choice of one other Skill Bonuses: +2 Bluff, +2 Stealth > Bloodhunt: You gain a +1 racial bonus to attack rolls against foes who are at half health (bloodied). Infernal Wrath Tiefling Racial Power You call upon your furious nature to improve your odds of harming your foe. May be used 4 times a Day. t Minor Action Effect: You can channel your fury to gain a +1 power bonus to your next attack roll ‘ against an enemy that hit you since your j* last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage " Saving Throws: +2 Vs Petrify and +5 Vs Dragon Breath. os Created as soldiers for a war that spelled the end of an age, warforged are artificial beings that display a human level of intelligence and self-awareness. Warforged sentience developed as a side effect of their creators’ desire to have fully functional, adaptive battle- field units. With no great war to fight, no ancient legacy to claim, and only the vestiges of a culture developed within the past century, warforged are an emergent people. Integrated into the societies of peoples more numerous than they, warforged are famed for their endurance and focus, in labor as well as combat. Play a warforged if you want To be strong, tough, and built for battle To play a nonliving hero with a magical origin To be a great defender, particularly a fighter Physical Qualities Warforged are bulky humanoids fashioned of plates of metal and stone. supported by a skeleton of similar mate- rial and a muscular system of leathery, woody fiber bundles, warforged possess an internal system of tubes filled with bloodlike fluid that nourishes and lubricates their systems. Their powerful arms end in two-fingered, thumbed hands, and their feet each have two broad toes, Warforged heads have simple humanlike features, and they have heavy brows and hinged jaws with no teeth. None have noses. their eyes sometimes glow when they experience certain intense emotions, and their foreheads and pates bear runic whorls, Each warforged has a unique rune on its forehead, much like humans have unique fingerprints. this Tune is known as a “ghulra,” a word that means “truth” in Primordial. Warforged have an obviously artificial and sexless shape. They can't reproduce themselves like other humanoids. However, their sense of pain seems limited to actual injury, allowing them to modify their own bodies more easily. Such physical modifications allow warforged to be as varied in appearance as other races. Playing a Warforged Often limited in experience, used to being occupied with various duties, and built for killing, a warforged has a straightforward emotional range. it likes working, takes pride in doing its assigned tasks well, and dislikes idleness _gy and falling short of a goal. Pain and the threat of death j; which a warforged often sees as the equivalent of oblivion, can motivate it to fear attachment to comrades and acquaintances can emerge as a gamut of emotions, not the least of which are joy and loyalty. Like any other being, a warforged can be driven to anger when that which it loves or desires is threatened, and it can come to hate those who are the sources of pain, fear, or other negative experiences. A warforged is often, however, a literal-minded being with simple and reserved feelings, along with reactionary passions. None of this is meant to suggest that all warforged are naive, emotionally crippled, or lacking in introspection, although ali these can be true. if anything, a warforged can be more curious about the whys and wherefores of life and existence than those born in more “natural” ways. A few warforged develop deeply sophisticated observations and philosophies about what they perceive and learn, others create an endless list of goals and chores to occupy themselves, still others fall in with beings of a similar mindset, or become enamored of established creeds or religions. Some warforged have even lived long enough to develop a deep personality. War and military conditioning color warforged behavior. Many warforged have keen insight when it comes to conflict, chain of command, and other elements of war and soldierly life. Further, most warforged are single-minded and efficient with their undertakings, especially in combat. Issues of gender are unique among warforged, as sexless beings, many warforged never consider issues of gender, and they find such issues among other faces curious or even worrisome. other warforged adopt habits they find admirable or amusing, without considering gender or disregarding any possible incongruity. A few warforged develop a personality that is decidedly female or male. Many warforged mull over the subject of the afterlife. Whether warforged have a soul that endures after death is a mystery. Religious leaders have differing opinions on the topic. Can a being created by humans have a soul? Warforged Characteristics: aggressive, alert, brave, curious, forthright, indus- trious, loyal, methodical, naive, practical, reserved, simple. Warforged Names: Azm, Book, Bulwark, Cutter, Falchion, Graven, Hammer, Mark, Morg, Nameless, Pierce, Pious, relic, rune, steeple, three, titan, Unsung, Victor, Watcher, Zealot In the past, warforged had names imposed upon them—usually having to do with military rank and position. Most warforged end up with simple names related to their job or abilities.Some warforged accept names or nicknames that their comrades give them, while others search for an ideal name that defines them. Many just take a name common to members of another race, especially those of humans. Warforged Adventurers Warforged often lack a clear place in the world. With no connections other than friendship, and with talents running toward combat, warforged warforged readily form bonds with daring and driven people. A large portion of the warforged population serves in venturesome occupations, especially when compared to the number of adventurers that come from among other races. Here are a few samples. Spire is a warforged fighter who specializes in the greatsword. after observing that females “create life and hold society together in various ways,” she became fascinated with the feminine gender. thus, she modified her body, demeanor, and attire to fi her worldview. in the field, she’s an efficient warrior who considers herself the guardian of all her allies, valuing their lives far above her own Blade sheathed and armor removed, she is moth- erly to all those she holds dear Thunderstruck is a warforged cleric of Kord. He sees the warforged as Kord’s chosen people, who are manifested in the world to bring glory to them- selves and the god of battle. With this philosophy in mind, thunderstruck willingly takes up any just cause that requires his strength and skill. He openly seeks personal renown, which ultimately honors Kord, Against his enemies, he is a fearless storm of steel, a worldly expression of what he believes is the warforged ideal Null is a warforged warlock tied to the unfathom- able mysteries of the star pact. A hunger for indi- viduality drove Null to his path, which he also considers part of his rejection of human norms. He engraves his body and belongings with mysti- cal and maddening sigils, and he savors the fear he evokes in his enemies and in common folk although taciturn, darkly candid, and gloomy in manner, Null prefers to use his power to punish those he feels deserve it. He secretly enjoys the grudging admirations his heroics garner him RACIAL TRAITS a | a Requirements: Strength minimum must be at least 8, his Dexterity, Intelligence, Wisdom, Cha- _ tisma at least 3, and his Constitution at least 12 Average Height: 6'0"-6'6" Average Weight: 270-300 Ib Ability Bonuses: +2 Strength, +2 Constitution ) Size: Medium Speed: 30° } Vision: Normal Languages: Warforged automatically speak Common. Additionally, if your campaign has it, War- |) forged also start with one military-appropriate language (morse code, nonverbal hand signals, "army jargon and lingo, etc). They are capable of speaking one of the following: bugbear, Se Gwarvish, elven, hobgobiin, gnoll, gnome, goblin, orcish 4 Skill Bonus: +2 Endurance, +2 intimidate Construct: You have the construct keyword, so you are considered to be a construct for effects that relate to that keyword, Armor: Warforged have composite plating built into their bodies. A warforged is considered to be wearing chain mail, and cannot wear conventional armor or robes over this. Warforged who begin as Assassins or thieves at character creation can choose to have "scout armor" instead, owing to. their particular skill-set their creators had in mind. Scout armor is also metal, but is treated as {studded leather for the purposes of armor class and thief skills \ a It's possible for a warforged to replace his composite plating with superior versions, such as) ‘ magical, mithril, and even adamantine components. The warforged will need access to money, a skilled artisan, and appropriate workshop materials. The purchase of such plating should be wice as expensive as its "normal" armor equivalents, if such materials have a price tag in your _ ) “games C > Living Construct: A warforged does not have to eat, sleep, or breath, and is generally immane to ~ magical effects which require the target to be capable of one of these things (spells which cause hunger, spells which “drown” the target, etc); they are also immune to diseases and poisons. + | _ However, a warforged can still benefit from consumables such as magic potions; in this case, the warforged does not "drink" the consumable but absorbs the magic into his form. Othefvise, ae. : ») warforged is treated as a humanoid for general purposes. ) : ae These benefits have a cost, however. Healing magic is not effective, and warforged heal only half. §\ the hit points restored from a spell or item (round down). They are also affected by spells which~ target metal objects (such as Heat Metal), and can take damage as though they were wearing metal armor. They also cannot heal naturally from hit point loss, and must be manually "repaired." A skilied craftsman can repair the damage on a warforged with 8 hours of work; the” _warforged heals a number of hit points equal to his level. The cost of such a repair in gold pieces “equals the number of hit points restored ? Warforged Mind: You gain a +1 racial bonus to Spell defense. Warforged Racial Power It's difficult to take you down, even when you're faltering. pee 2! bates oitinanisidsy, Healing Minor Action Personal |. Effect: You gain a number of temporary hit points equal to 3 + one-half your level. You may make/ A. ‘ an immediate saving throw against one effect that inflicts ongoing damage and can be ended A | Warforged Resolve 4 with a save. In addition, if you are bloodied (half your normal hitpoints) you regain hit points equal to 3 + one half your level E Saving Throws: Warforged get +1 to all saving rolls. Claggeg Here you will find the classes for your character. Classes are the profession your character has chosen as their adventuring career, or maybe it was chosen for them by fate, a divine being or as a promise to a dying friend, that's your decision. Once this is chosen, You cannot change class half way through your campaign, Unless you “multi-class”. You will find that the classes section is split into four sections. Fighter, Spellcaster(wizard), Rogue and Cleric. And within each are “sub-classes” more specialized versions of the main class. Combination Classes To become a member of a combination class, a character must meet the requirements of both classes. Combination class characters use the best attack bonus and the best saving throw values of their original two classes. An example is: Fighter/Magic-User: These characters may both fight and cast magic spells; further, they are allowed to cast magic spells while wearing armor. A Fighter/Magic-User must gain experience equal to the combined requirements of both base classes Fighters include soldiers, guardsmen, barbarian warriors, and anyone else for whom fighting is a way of life. They train in combat, and they generally approach problems head on, weapon drawn. Not surprisingly, Fighters are best at fighting of all the classes. They are also the hardi- est, able to take more punishment than any other class. Although they are not skilled in the ways of magic, Fighters can nonetheless use many magic items, including but not limited to magical weapons and armor. The Prime Requisite for Fighters is Strength; a character must have a Strength score of 9 or higher to become a Fighter. Members of this class may wear any armor and use any weapon. / Barbarian SSS ee Fighter sub-class. Barbarians are warriors born in savage lands, far from the mollifying comforts of civilization. Bar- barians rely on hardiness, stealth and foolhardy bravery to beat their enemies. Requirements: In order to qualify to be a barbar- ian, one must have rolled a Strength of 9 or higher, a Dexterity of 9 or higher, and a Constitu- tion of 9 or higher. Barbarians may use any armor or shields. They may wield any weapons desired The class is open to any but halflings, eladrin and elves. Barbarians wearing no armor or at most Leather armor may employ the following abilities: Alertness: Only a Thief one or more levels higher than the Barbarian can use the backstab ability on the Barbarian Animal reflexes: The barbarian can be surprised only on a roll of 1 on 146. Hunter: In the wilderness Barbarians can surprise enemies on a roll of 1-3 on 1d6. Runner: The Barbarian adds 5' to his or her tacti- cal movement. Barbarians have two additional special abilities they can always use, regardless of armor worn Diehard: This ability allows the Barbarian to keep fighting even after his or her Hit Points are exhausted. Even at negative hit points, even if he or she is bleeding out at the usual 1 HP per round rate, the Barbarian can keep moving and fighting until he or she reaches the fatal number of nega- tive Hit Points Rage: Once per day a barbarian can fly into a Rage, which will last ten rounds. While raging, a Barbarian cannot use any abilities that require patience or concentration, nor can he or she cast spells or activate magic items of any kind (including potions). Of course, magic items with a continuous effect (like a Ring of Protection) con- tinue to function.While raging, the Barbarian must charge directly into combat with the nearest rec- ognizable enemy. If no enemy is nearby, the Bar- barian's must end his or her rage (see below) or else attack the nearest character. While raging, the character temporarily gains a +2 bonus on attack rolls, damage rolls and saving throws versus mind-altering spells, But suffers a penalty of -2 to Armor Class The Barbarian may prematurely end his or. her rage with a successful saving throw versus Spells. At the end of the rage, the Barbarian loses the rage modifiers and becomes fatigued, suffering a penalty of -2 to attack rolls, damage, Armor Class, and Saving Throws. While fatigued, the Barbarian may not charge nor move at a running rate. This state of fatigue lasts for an hour. A Barbarian may use this ability up to two times per day at 6th level and three times per day at 12th level Level Exp. Points Hit Dice 1 0 148 2 2.500 268 3 3a8 4 4d8 5 a8 6 648 7 748 3S 848 9 988 10. 9a8+2 i ods 12, 9d8+6 13 94848 14 9d8+10 15, 948412 16. 9a8 414 7 9d8+16 18. 9d8+18, 19, 948420 20 948422 | Paladin ~S mk Fighter sub-class Some warriors fight for gold. Others seek glory, power, or prestige. There are a few, however, who seek the warrior’s path for reasons that transcend the material and mundane. Called by divine powers to stand as champions of the light against the ever-encroaching darkness, paladins fight not because they choose to, but because, deep within their souls, they know they must. The paladin's life is not a choice. It is a destiny. Requirements: To become a Paladin, a charac- ter must have at least a Strength score of 9, a Wisdom score of 11, and a Charisma score of 11 Open to any race. They may use any weapon and may wear any armor or shield. . Special Abilities: Paladins emanate an aura equivalent to the spell protection from evil in a 10’ radius. The Paladin can also detect evil at will, as the spell Once per day, per level a Paladin can make his or her non-magical melee weapon or attack form equivalent to a magic weapon for purposes of hitting creatures only able to be struck with a silver or magical weapon. This effect lasts for a turn. Once per day, the paladin can “Lay on Hands’ to any wounded character and heal 2 points of damage; add the Paladin's Charisma bonus to this figure On each oddnumbered level (3rd, Sth, etc.) the Paladin may do this one additional time per day (so, twice per day at 3rd level, three times per day at Sth level, etc.) Starting at 7th level, the Paladin may choose to cure disease (as the spell) instead of providing healing as above. At 11th level, the Paladin may also substitute neutralize poison. A Paladin can Turn Undead as if a Cleric of a level equal to half his or her own, rounded down, starting at 2nd level. Paladins gain the ability to cast appropriate Clerical spells at level 10. For purposes of spell effects that vary based on the Cleric’s level, use one-half the Paladin’s level, rounded down. A Paladin must tithe, giving a minimum of 10% of all treasures gained or other profits as an offer- ing to his deity(via taking it to a church or shrine). A Paladin must obey a code of honor, as defined by the Game Master, and must try to perform duties assigned by his or her deity or religious hierarchy.If the Paladin breaks the code, all powers granted are taken away, and the character must atone for his or her actions as soon as possible. Until the Paladin successfully atones, as defined by the Game Master, he or she performs as nothing more than an ordinary Fighter. Spells Level Exp. Pointe Hit Dice 1 2 0 148) 2 2,500 248 3 348 4 448 5 548 6 648 7 748 8 848 9 O48 5 10 i i 2 5 12 24 13 zien 2 4 ome? 15 a: cay 16 Peery V7 (aunnal 18 seated) 19 pies, 20 Oe. 5. a 4 d | eee ptr SSS Rangers are specialized warriors who roam the borderlands, where their a Hit Dice mission is to keep the beasts and 3 18 monsters of the untamed lands at bay. 3 348 They generally operate alone or in 4 ‘448 small groups, and rely on stealth and 5 548 surprise to meet their objectives 6 a8 i 748 Requirements: To become a Ranger, a 3 a8 character must have a Strength score 9 948 of 9 or higher (just as with any 10 9a8+2 Fighter), a Wisdom of 11 or higher, and u ‘oa8+4 a Dexterity of 11 or higher. They may 12 9a8+6 use any weapon and may wear any 13 9a8+8 armor, but note that some of the 14 96810 Ranger’s special talents and abilities on ee are unavailable when wearing heavier 16 9d8+14 than leather armor. = ae 18 ‘9d8+18 A Ranger must declare a chosen 1 pose 20 9d8+22 enemy or “quarry”. Against this chosen enemy, the Ranger gets a bonus of +3 to damage. This enemy might be a certain category of creature such as Giants, Humanoids, or Dragons. With the GM's permission, the list might include rival organizations, nations, or similar agencies Rangers are always expert bowmen When using any regular bow (shortbow or longbow, but not crossbow), a Ranger adds +2 to his or her Attack Bonus, At 5th level, a Ranger may fire three arrows every two rounds (a 3/2 rate of fire). This means one attack on every odd round, two on every even round, with the second attack coming at the end of the round. At 9th level, the Ranger may fire two arrows every round, with the second attack coming at the end of the round ‘ SHarlord ; cae mk The Warlord is a sub-class of a fighter and saves the same as one “Onward to victory! They cannot stand before us!" provide protection.of herself if she desires. Warlords are accomplished and competent battle Reaching 15th level: At 15th level a warlord leaders. Warlords stand on the front line issuing _an extra attack action in combat, that can be commands and bolstering their allies while leading granted to an ally within 50 feet instead the battle with weapon in hand. Warlords know how to rally a team to win a fight. Requirements: Intelligence and Charisma Level Exp. Points 13+, Strength 9+; a Warlord with 15+ in all 1 0 three scores gains a +10% bonus to all 2 2,500 earned experience points. a 000 Weapon Proficiency: Any. = Special Abilities: 4 10,000 Warlords are a subclass of fighter that excel as 5 20,000 leaders and commanders of men. They have the 6 “40,000 following special abilities, all of which require that A anil they are able to speak or shout clearly. For pur- — poses of these abilities, only creatures whose 8 intelligence is at least 3 and who can hear and 9 understand the warlord qualify as "allies". 10 Inspiring Word: The warlord can take a few i moments (at least one round) before a battle to 12 give a rousing speech to her troops, granting all 13 allies within 50 feet of her a +1 bonus to attack, damage, and morale rolls and saves against fear 14 effects for ten minutes. A warlord can use Inspir- 15, 9d6+6, ing Word as often as she likes, but it can only 16 9d6+7 affect a given character once per day per the war- lord's level. This bonus increases to +2 at 10th a exacts level 18 94649) : 19 ‘9d6+10 Heroic Surge: Once per day, a Warlord may sac- on oaeTLI rifice her action in combat to grant an extra action to any allies within 50 feet. At fourth level she can do this twice per day, but only once per ten minutes. Tactical Presence: Warlords and their allies are only surprised on 1 in 146 Leadership: A warlord can hire one more retainer than her CHA would normally permit, and her allies' morale is 2 higher than it normally would be Reaching 9th Level: At level 9 a warlord may become a great leader, taking control of a parcel of land and a leadership rank in her society. A warlord will, assuming money is at hand, build a castle. She may ultimately control several villages and towns,but must be a good, strong leader and bo Pas Rogue Sn at Rogue's are those who take what they want or Bop. need by stealth, disarming traps and picking locks _Level___Points _Hit Dice. to get to the gold they crave; or “borrowing” L 0 144 money from pockets, beltpouches, etc. right under a aoe 204 the nose of the “mark” without the victim ever B 2,500) Sad knowing. 4 5,000 aia 3 70,000 edd 6 20,000 6a Rogues fight better than Magic-Users but not as —— a well as Fighters. Avoidance of honest work leads rogues to be less hardy than the other classes, 000 ad though they do pull ahead of the Magic-Users at a = higher levels. 100,000, 94444 The Prime Requisite for rogues is Dexterity; a character must have a Dexterity score of 9 or higher to become a rogue. They may use any 375,000 450,000, 948 525,000 344410 weapon, but may not wear metal armor as it inter- "600,000 9d4+12 feres with stealthy activities, nor may they use 675,000 95614 shields of any sort. Leather armor is acceptable, 750,000 3a16 however. 825,000, 9d4+18 900,000. 344120 975,000, 964422 Sneak Attack: Rogues can perform a Sneak Attack any time they are behind an opponent in melee and it is reasonably likely the opponent doesn't know the rogue is there. The GM may require a Move Silently or Hide roll to determine this. The Sneak Attack is made with a +4 attack bonus and does double damage if it is successful. A rogue generally can't perform a Sneak Attack on the same opponent twice in any given combat. The Sneak Attack can be performed with any melee (but not missile) weapon, or may be per- formed bare-handed (in which case subduing damage is done; see the Encounter section for details). Also, the Sneak Attack can be performed with the “flat of the blade,” the bonuses and penalties cancel out, so the attack has a +0 attack bonus and does normal damage; the damage done in this case is subduing damage < Assassin Tit Rogue Sub-Class There are men and women in the world who deal death from the shadows for hire. These people are called assassins. Most are trained by secret guilds or societies; civilized lands generally forbid and destroy such organizations. Most player Assassins are reformed, or exiled from their guild, joining with the party as means of profit. Assassins are a sub-class of the Rogue and must abide by the same weapon and armor restrictions as members of that class and use the same saving throws. A prospective Assassin must have a minimum Dexterity and Intelligence of 9 each | to the Assassin class are as. Disguise: An Assassin can disguise himself or herself to appear to be a specific sort of charac- ter, that is, a noble, a priest, a commoner, etc he gets a +4 on Bluff rolls when in disguise. An assassin may attempt to disguise himself or herself as a specific person, but the chance of success is reduced by at least half in this case (or even more if the Assassin attempts to appear to be someone of a different race or sex) Poison: Assassins learn the art of making lethal poisons. Poisons are often quite expensive to make; it is not uncommon for a single application of contact poison to cost 500 gp or more Shadowing: An Assassin may attempt to follow or track @ character in an urban or indoor environ- ment, no matter how busy or chaotic. The Assas- sin must be able to see the character being shadowed, though not necessarily in a continuous fashion. Make a streetwise roll against the Targets insight. If the roll fails, the GM must decide if the character being followed has been lost, or if he or she has detected the Assassin; further, the Assassin who loses the trail does not know if he or she has been detected (unless, of course, the character being tracked chooses to confront the Assassin). Waylay: An Assassin can attempt to knock out an opponent in a single strike. This is performed in much the same way as a Thief's Sneak Attack ability, but the Assassin must be using a weapon that does subduing damage normally. The attack is rolled at a +4 attack bonus: the Assassin hits, the victim must make a saving throw vs. Death Ray or be knocked unconscious. If this roll is made, the victim still suffers double the weapon's normal damage (which is, of course, subduing damage) Assassinate: This is the Assassin's primary special ability. Like the Waylay attack, it requires the Assassin to be in position to perform a Sneak Attack. The attack must be carried out with a one- handed piercing weapon, such as a dagger or sword. The attack is rolled at the usual +4 attack bonus, and if the attack hits, the victim must roll a saving throw vs. Death Ray or be instantly killed. If this saving throw is a success, the victim still suffers double normal weapon damage. At the GM's option, characters two or more levels lower than the Assassin may be denied a saving throw. This cannot be used on creatures bigger than “medium” size. Level Exp. Points Hit Dice 1 0 144 1375 244 2.750 34 5500 ada 11.000 da 22,000 644 44,000 734 82,500 84a 165,000 94 247.500 94412 330,000 944e4 412,500 944+6 495,000 94448 577,500 964#10 Fy 660,000 9aar12 742,500 9aav14 625,000 944+16 907,500 944418 990,000 944420 3,072,500, 940422 Rogue Sub-class Bards are those who have learned history, oral Songs Hit tradition, music, and performance. They travel 1 widely looking for inspiration for the next great i 2 (+1) a6 ballad or epic poem. And to become famous. 2 (A) 246 Bards are welcome additions to most adventuring 3 3 (+1) 3d6 crews, as they have several useful skills to assist 4 4112) 46 other characters. 5 4 (42) Ba6 6 (42) 66 Charisma is the Bard's Prime Requisite, and they must 7 56,000 5142) 746 have a minimum Charisma score of 9. Bards, being a 8 806) sort of jack-of-all-trades class, can benefit from 9 6143) 946 various other abilities being exceptional as well 10 73) 94672 i 743) 9644 Music to my ears. They use the cleric/rogue column for Ti Sao their attack bonus and the rogue’s saving throw tables, however they receive a +2 bonus on any saves associ- ated with music, dance, performance, song, or singing, Se whether by spell or by a creature's special ability (other "15 $80,009 (+4) 9a6H12_ bards’ songs, siren's song, pipes of pan, or similar 16 10 (+4) 946414 effects). 17 1,100,000 10 (+4) 946+16 18 1,210,000 _11 (+5) 946+18 660,000_8 (+4) 9d6+8 770,000 _9 (+4) 946410 Bards are limited to one-handed melee weapons, and they may use short bows, slings, or light crossbows Bards are limited to light or medium armor types (leather or chainmail) and may utilize a shield Picks a thing or two up here and there: A Bard may learn two additional languages beyond what their race and intelligence score normally allows, however these additional languages are not part of the beginning set and must be learned during the course of game play. Bard Songs Bards can produce effects collectively called Bard Songs, that enhance other characters in various ways, usually by playing of instruments and/or singing (detailed on the next page). Bardic characters have musical talent enough to play most common instruments at least marginally well, but at 1st level must declare a Chosen Instrument to master (stringed, bow & stringed, reed horns, brass horns, drums, accordions, or rarely keyboards, to name several but not necessarily all). The Bard requires his or her chosen instrument to produce various effects collectively called Bard Songs (detailed below). At each 5th level (Sth, 10th, 15th, etc) they may choose another class of instrument to master. Given time and reasonable resources, Bards have the skills to maintain, repair, or even produce instruments they have mastery in. Occa- sionally one might find Bard characters who specialize in other forms of performance (counted as a form of Chosen Instrument) such as epic poetry, witty comedy, acrobatics, dance or other more rare displays Bards begin play knowing two different Bard Songs plus one additional song for each point of Intelligence Bonus At 2nd level and each even level afterwards, the Bard receives additional song proficiency which they can use to learn additional Bard Songs or to improve their proficiency with songs they already know. Song Proficiency may not be increased beyond the “maximum bonus" listed according to their level. Listed below are the basic Bardic Songs available to Bard characters with an explanation of each song's benefit. The player should be encouraged to come up with his or her own unique song names and perhaps even come up with some sample lyrics or melody for each. Of course, this is not necessary for actual play but may enhance the roleplaying aspect of the campaign Songs that are played during the course of combat must be played continuously. Regardless of the Bard’s particular playing style, he or she may not utilize a weapon nor use a shield while playing. The Bard may move about defensively, but may not attack during a round that he is playing. If the Bard is struck in combat, the effect is immediately cancelled until the Bard's turn when he or she can resume playing, however, a Bard can choose to end a song (with flourish) so that the effect lingers one additional round. This allows the Bard to take advantage of the song effect himself on his next turn Alertness Song (rondo) ~ While playing this quiet tune, all allies within 10 feet are less likely to be surprised, reducing the die roll range by 1 (from 1- 2 on d6 to a roll of 1 on d6). A second rank of pro- ficiency reduces the chance further to a roll of 1 on d8, and a third rank modifies the roll to 1 on 410. Proficiency in this particular Bard Song may not be increased beyond 3 such ranks. Battle Song, offense (march) — While playing all allies within 60 feet receive the benefit of +1 on their attack rolls Battle Song, defense (strophic) ~ While playing all allies within 60 feet receive the benefit of +1 on their Armor Class. Charms Song (lullaby) ~ By playing lullaby, a Bard lulls those listening into a drowsy day-dreamy state. Allies are unaffected, but others have a -1 penalty on saves versus sleep, charms, illusions, suggestions and similar effects. Funeral Song (requiem) - While playing this song, undead creatures (or vile beings from netherworld regions) are more easily turned by clerics or those with similar powers. The cleric receives a +1 to his or her Turning attempt. Healing Rest Song (nocturne) — By playing periodically during the periods of rest, each allied character including the Bard, receives the benefit of an additional point of healing. A major disruption of the rest period will spoil the effect. Laying of Hands Song (hymn) - While playing a song of divine inspiration, any divine spell casters within 60 feet receive an additional +1 point per die of healing spells Lock Picking Song (measures) - By this carefully timed piece, a Bard can assist in the concentration of roguish characters during attempts to Open Locks and in the Removal of Traps (but not location of such traps). The Thief gets a +5% bonus on such attempts for each rank of proficiency of the Bard. Any character with such abilities can benefit from the song's effect. Magic Dampening Song (elegy) ~ When playing this tune, magical effects are easier to shrug off, granting a +1 to any saving throw versus a magical effect (typically Wands and Spells). However, this song affects both allies and enemies equally Only the highest proficiency Bard effect applies when multiple bards might play this song at same time. Magic Destruction Song (crescendo) ~ When playing this tune, magical effects are much more destructive, granting a +1 to the effective caster level of damaging spells originating within 60 feet of the Bard, modi- fying spell effects such as range, damage, and/or duration. This song affects both allies and enemies equally. Only the highest proficiency Bard effect applies when multiple bards might play this song at same time. The empowered caster does not receive additional memorized spells or other level derived benefits, only increased effectiveness with their current allotment of damaging spells. Morale Boost Song (polonaise) ~ While the Bard plays, allies within 60 feet have the benefit of +1 on morale or saves against fear effects. Morale Killing Song (caprice) ~ While the Bard plays, any enemies within 60 feet have a penalty of -1 on morale or saves against fear effects. Pied Piper Song (allegro) - While playing this song, natural animals (including giant varieties) are more easily befriended or calmed by druids or those with similar powers. The druid receives a +1 to his or her Animal Affinity (Turning) attempt. While the song is playing, any animal specific charm or control type spell (as determined by Game Master) has a -1 penalty to the animal's saves Recall Song (lament) ~ This calming tune aids concentration and contemplation, allowing a spell caster (including the playing Bard if applicable) to recall a previously cast ist level spell after a period of 1 hour of meditation while the Bard plays. Neither the Bard nor the spell caster may be interrupted during this time. No one spell caster may benefit from this effect more than once per day, but multiple spell casters may benefit from the effect. Increased proficiency allows spells of higher level to be recalled (up to level 5 spells), but the spell caster may choose lower level spells if desired. Regardless, only one spell can be recalled Travel Song (barcarolle) ~ By playing a rhythmic tune during the majority of a day's traveling time, the allied group receives the benefit of +10% addi- tional distance after all other factors are figured Each additional level of proficiency increases this bonus by an additional +10% (up to +50%, maximum). A note on roleplaying songs. Bards have many different ways of entertaining. music, song, comedy, inspiring speeches some even use blatant amusing abuse. Its up to you, the player, to decide what your bards choice of song type is, it doesn't have to be generic fantasy bard like music. An example could be a Bard with an acoustic guitar, who sings songs similar to the modern day band, Tenacious D, combining scathing insults and exaggerated body language. Your DM may reward you with a lowered DC for tasks or allow you to do things for free if you amuse the group! If you dont want to play out the songs or insults, the bard probably isn't for you as the real joy comes from this part. Clerics are those who have devoted themselves to the service of a deity, pantheon or other belief system. Most Clerics spend their time in mundane forms of service such as preaching and minister- ing in a temple; but there are those who are called to go abroad from the temple and serve their deity in a more direct way, smiting undead monsters and aiding in the battle against evil and chaos. Player character Clerics are assumed to be among the latter group. Clerics can cast “spells” of divine nature starting at 2nd level, and they have the power to Turn the Undead, that is, to drive away undead monsters by means of faith alone (see next page). The Prime Requisite for Clerics is Wisdom; a character must have a Wisdom score of 9 or higher to become a Cleric. They may wear any armor, but may only use blunt weapons (specifically including warhammer, mace, maul, club, quarterstaff, and sling) The number of spells of each level which a Cleric or Magic-User may cast per day is shown on the appropri- ate table in the Characters section, above. Each day, usually in the morning, spelicasters prepare spells to replace those they have used. Clerics do this through prayer, Clerics must have at least one hand free, and be able to speak, in order to cast spells; In combat, casting a spell usually takes the same time as making an attack. If a spelicaster is attacked on the Initiative number on which he or she is casting a spell, the spell is spoiled and lost. Some spells are reversible; such spells are shown with an asterisk after the name. Clerics receive their spells through faith and prayer. Each day, generally in the morning. a Cleric must pray for at least an hour in order to prepare spells. Of course, the Cleric may be expected to pray more than this in order to remain in his or her deity's good graces Because they gain their spells through prayer, a Cleric may prepare any spell of any level he or she is able to cast. However, in some cases the Cleric's deity may limit the availability of certain spells; for instance, a deity devoted to healing may refuse to grant reversed healing spells. 16 17 18 19 1,500) 3,000 6,000 32,000 24,000 96641 96642, 9643) 9464 9645) 966+6. 96647. Eran 9649) 96:10 3 3 3 afalalals|efale|s 4 4 4 4 4 5 als w Hm ner oe, ~ a re Earning Zoe Undead i Clerics can Turn the undead, that is, drive away undead monsters by means of faith alone. The Cleric brandishes their holy symbol and calls upon the power of their divine patron. The player rolls 1420 and tells the GM the result. Note that the player should always roll, even if the GM knows the character can't succeed (or can’t fail), as telling the player whether or not to roll may reveal too much The GM looks up the Cleric's level on the Clerics vs. Undead table, and cross-references it with the undead type. If the table indicates “No” for that combination, it is not possible for the Cleric to affect that type of undead monster. If the table gives a number, that is the minimum number needed on 1d20 to Turn that sort of undead. If the table says “T” for that combination, that type of undead is automatically affected (no roll needed). If the result shown is a “D,” then that sort of undead will be Damaged (and possibly destroyed) rather than merely Turned If the roll is a success, 2d6 hit dice of undead monsters are affected; surplus hit dice are lost (so if zombies are being Turned and a roll of 7 is made, at most 3 zombies can be Turned), but a minimum of one creature will always be affected if the first roll succeeds If a mixed group of undead (say, a wight and a pair of zombies) is to be Turned, the player still rolls just once. The result is checked against the weakest sort first (the zombies), and if they are suc- cessfully Turned, the same result is checked against the next higher type of undead. Likewise, the 2d6 hit dice are rolled only once. For example, if the group described above is to be Turned by a 2nd level Cleric, he or she would first need to have rolled a 15 or higher to Turn the zombies. If this is a success, 206 are rolled; assuming the 2d6 roll is a 7, this would Turn both zombies and leave a remainder of 3 hit dice of effect. Wights are, in fact, 3 hit die monsters, so assuming the original 1420 roll was a 20, the wight is Turned as well. Obviously, were it a group of 3 zombies and a wight, the 2d6 roll would have to be a total of 9 or higher to affect them all. If a Cleric succeeds at Turning the undead, but not all undead monsters present are affected, he or she may try again in the next round to affect those which remain. If any roll to Turn the Undead fails, that Cleric may not attempt to Turn Undead again for one full turn. A partial failure (possible against a mixed group) counts as a failure for this purpose. Undead monsters which are Turned flee from the Cleric and his or her party at maximum movement. If the party pursue and corner the Turned undead, they may resume attacking the party; but if left alone, the monsters will not return or attempt to attack the Cleric or those near him or her for at least 2d4 turns. Undead monsters subject to a D (Damaged) result suffer 148 damage per level of the Cleric (roll once and apply the same damage to all undead monsters affected); those reduced to zero hit points are utterly destroyed, being blasted into little more than dust. Those surviving this damage are still Turned as above cae Cleric Origong ries Guidance*: The cleric grants +1 to any subject's next attack roll. Reversed, this becomes Misguide, which gives the subject -1 to his next attack roll. Ward": Grants +1 to the subject's next saving throw. Reversed, this becomes Curse, which gives the opposite effect. Cure Minor Wounds: Heals one hit point Mend: Mends breaks, dents, and holes in small objects. Predict Weather: The cleric may predict the weather up to 24 hours in advance. Virtue: A subject gains one temporary hit point Water to Wine: The cleric may turn one flask or mug of water to wine Call to Worship: This orison mentally notifies patrons of the cleric's church (within one mile per level) that services are beginning. The orison does not provide an actual compulsion to come. Meal Blessing: The cleric says this short prayer before a meal to give the diners a blessing. Anyone who eats the meal within twenty minutes heals 1 hit point. The meal must be normally prepared and obtained in a way that the deity permits. 0 Level Spells, and what they are. 0 level spells are called cantrips when used by Magic- Users, and orisons when used by Clerics. A spell caster may cast a number of 0 level spells per day equal to his or her level plus ability bonus (Intelligence bonus for Magic-Users, Wisdom for Clerics). Sub- classes of Magic-Users and Clerics may use 0 level spells, though the GM must decide which of the 0 level spelis listed are allowed to each subclass. Since these spells take such a short amount of time to cast (due to their abbreviated verbal and somatic components), a character may cast one and take another action in the round at the same time. 0 level spells do not have to be prepared in advance, unlike more powerful magics. Learning 0 Level Spells A spelicaster learns a number of 0 level spells equal to 1d4 plus his or her relevant ability bonus while in train- ing, and can learn additional cantrips any time a trainer is available. Non-spelicasters may only learn 0 level spells from a trainer. Using 0 Level Spells Cantrips typically have a range of 10 feet and a dura- tion of instantaneous. As with standard spells, 0 level spells may be reversible. Cleric & Detect Evil* Range: 60° Duration: 1 round/level This spell allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments, and possibly extraplanar creatures of evil nature. Normal charac- ters, even “bad” characters, cannot be detected by this spell, as only overwhelming evil is detectable. The caster sees the “evil” creatures or objects with a defi- nite glow around them, but the glow cannot be seen by anyone else The exact definition of evil is left for the GM to decide. Note that items such as ordinary traps or poisons are not “evil,” and thus not detectable by this spell Reversed, this spell becomes detect good, which works just as described above with respect to detecting “good” enchantments, angelic creatures, and so on Detect Magic Range: 60° Duration: 2 turns The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight, seeing them surrounded by a pale glowing light. Only the caster sees the glow. Invisible creatures or objects are not detected by this spell, but the ema- nations of the invisibility magic will be seen as an amorphous glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2 Light* Range: 120° Duration: 6 + level turns This spell creates a light equal to torchlight which illu- minates a 30' radius area (and provides dim light for an additional 20°) around the target location or object. The effect is immobile if cast into an area, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. Reversed, light becomes darkness, creating an area of darkness just as described above. This darkness blocks out Darkvi sion and negates mundane light sources. A light spell may be cast to counter and dispel the darkness spell of an equal or lower level caster (and vice versa). Doing 50 causes both spells to instantly cease, restoring the existing ambient light level. Either version of this spell may be used to blind an opponent by means of casting it on the target's ocular organs. The target is allowed a saving throw vs. Death Ray to avoid the effect, and if the save is made, the spell does not take effect at all A light or darkness spell cast to blind does not have the given area of effect (that is, no light or darkness is, shed around the victim). eoel 1 Spells pet rs Protection from Evi Range: touch Duration: 1 turn/level This spell wards a creature from attacks by evil creatures, from mental control, and from sum- moned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Note that the definition of “evil” is left to the individual GM to decide Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including charm spells or effects). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting control does, the would-be controller would then be able to command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. Third, the spell prevents bodily contact by sum- moned creatures (regardless of whether they are “evil” or not). This causes the natural weapon attacks of such creatures to fail and the crea- tures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature Reversed, this spell becomes protection from good. It functions in all ways as described above, save that “good” creatures are kept away, rather than “evil” creatures. Resist Cold Range: touch Duration: 1 round/level This abjuration grants a creature temporary immunity to cold. Minor cold (such as exposure to winter weather in inadequate clothing) is, ignored by the affected creature Against more significant cold (such as the breath of a White Dragon), the affected creature gains a bonus of +3 on saving throws, and all damage from such attacks is reduced by half (round up) a 4 d | Cleric ALeeel 1 Spells \ 3 nee Remove Fear* Range: touch (120') Duration: instantaneous (2 turns) This spell will calm the creature touched. If the target creature is currently subject to any sort of magical fear, it is allowed a new save vs. Spells to resist that fear, at a bonus of +1 per level of the caster. The reverse of this spell, cause fear, causes one target creature within 120° to become frightened; if the target fails to save vs. Spells, it flees for 2 turns. Creatures, with 6 or more hit dice are immune to this effect, Purify Food and Water Range: 10° Duration: instantaneous This spell makes spoiled, rotten, poisonous, or other- wise contaminated food and water pure and suitable for eating and drinking, This spell does not prevent subse- quent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Bless* Range: 50° radius Duration: 1 minute/level This spell gives the caster and his or her allies (within a 50’ radius of the caster) a bonus of +1 on attack rolls, morale checks (for monsters or NPCs allied with the caster), and saving throws against magical fear. The reverse of bless is called bane. It fills the caster's enemies (within a 50’ radius) with fear and doubt, causing each affected creature to suffer a -1 penalty on attack rolls, morale checks, and saving throws against magical fear. Charm Animal Range: 60" Duration: level+144 rounds This spelll allows the caster to charm one or more animals, in much the same fashion as charm person, at a rate of 1 hit die per caster level. The caster may decide which individual animals out of a mixed group are to be affected first; excess hit dice of effect are ignored. No saving throw is allowed, either for normal or giant-sized animals, but creatures of more fantastic nature (as determined by the GM) are allowed a save vs. Spells to resist. When the duration expires, the animals will resume normal activity immediately. This spell does not grant the caster any special means of communication with the affected animals; if combined with speak with animals, this spell becomes signifi- cantly more useful Cure Light Wounds* Range: touch Duration: instantaneous With this spell the caster heals 146+1 hit points of damage by laying his or her hand upon the injured creature. The reverse form of this spell, cause light wounds, causes 1d6+1 damage to the creature affected by it. A successful attack roll is required in this case. Undead are affected by this spell and its reverse in opposite fashion; they are injured by cure light wounds and healed by cause light wounds Find Traps Range: 30° Duration: 3 turns This spell permits the caster to detect a variety of traps, both mechanical and magical. When the caster moves within 30’ of a trap, he or she will see it glow with a faint greenish-blue aura. The caster is not, however, able to detect certain natural hazards such as quicksand, a sinkhole, or unsafe walls of natural rock. The spell also does not bestow the caster with the knowledge needed to disarm the trap, nor any details about ils type or nature. Cleric Leeel t Spelle ee. pnt rs Hold Person Range: 180' Duration: 248 turns This spell will render any living (not undead) human, demi-human or humanoid creature para- lyzed. Creatures larger than ogres will not be affected by this spell, Targets of the spell are aware, and breathe normally, but cannot take any actions, including speech. A successful save vs. Spells will negate the effect, The spell may be cast at a single person, who makes his or her save at -2, or at a group, in which case 144 of the creatures in the group may be affected. A winged creature which is paralyzed cannot flap its wings and falls (if in flight at the time). A paralyzed swimmer can't swim and may drown. Resist Fire Range: touch Duration: 1 round/level This abjuration grants a creature temporary immunity to fire and heat. Minor heat or fire (such as exposure to normal flames) is ignored by the affected creature. Against more signifi- cant heat or fire (such as a fireball), the affected creature gains a bonus of +3 on saving throws, and all damage from such attacks is reduced by half (round up) Spiritual Hammer Range: 30° Duration: 1 round/level This spell causes a warhammer made of pure force to spring into existence, attacking any foe chosen by the Cleric within range once per round. It deals 148 hit points of damage per strike, +1 point per three caster levels (maximum of +5). It uses the caster’s normal attack bonus, striking as a magical weapon, and thus can inflict damage upon creatures that are only hit by magic weapons. If the hammer goes beyond the spell range, the Cleric loses sight of it, or the caster ceases to direct it, the hammer disappears. The hammer cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, or a rod of cancellation will dispel it ee. Cleric Leeel t Spelle ries Speak with Animals Range: special Duration: 1 turn/4 levels The caster can comprehend and communicate with any one animal (normal or giant sized, but not magical or monstrous) that is in sight of the caster and able to hear him or her. The caster may change which animal he or she is speaking with at will, once per round. The spell doesn't alter the animal's reaction or attitude towards the caster; a standard reaction roll should be made to determine this. Furthermore, more intelligent animals are likely to be terse and evasive, while less intelligent ones make inane comments. However, if an animal is friendly toward the caster, it may be willing to grant some favor or service. Silence 15' Radius Range: 360° Duration: 2 rounds/level Upon the casting of this spell, complete silence pre- vails within a 15' radius around the target. All sound is stopped: Conversation is impossible, spells cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast ona point in space, making the effect stationary, or it may be cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a save vs. Spells to negate the spell. If an item in another creature's possession is targeted, that creature also receives a save vs. Spells to negate. This spell provides a defense against sonic or lan- guage-based attacks or spells eee Continual Light* Range: 360' Duration: 1 year/level This spell creates a spherical region of light, as bright as full daylight up to a 30° radius, with light of lesser intensity to a radius of 60°. Continual light can be cast on an object, into the air, or at a creature, just as with the light spell, up to a maximum range of 360" from the caster, The spell remains in effect for one year per level of the caster. As with light, this spell can be used to blind a creature if cast on its visual organs. Crea- tures targeted by this spell are allowed a save vs. Death Ray; if the save is made, the spell is cast into the air just behind the target creature. A penalty of -4 is. applied to the blinded creature's attack rolls if the saving throw fails, The reversed spell, continual dark- ness, causes complete absence of light in the area of effect, overpowering normal light sources. Continual darkness may be used to blind just as continual light may Cure Blindness Range: touch Duration: instantaneous With this spell the caster can cure a creature suffering blindness (whether caused by injury or by magic, including light or continual light). Blindness caused by a curse cannot be cured by this spell Cure Disease” Range: touch Duration: instantaneous Cure disease cures all diseases that the subject is suf- fering from. The spell also kills parasites afflicting the target creature. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher. Note: This spell does not prevent reinfection after a new exposure to the same disease. Growth of Animals Range: 60'+10'/level Duration: 1 turn/level This spell causes an animal to grow to twice its normal size and eight times its normal weight. The affected creature will do double normal damage with all physical attacks, and its existing natural Armor Class increases by 2. The animal's carrying capacity is also doubled. Unfriendly animals may save vs. Spelis to resist this spell; normally, domesticated animals will not attempt to resist it, though they may become confused or Panicky afterward (at the GM's discretion). All equip- ment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the enlarged creature's pos- session instantly returns to its normal size. The spell gives no means of command or influence over the enlarged animals Cleric Wesel 3 Spells ee Locate Object Range: 360' Duration: 1 round/level This spell allows the caster to sense the direc- tion of a wellknown or clearly visualized object He or she can search for general items, in which case the nearest one of its kind is located if more than one is within range. The caster cannot specify a unique item unless he or she has observed that particular item firsthand (not through divination). The spell is blocked by even a thin sheet of lead or gold. Creatures cannot be found by this spell Remove Curse* Range: 30° Duration: instantaneous Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher. The reverse of this spell, bestow curse, allows the caster to place a curse on the subject. A save vs. Spells is allowed to resist. The caster must choose one of the following three effects -4 decrease to an ability score (minimum 1). =4 penalty on attack rolls and saves. Each round of combat, the target has a 50% chance to act normally; otherwise, it takes no action. The caster may also invent his or her own curse, but it should be no more powerful than those desoribed above. The curse thus bestowed cannot be dispelled, but it can be removed with a remove curse spell Stri Range: touch Duration: 1 round/level This spell bestows upon one weapon the ability to deal 146 points of additional damage. This extra damage is applied on each successful attack for the dura- tion of the spell. It provides no attack bonus, but if cast on a normal weapon, the spell allows monsters only hit by magical weapons to be affected; only the 1d6 points of magical damage applies to such a monster, however, eae f — ~ Cleric Wesel 3 Spells Speak with Dead Range: 10° Duration: 3 rounds/level This spell grants the semblance of life and intellect to a corpse, allowing it to answer several questions that the caster puts to it. The caster may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse's knowledge is limited to what the creature knew during life, including the lan- guages it spoke (if any). Answers are often brief, cryptic, or repetitive. If the corpse has been subject to speak with dead within the past week, the new spell fails. The caster can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A. damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not let the caster actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored” in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can’t even remember being questioned. This spell does not affect a corpse that has been turned into an undead creature f — ~ Cleric Leeel W Spells 4 Animate Dead Range: touch Duration: special This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the cast- er's spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice his or her caster level, and no more. Animated skeletons have hit dice equal to the number the creature had in life; for skele- tons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast Create Water Range: 10° Duration: permanent This spell creates one gallon of water per caster level Note that one or more vessels to contain the water must be available at the time of casting. The water created by this spell is just like clean rain water. Note: Water weighs about 8 pounds per gallon, and one cubic foot of water is roughly 8 gallons Cure Serious Wounds* Range: touch Duration: instantaneous This spell works exactly like cure light wounds, save that it heals 2d6 points of damage, plus 1 point per caster level. The reverse, cause serious wounds, also works exactly like cause light wounds, except that it inflicts 2d6 + caster level in damage. Dispel Magic Range: 120° Duration: instantaneous The caster can use dispel magic to end ongoing spells that have been cast on a creature or object, or to end ongoing spells (or at least their effects) within a cubic area 20' on a side. The caster must choose whether to dispel magic on a creature or object, or to affect an area. If dispel magic is targeted at a creature, all spell effects (including ongoing potion effects) may be can- celed. If cast upon an area, all such effects within the area may be canceled. Any spell or effect having a caster level equal to or less than the dispel magic cast- e's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance the dispel magic will fail for each level the spell effect exceeds the caster level. For example, a 10th level caster dispelling magic created by a 14th level caster has a 20% chance of failure. Some spells cannot be ended by dispel magic; this specifically includes any curse, including those created by bestow curse (the reverse of remove curse) as well as by cursed items. ries Neutralize Poison” Range: touch Duration: instantaneous This spell detoxifies any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison; if cast upon a creature slain by poison in the last 10 rounds, the creature is revived with 1 hit point. If cast upon a poisonous object (weapon, trap, etc.) the poison is rendered permanently ineffective. Reversed, this spell becomes poison. The caster must make a successful attack roll; if the attack is a success, the target must save vs. Poison or die. The caster’s touch remains poisonous for 1 round per level of ability, or until discharged (i.e. only one crea- ture can be affected by the reversed spell) 10' Ra Protection from Ev Range: touch Duration: 1 turn/level This spell functions exactly as protection from evil, but with a 10 radius rather than a 1" radius. All within the radius receive the protection; those who leave and then reenter, or who enter after the spell is cast, receive the protection as well. Reversed, this spell becomes Protection from good 10' radius, and functions exactly as the reversed form of protection from evil, except that it covers 2 10" radius around the target rather than the normal 1' radius. Sticks to Snakes Range: 120° Duration: 6 turns This spell transforms normal wooden sticks into 144 hit dice worth of normal (not giant) snakes per every four caster levels. (See the Monsters section for details on types of snakes.) The snakes follow the commands of the caster. When slain, dis- pelled, or the spell expires, the snakes return to their original stick form. Magical “sticks” such as enchanted staves cannot be affected. Speak with Plants Range: 20' Duration: 1 turn The caster can comprehend and communicate with both normal plants and plant creatures. A normal plant's sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t alter the plant's reaction or attitude towards the caster; however, normal plants will generally communicate freely with the caster, as they have nothing else of importance to do. Intelligent plant creatures are more likely to be terse and evasive, behaving in much the same fashion as any other monster. If a plant creature is friendly toward the caster, it may decide to do some favor or service for him or her. Normal plants are usually not animate, and thus cannot generally perform “services” other than to answer questions Cleric Mesel W Sp ells ries a d 4 1 Commune Range: self Duration: 1 round/level This spell puts the caster in contact with his patron deity or an extraplanar servant thereof, who answers one yes-or no question per caster level. The ritual to cast this spell takes 1 turn to complete. The being con- tacted may or may not be omniscient, and further, though the being Is technically allied with the caster, it may still not answer questions clearly or completely. These details are left to the GM's discretion Create Food Range: 10° Duration: permanent The food that this spell creates is simple fare of the caster's choice, highly nourishing, but rather bland. Up to 3 men or one horse per caster level can be fed for one day with this spell. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting purify food and water on it. Dispel Evil Range: touch Duration: 1 round/level This powerful spell aids the caster in dealing with creatures from the nether planes, hereafter called “evil creatures.” First, the caster gains a +4 bonus to Armor Class against attacks by evil creatures. Second, the caster can choose to drive an evil creature back to its home plane by touch (requiring a successful attack roll). The creature can negate the effects with a suc- cessful save vs. Spells. This use discharges and ends the spell. Third, with a touch the caster can automati- cally dispel any one spell cast by an evil creature: Exception: Spells that can’t be dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws do not apply to this effect. This use discharges and ends the spell. The exact definition of evil is left for the GM to decide; however, extraplanar creatures that oppose the caster should almost always qualify. Insect Plague Range: 300'+30'/level Duration: 1 round/level This spell summons one swarm of locusts per three caster levels, to a maximum of six swarms at 18th level. See Insect Swarm in the Monsters section for the effects of a swarm. The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). The caster may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are sta- tionary after being summoned. Cleric Deeel V Spellg 4 Quest* Range: 5'/level Duration: special Quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by the caster. The target creature must be able to understand the caster for this spell to take effect. While a quest cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. A saving throw vs. Spells will allow an unwilling target to resist a quest when it is first cast. However, the target may choose to accept the quest, typically as part of a bargain with the caster to perform some service The affected creature must follow the given instructions until the quest is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions. If the subject is prevented from obeying the quest for 24 hours, it takes 3d6 points of damage each day. A quest (and all effects thereof) can be ended by a remove curse spell from a caster two or more levels higher than the caster of the quest, or by a wish, or by the reverse of this spell. Dispel magic does not. affect a quest spell Raise Dead* Range: touch Duration: instantaneous This spell restores life to a deceased human, demi-human or humanoid. The caster can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work. Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 hit die) when it is raised, permanently (ie. it does not accrue a negative level, but rather loses an actual level, being reduced to the minimum number of experience points equired for the previous level). If the subject is 1st level, it loses 1 point of Constitution instead (if this would reduce its Constitution to 0 or less, it can't be raised). This level, hit dice, or Constitution loss cannot be repaired by any means, though of course the character may gain levels and hit dice in the normal fashion Also note, a character who died with spells pre- pared has none prepared upon being raised. A raised creature has a number of hit points equal to its current hit dice. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are iy eee not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell. A creature which has become undead can't be raised by this spell. Constructs and elementals cannot be raised. The spell cannot bring back a creature that has died of old age. The reverse of this spell, slay living, will kill instantly the creature touched (which may be of any sort, not just a human, demi-human or humanoid) unless a save vs. Spells is made. If the saving throw is successful, 246 damage is dealt to the victim instead. An attack roll is required to apply this spell in combat. True Seeing Range: touch Duration: 1 round/level This spell confers on the target the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors, sees the exact locations of displaced creatures or objects, sees through normal or magical disguises, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly- morphed, changed, or transmuted things. The range of true seeing conferred is 120 feet. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairvoyance Wall of Fire Range: 180° Duration: 1 round/level (or special) An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the walll, selected by the caster, sends forth waves of heat, dealing 204 points of fire damage to creatures within 10 feet and 144 points of fire damage to those beyond 10 feet but within 20 feet. The wall deals this damage when it appears and on the caster's turn each round to all creatures in the area. In addition, the wall deals 2d6 points +1 point per caster level of fire damage to any creature passing through it. The wall deals double damage to undead creatures. The wall is either a sheet of flame up to 20" in length per caster level, or a ring with a radius up to 5' per caster level. The caster may choose to make the wall smaller if desired. The wall may be up to 20! tall (as desired by the caster and/or constrained by the ceiling). If the caster evokes the wall so that it appears where creatures are, each crea- ture takes damage as if passing through the wall; a save vs. Spells is allowed, with success indicating that damage is rolled as if the creature is within 10' of the (Cleric Leoel V Spellg a 4 d | ries of the wall. The caster may choose to maintain the spell indefinitely (within reasonable limits of endurance) by concentration, or may cast it with the standard duration of 1 round per level, at his or her option f — ~ Cleric Leeel Spells 4 Animate Objects Range: 100'+10'/level Duration: 1 round/level This spell imbues inanimate objects with mobility and a semblance of life. The animated objects then attack whomever or whatever the caster designates. This spell cannot animate objects carried or worn by a crea- ture. An animated object can be of any non-magical material. The caster can animate one object per level, up to a maximum of 25 Ibs. per caster level (i.e. 300 Ibs. at 12th level, 325 Ibs. at 13th level, and so on) The GM must rule on the effectiveness of animated objects in combat. In general, animated objects attack using the same attack bonus as the caster. Small or lightweight objects do no more than 1d4 damage per hit, while larger and/or heavier objects do 146 or 148 (at the GM's discretion). As a special case, weapons which are animated do damage using the normal die roll for the type, but only up to a maximum 1d8. Animated objects have a movement rate of 10°, and generally must move in contact with the ground (walking, hopping, slithering or bouncing, however seems most appropriate to the GM). Blade Barrier Range: 90" Duration: 1 round/level This spell creates a wall of whirling blades up to 20' long per caster level, or a ringed wall of whirling blades with a radius of up to 5" per two levels. Either form will be up to 20 ft. high (as allowed by available space). Any creature passing through the wall takes 1d6 points of damage per caster level (maximum. 15d6), with a save vs. Death Ray reducing damage to half, If the caster evokes the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful save vs. Death Ray. A blade barrier provides cover (+4 bonus to Armor Class) against attacks made through it Find the Path Range: touch Duration: 1 turn/level The recipient of this spell can find the shortest, most direct physical route to a specified destination. The caster must have some knowledge about the location; any location the caster has ever visited can be so located, as well as locations described to the caster. Even knowing the name of a location (if it has a name) is enough for this spell to function. The locale can be outdoors or underground. Find the path works with respect to locations, not objects or creatures. The location must be on the same plane as the caster at the time of casting. The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to detect secret ries doors and to know any passwords required. The spell ends when the destination is reached or the duration expires, whichever comes first. Heal* Range: touch Duration: permanent Heal enables the caster to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blindness, confusion, deafness, disease, exhaustion or fatigue, fee- blemind, insanity, nausea, and poison. It also restores all but 104 of the target's hit points. Heal does not remove negative levels or restore permanently drained ability score points. The reversed spell, harm, injures the creature touched so horribly that it is left with only 144 hit points. The caster must succeed at a normal attack roll in this case; failure means the spell is wasted. Note that, if the victim has fewer hit points remaining than the number rolled, he or. she will take at least one point of damage (and this is the only case in which harm may kill a creature). Generally, both heal and harm only affect living creatures. If used against an undead creature, heal instead acts like harm; likewise, harm affects undead like heal. Con- structs such as golems are unaffected by either spell Word of Recall Range: self (special) Duration: instantaneous Word of recall teleports the caster instantly back to his or her sanctuary when a single word is uttered. The caster must designate the sanctu- ary when he or she prepares the spell, and it must be a very familiar place. The actual point, of arrival is a designated area no larger than 10 feet by 10 feet. The caster can be transported any distance within a plane but cannot travel between planes. The caster can bring along objects or creatures, not to exceed 300 pounds plus 100 pounds per level above 10th. The caster must be in contact with all objects and/or creatures to be transported (although creatures to be transported may be in contact with one another, with at least one of those creatures in contact with the caster). An unwilling creature can't be teleported by word of recall. Likewise, a creature's save vs. Spells prevents items in its possession from being teleported Speak with Monsters Range: special Duration: 1 turn/5 levels The caster can comprehend and communicate with any one monster that is in sight of the caster and able to hear him or her. The caster may change which monster he or she is speaking with at will, once per round Others able to understand the language spoken by the target monster (if any) will be able to understand the caster. The spell doesn't alter the monster's reaction or attitude towards the caster. Furthermore, more intelli- gent monsters are likely to be terse and evasive, while less intelligent ones make inane comments. Ifa monster is friendly toward the caster, it may decide to do some favor or service for him or her.Mindless mon- sters, plant creatures and undead are unaffected by this spell Restoration Range: touch Duration: permanent This spell restores negative levels to a creature who has suffered energy drain. See the rules for Energy Drain (in the Encounter section) for details. Restora- tion does not restore levels lost due to death (as described for the spell raise dead). Regenerate Range: touch Duration: permanent This spell causes the subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multineaded creatures), broken bones, and ruined organs to grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the crea- ture Otherwise, a full turn is required for the regeneration to complete. This spell also heals 348 points of damage. Regenerate has no effect on nonliving crea- tures or constructs (including undead). Cleric Mesel WU Sp pnt rs ells’ 4 d 4 1 eee 5 _ te Cleric sub-class 7 Druids are nature priests, revering the gods of the Desai irsiaes natural world. Often a Druid uses mistletoe as a holy 1 0 symbol, but this can vary with specific nature deities. 2 7500 T Druids spend their time contemplating nature or in 3 “346 2 mundane forms of service such as ministering in rural 4 44621 areas. However, there are those who are called to go 5 3622 abroad to serve the natural order in a more direct way 6 6462 2 1 by working actively to restore balance 7 76322 3 i632 21 Druids advance as do other Clerics, and they use the ° 63 322. same combat and saving throw tables. Druids can 10 od6e1 3 3 2 2 1 cast spells of divine nature starting at 2nd level, and 11 946243392 they have the power to Turn or Befriend Animals 2 480,000 ue 443-22 4 (detailed on the next page), working much like the 13 $40,000 96a 4433-22 Glerical ability to Turn Undead rn 62000094615 44d 3 2 2 15 720,00 9466 4-4 4-3 3 2 The Prime Requisite for Druid is Wisdom; a character 16 gd6t7 5 4 4 3 3 2 must have a Wisdom score of 9 or higher to become a 7 94648 5 5 4 3 3 2 Druid, Druids may not utilize metal armor of any type, a8, 69854438 and they are likewise limited to wooden shields. 19 1,080,000 | 946410 6 5 4 4 3 3 Druids utilize any one-handed melee weapon, as well 9) 1,170,000 9dG+11 6 § 6 433 as staff, sling, and shortbow. Fifth Level Druid Spells Fi 1 ‘Commune With Natu 2 a ‘Control Winds 4 Detect Maghe 3 Dispel Eu 5 Detect Sneres and Pits 4 Flame Strike 6 Entangle 5 Growth of Animal, z Faerie 6 Rock to Mud 2 arid z Summon Anim: 8 Wall of Fire 1 : Sixth Level Druid Spells 3 Heat Metal 1 a Obscuring Misi 2 5 Produce Flame/Cold 3 6 Slow Polson fi Z___Speok With Animals ‘Weather Summoning 5 Wasp Wood 5 Word of Recall For details on the spells, Ask your GM for the Druid spell list, a 4 5 6 Plast Growth 7 Protection From Fire 3 Water Breathing Fourth Level Druid Spells 1 Call Woodland Beil z Control Temperature, 10" Radius 3 Cure Serious Wounds® 4 Lower Water - 5 ‘Tree Sanctuary, 6 Protection From Lightning Zz ‘Speak With Plants 5 ‘Summon Animals T Detties The deities of the D&D world are powerful but not omnipotent, knowledgeable but not omniscient, widely traveled but not omnipresent. They alone of all creatures in the universe consist only of astral essence. The gods are creatures of thought and ideal, not bound by the same limitations as beings of flesh. Because of their astral nature, the gods can perform deeds that physical creatures can't. They can appear in the minds of other creatures, speaking to them in dreams or visions, without being present in physical form. They can appear in multiple places at once. They can listen to the prayers of their followers (but they don't always). But they can also make physical forms for themselves with a moment's effort, and they do when the need arises—when presumptuous epic-level mortal adventurers dare to challenge them in their own dominions, for example. In these forms, they can fight and be fought, and they can suffer terrible consequences as a result. However, to destroy a god requires more than merely striking its physical form down with spell or sword. Gods have killed other gods (Asmodeus being the first to do so), and the primordials killed many gods during their great war. For a mortal to accomplish this deed would require rituals of awesome power to bind a god to its physical form—and then a truly epic battle to defeat that form Clerics, Paladins and Druids must worship one of these deities as they gain their powers this way. Any other classes can feel free, and are encouraged, to pick a god they worship, or many! Avandra Good The god of change, Avandra delights in freedom, trade, travel, adventure, and the frontier. Her temples are few in civilized lands, but her wayside shrines appear throughout the world. Halflings, merchants, and all types of adventurers are drawn to her worship, and many people raise a glass in her honor, viewing her as the god of luck. Her commandments are few: Luck favors the bold. Take your fate into your own hands, and Avandra smiles upon you. Strike back against those who would rob you of your freedom and urge others to fight for their own liberty. Change is inevitable, but it takes the work of the faithful to ensure that change is for the better Bahamut Lawful Good Called the Platinum Dragon, Bahamut is the god of justice, protection, nobility, and honor. Lawful good paladins often revere him, and metallic dragons worship him as the first of their kind. Monarchs are crowned in his name He commands his followers thus Uphold the highest ideals of honor and justice. Be constantly vigilant against evil and oppose it on all fronts: Protect the weak, liberate the oppressed, and defend just order. Corellon Unaligned The god of spring, beauty, and the arts, Corellon is the patron of arcane magic and the fey. He seeded the world with arcane magic and planted the most ancient forests. Artists and musicians worship him, as do those who view their spellcast- ing as an art, and his shrines can be found through- out the Feywild. He despises Lolth and her priestesses for leading the drow astray. He urges his followers thus: Cultivate beauty in all that you do, whether you're casting a spell, composing a saga, strumming a lute, or practicing the arts of war. Seek out lost magic items, forgotten rituals, and ancient works of art. Corellon might have inspired them in the world’s first days. Thwart the followers of Lolth at every opportunity. Erathis Unaligned Erathis is the god of civilization. She is the muse of great invention, founder of cities, and author of laws. Rulers, judges, pioneers, and devoted citizens revere her, and her temples hold prominent places in most of the world’s major cities. Her laws are many, but their purpose is straightforward: Work with others to achieve your goals. Community and order are always stronger than the disjointed efforts of lone individuals. Tame the wilderness to make it fit for habitation, and defend the light of civilization against the encroaching darkness. Seek out new ideas, new inventions, new lands to inhabit, new wilderness to conquer. Build machines, build cities, build empires. loun Unaligned loun is the god of knowledge, skill, and prophecy Sages, seers, and tacticians revere her, as do all who live by their knowledge and mental power. Corellon is the patron of arcane magic, but loun is the patron of its study. Libraries and wizard acade- mies are built in her name. Her commands are also teachings Seek the perfection of your mind by bringing reason, perception, and emotion into balance with one another. Accumulate, preserve, and distribute knowledge in all forms. Pursue education, build libraries, and seek out lost and ancient lore. Be watchful at ail times for the followers of Vecna, who seek to control knowledge and keep secrets Oppose their schemes, unmask their secrets, and blind them with the light of truth and reason. Kord Unaligned Kord is the storm god and the lord of battle. He revels in strength, battlefield prowess, and thunder. Fighters and athletes revere him. He is a mercurial god, unbridled and wild, who summons storms over land and sea; those who hope for better weather appease him with prayers and spirited toasts. He gives few commands: Be strong, but do not use your strength for wanton destruction Be brave and scorn cowardice in any form. Prove your might in battle to win glory and renown. Melora Unaligned Melora is the god of the wilderness and the sea. She is both the wild beast and the peaceful forest, the raging whirlpool and the quiet desert. Rangers, hunters, and elves revere her, and sailors make offerings to her before beginning their voyages. Her strictures are these Protect the wild places of the world from destruc- tion and overuse. Oppose the rampant spread of cities and empires. Hunt aberrant monsters and other abominations of nature. Do not fear or condemn the savagery of nature. Live in harmony with the wild. Moradin Lawful Good Moradin is the god of creation and patron of arti- sans, especially miners and smiths. He carved the mountains from primordial earth and is the guardian and protector of the hearth and the family. Dwarves from all walks of life follow him. He demands these behaviors of his followers: Meet adversity with stoicism and tenacity. Demonstrate loyalty to your family, your clan, your leaders, and your people Strive to make a mark on the world, a lasting legacy. To make something that lasts is the highest good, whether you are a smith working at a forge or a ruler building a dynasty Pelor Good God of the sun and summer, Pelor is the keeper of time. He supports those in need and opposes alll that is evil. As the lord of agriculture and the boun- tiful harvest, he is the deity most commonly wor- shiped by ordinary humans, and his priests are well received wherever they go. Paladins and rangers are found among his worshipers. He directs his fol- lowers thus: Alleviate suffering wherever you find it. Bring Pelor's light into places of darkness, showing kindness, mercy, and compassion. Be watchful against evil. The Raven Queen Unaligned The name of the god of death is long forgotten, but she is called the Raven Queen. She is the spinner of fate and the patron of winter. She marks the end of each mortal life, and mourners call upon her during funeral rites, in the hope that she will guard the departed from the curse of undeath. She expects her followers to abide by these command- ments: Hold no pity for those who suffer and die, for death is the natural end of life Bring down the proud who try to cast off the chains of fate. As the instrument of the Raven Queen, you must punish hubris where you find it. Watch for the cults of Orcus and stamp them out whenever they arise. The Demon Prince of the Undead seeks to claim the Raven Queen's throne.

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