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 manlyHOW 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 checkKnowledge 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 effectsHeal (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 35Open 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 consequencesA 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
PetrifyCarved 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 ChEton
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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
dCombined 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}
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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 alWild 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 nya2s
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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 oldfriends 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.
oOf 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. aa
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‘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 feelingsThey 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 $$$ rrrwe IY
Goltath
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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 alHalflings 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 natureEach 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 SpellsHeirs 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
themAnd 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 himRACIAL 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 classesFighters 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 andbo 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, 940422Rogue 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 displaysBards 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
alsw 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 abovecae
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
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|
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
itee.
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 spellseee
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 creaturef — ~
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
1Commune
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 areiy
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
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|
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 optionf — ~
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 teleportedSpeak 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
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ells’
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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 TDetties
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.