AEG Mercenaries
February 2, 2017 | Author: John Antonio Von Trapp | Category: N/A
Short Description
Selectable version of D&D source material...
Description
Reqtii^jOJre use o f the P l a y e r ’s h a n d b <
W orJym oN, published by ^ Wizards of the Coast:0 w
Another quality scan by AKriTTeBA
Checkusoutat#bw-rpg
m E R C E n A R JE S
M o n e y is t h e o n l y c a u s e w o r t h d y i n g fo r .
© 2 0 0 2 A lderac E n te rta in m en t G roup, In c. A ll righ ts reserved.
You’re probably wondering what the hell this page is doing in this book. Well I will briefly explain why to you. For those active in the scene there has been a sort of “split”. Not in the traditional sense when many members of one group pull-up tent spikes and either join another group or start a whole new one never to return and always looking to screw-over their prior friends. In this case there was a disagreement. Some people have left on bad terms (why else leave at all?). This has led some people (no I am not pointing the finger at any one person) to do some rather unsavory things. For example, removing a persons’ nick from the file they released. I feel strongly that those who do the work of scanning, proofing, etc should get the recognition they deserve. A lot of hard work goes into the release of even a marginally good scan and it’s my feeling that removing a persons’ nick is even worse than stealing.
m
m
I
I
I
Logistically I cannot police my files once they are released to the general public, so until such time as people stop removing my nick from my releases I will be adding this page to all my releases. There are lots of people out there who make the whole rpg scanning scene work. There are also many channels on many servers. The goal in the same for each group, create the best looking files and serve those files to the public. I am hoping that in the near future that some of the differences that have cropped up of late m can be laid aside and we can all work a little closer. I That’s my dollars worth. Hope you enjoy this scan. :
s '
m
■sm
Cordially, p I
^KriTTeR/
I M W gm
Ppg
October 2, 2002
In t r o d u c t io n
w r it in g N o a h Dudley, A n d re w G e ttin g ,T ra v is H e e rm a n n ,
EDITING S h an e L acy H en sley , jim p in to
J e f f Ib a ch , M ik e L ead er, M ik e M earls, jim p in to, E ric S teig er, Jo h n B a x te r Strin gfellow , D ouglas Sun
INTERIO R DESIGN AND LAYOUT D ave A g o sto n and M ark Jelfo
ART DIRECTION jim p in to
PROJECT MANAGER jim p in to
COVER DESIGN D ave A g o sto n and M ark Jelfo
PLAYTESTING AND ADVICE M ik e L ead er, Ja m e s “S parky” S p arlin g , Je ff Ib ach ,
COVER ILLUSTRATION
K evin M illard
M ich a e l Phillippi
SPECIAL THANKS IN TERIO R ILLUSTRATIONS S to rn C o o k , L iz D an fo rth , L im G uo L ian g, M ich a e l P hillipp i, K evin W asd en , Je f f W rig h t
O n c e again , th ere are ju st far to o m an y p eop le to th an k , b ut I’ll d o m y best. M ik e L ead er, first an d fo re m o st fo r his tireless q uest to m ak e th is b oo k as g o o d as it co u ld be. R o b ert L ee. I left h is n a m e o f f o f Gods. Sorry, Rob. A n d rew G e ttin g fo r co n sta n tly su rp risin g m e. M ik e M earls fo r ev e ry th in g . Ju stin L aw ler fo r n o th in g . Je f f Ib ach fo r so m u ch h elp , it ca n ’t b e calcu lated . Travis H e e rm a n n fo r stick in g it o u t. A le x a n d e r W illia m S p a r lin g ... ju st b ecau se. S to rn C o o k . I f th e re ’s a b e tte r c lu tc h h itte r w o rk in g in th e m in o r leagu es today, I haven't m e t th em . S co tt Jam es. P erfect as always. K evin W asd en fo r sh o ts o n goal. B est w ish es to E r ic S teiger.
A HEROES' WELCOME To D ave A g o sto n fo r d o in g th e im p ossib le.
DEDICATION T h is o n e is fo r all th e u n su n g h ero es. You k n o w w h o you are.
In t r o d u c t io n
In tro d u c tio n ............................................................................................ 4 Chapter 1: R a c e s ....................................................................................5 A rad an ................................................................................................5 A shem i................................................................................................6 B ael...................................................................................................... 8 Dralloks..............................................................................................10 Lahryk................................................................................................12 Magirn................................................................................................14 M akall................................................................................................IS T aranu hl........................................................................................... 17 U ld rath ............................................................................................. 19 Chapter 2: C la s s e s .............................................................................. 21 A lchem ist......................................................................................... 21 Guardian........................................................................................... 24 G uerilla............................................................................................. 27 H unter........................................... ............ ...................................... 29 L egio n n aire.....................................................................................32 M ercenary R a n g e r........................................................................34
Chapter 7: Spells................................................................................. 1 0 7 Alchemist E lixirs.......................................................................... 107 Bard Spells....................................................................................... 110 Cleric S p e lls...................................................................................I l l Cleric D o m ain s............................................................................ 113 Druid S p e lls...................................................................................125 Myridon Spells...............................................................................126 Paladin Spells.................................................................................127 Ranger S p ells.................................................................................128 Guardian, Sorcerer, and Wizard Spells.................................128 Tattoo Mage S p e lls ......................................................................130 New Spells....................................................................................... 132 Chapter 8 : M e rc e n a rie s...................................................................1 4 7 Hiring M ercenaries......................................................................147 N egotiations...................................................................................149 M o ra le ..............................................................................................152 Skirmish Combat Rules............................................................. 156 Random M ercenary C reation.................................................. 161 100 M ercenary Adventure Id e a s............................................166
M y rm id o n .......................................................................................37 N om ad................................................................................................39 S c o u t.................................................................................................. 42 Tattoo M ag e ............... .............................. ...................................... 44 Chapter 3 : S k i l l s ................................................................................. 4 9 New Uses for Old S k ills............................................................. 49 S tealth ................................................................................................55 Chapter 4 : F e a ts ....................................................................................5 7 Feat D escrip tions.......................................................................... 57 Chapter 5 : D e scrip tio n ..................................................................... 6 9
Chapter 9 : M ercenary Com panies...............................................1 6 9 The M ercenary C o m p an y .........................................................169 M ercenary Legends......................................................................181 The Scarlet Fist...............................................................................184 Scarlet Fist F e a ts .......................................................................... 185 The Delvers..................................................................................... 187 Krotok’s C ro a k e rs........................................................................189 W ar Wizards’ Conclave............................................................... 191 Chapter 1 0 : Prestige C la sse s....................................................... 1 9 5 The Assemblage U n d in e ...........................................................195
M ercenary W arriors......................................................................69
Bone W a rrio r.................................................................................196
A lig n m e n t....................................................................................... 70
Clan C h am p ion ............................................................................ 197
Walk the W alk................................................................................ 71
Clan K a llin .....................................................................................199
Religion............................................................................................. 77
Dune R u n n e r.................................................................................200
Vital S tatistics................................................................................ 80
Exiles o f the Burning R oad ...................................................... 202 F a n a tic................................... ..........................................................203
Chapter 6 : E q u ip m e n t..................................................................... S I
The Fifth C o lu m n ........................................................................204
Starting W ealth .............................................................................. 81
Goridin’s Knights.......................................................................... 205
Selling L o o t.....................................................................................83
The Grey W a lk e r.......................................................................... 206
W eapons........................................................................................... 84
Initiate o f Shattered S te e l.........................................................208
New W eap on s................................................................................ 87
Legacy................................................................................................209
A rm o r..................................................................... ......................... 92
M an-at-Arms...................................................................................211
D racotechn ics.................................................................................94
Order o f the Sanguine K n ig h ts..............................................212
Adventuring G ear.......................................................................... 95
Partisan..............................................................................................213
Chariots..............................................................................................96
Personal Cham pion......................................................................214
Class Tools and Skill K i ts ...........................................................96
Skirmisher....................................................................................... 216
C lo th in g ........................................................................................... 97
S lay er................................................................................................217
C o n ta c ts ........................................................................................... 97
Soldiers o f the Blackened R o ad ..............................................218
G u ild s................................................................................................97
Spellslayer.........................................................; ............................219
Hirelings and Services................................................................. 97
Stalwart D efender........................................................................221
Magic Item s.....................................................................................97
Urban Defender............................................................................ 221
Mounts and Related G ear...........................................................97
Unseen H an d .................................................................................223
Special and Superior Item s.........................................................98 T atto o s............................................................................................. 100
Chapter 1 1 : Magic I t e m s ................................................................2 2 5
T itles..................................................................................................101
New Magic I t e m s ........................................................................225
Goods and Services......................................................................102
A rtifacts................................. ; ........................................................232 Chapter 1 2 : M o n s te rs ..................................................................... 2 3 3 Beasts o f B u rd e n ..........................................................................233 Beasts o f the E arth ........................................................................237
In t r o d u c t io n
INTRODUCTION
<
o red ch a m p io n s — all m ay call th em selv es m e rce n a rie s an d all w ith d ifferen t h op es at h eart.
“It is tru e th a t w e a lth won't m a k e a man virtu ou s, but I n otice
It is th is life th a t tru e a d v en tu rers lead.
th ere ain't an y b o d y w h o w an ts !o be p o o r just fo r th e pu rpose
T h is b ook co n ta in s th e e sse n ce o f th e m e rce n a ry 's w orld , a w orld o f m e n b ou n d by c o n tra c t an d c o in ; lives
o f bein g good." — Josh Billings
sp en t s crim p in g by, m ak in g a scan t livin g w h ile o th e r g ro w fat o ff th e ir w ork . T h e life o f a m e rc e n a ry is n o t o n e
h a rsh , d ifficu lt lives.
to en v y o r ev en b eg ru d g e, fo r th e day m ay c o m e w h en
To a ttra ct offers, th ey had to g a rn e r m ilita ry fam e, w h ich
ev en th e m o st p op u lar h e ro o f th e realm m u st sell his
req u ired g re a t risk. To m ak e a p ro fit, th e y had to d em an d
sw ord in o rd e r to eat.
H is to ric a lly , m e r c e n a rie s liv ed
at least p artial p ay m en t up fro n t (lest th e ir e m p lo y e rs’ c o f fers — salary an d all — g o to th e e n e m y ). To stay alive, th e y had to d e cid e w h e th e r to b etray th e ir p atro n , o r risk b ein g b etrayed th em selv es (an a ll-to o -co m m o n o c c u r
T h is b oo k co n ta in s e v e ry th in g a DM n eed s to cre a te
re n c e w h e n u sin g n o m in ally n eu tral tro o p s receiv in g
e x c itin g and uniqu e cam p aig n s and e v e ry th in g p layers
h ig h e r pay th an th e n o rm ). T h e cy cle th e n rep eated itse lf
n eed to b rin g a n ew level o f play to th e ir ad ven tu res.
fo r d e ca d e s u n til th ey co u ld earn e n o u g h to retire. N ot
N ew races and classes e n h a n c e o r rep lace th o se alread y in
su rp risin gly, alm o st n o n e su rvived lon g e n o u g h to d o so. A nd th e y n e v e r had to w o rry ab ou t m ag ic.
th e g a m e sy stem , and n ew feats an d eq u ip m e n t allow p layers m o re o p tio n s fo r cre a tin g g ritty sw ord s fo r hire.
O r m o n ste rs. O r actu al, im m e d ia te , k arm ic re trib u tio n fo r th e ir activ ities. Fantasy m e rce n a rie s h ave n o su ch luxury, and m u st c o m p e te w ith th e c o m m o n a d v e n tu re r fo r m an y o f th e ir c o n tra cts . T h ey m ak e d an g ero u s foes, and p ossib ly even m o re d a n g e ro u s allies. M e rc e n a rie s are a te m p ta tio n to all w arlord s, and a p aw n to be sacrificed . T h ey m ay fig h t for ideals, n atio n s, races, o r loyalty, b ut th ey alw ays fig h t for m oney. W h ile m o st fan tasy a d v en tu rers v iew m e rce n a rie s w ith u n m itig a te d c o n te m p t, m e rce n a rie s th e m se lv e s p o in t o u t th a t a lm o st e v e ry o n e is a “m e r c e n a ry ” o n so m e level. E v e n th e m o st e n lig h te n e d soul rarely p lies his trad e fo r free, and m e rce n a rie s are — in th e ir o w n ey es at least — sim p ly h o n e st ab ou t th e ir p ro fessio n . M e rc e n a rie s are esp e cially c ritic a l o f o th e r ad v en tu rers, w h o w o rk o n a fo r-h ire basis, y et se e m to lack th e co u ra g e to a ck n o w led g e su ch m a te ria lism . A fter all, n o t all m e rce n a rie s ab an d o n m o ra lity in th e ir q u est fo r m oney. A t least n o t at first. T h e p ro b le m w ith su ch th in k in g is th at m e rc e n a r ies face th e w o rst th e w orld h as to offer, o n a co n sta n t basis. D e p e n d in g o n th e n atu re o f th e c o n tr a c t, th ey m u s t se rv e as s h o c k tro o p s, s k ir m is h e rs , su icid e squads, o r assassins (b attlefield o r o th e rw ise ). T h o u g h th ey p rid e th e m se lv e s o n th e ir m en tal an d p h ysical fo rtitu d e , ev en th ey h ave lim its, and th e g rin d in g ca r n age th a t m e rce n a rie s face tak es its toll. Few su rv ive lo n g w ith o u t su ccu m b in g to d esp air o r m a d n e s s ... but th o se w h o d o are h e ro e s in th e ir o w n rig h t, as w o rth y o f re s p e ct as an y palad in o r m age. A soul fo rg ed in th e te rro rs o f w ar h as little to fear o ff th e b attlefield , an d m u c h to g ain o n it. G od s o f w ar, slayers o f m e n , h e ro e s fo r h ire, vile traito rs, and h o n
<
>
-L
<
Races
UJJITh.^
R e l a t i o n s : A rad an a tte m p t to fit in w ith o th ers, b ut in
____________________ AR A D AN
vain. T h ey fin d it d ifficu lt to ad apt to life in a c o m m u n ity
O ften p e rce iv e d as n au g h t m o re th an in tellig en t v erm in ,
o f h u m an s, d w arves, elv es o r g n o m e s, b ut th ey h ave an
aradan are as h a rd y and n im b le as th e rats th e y resem b le.
affinity fo r h alflin gs. A rad an are m o st o fte n fou n d alon e
T h e y in te g ra te th e m selv es in to o th e r ra c e s’ so cie tie s as
o r in h alflings lands.
b est th e y ca n , fe e d in g o ff th e refuse o f o th ers. W h ile n o r
A l i g n m e n t : A rad an ten d to be c h a o tic an d n eu tral.
m ally cow ard ly, arad an tu rn v icio u s w h e n th e ir h o m e s o r
T h ey th riv e on ch a n g e , and h ave a n asty h ab it o f cau sin g
frien d s are th re a te n e d , and th e cre a tu re s trav el in packs.
ch ao s w h e re v e r th ey go.
P e r s o n a li ty : A rad an g reatly p re fe r actio n to p lan n in g .
R a c e L a n d s : A rad an h ave n o land s o f th e ir ow n . T h ey
T h e y are in fam o u sly restless and im p etu o u s, re ly in g o n
live in th e lands o f o th e r races, w h e re th ey can c a rv e o u t a
th e ir in n a te to u g h n e ss and u n ca n n y ability to su rvive
p lace o f th e ir ow n. T h e y can be fo u n d in m o st an y land ,
d an g e r; th e y e x h ib it d arin g th at m o s t o th e rs c a n n o t
but are m o s t freq u en tly e n c o u n te re d in h alflin g land s o r
m a tch .
in th e d reg s o f o th e r ra c e s’ cities. F o r th e m o s t p art, th e y
G lu tto n o u s and greed y, arad an h ave an en d less ap p etite
p re fe r an y typ e o f city o r village to th e w ild ern ess.
fo r b oth food and w ealth , and th e y h oard b oth in s tin c
R e l ig i o n : T h e A rad an h ave n o relig io n o f th e ir ow n.
tively. T h e cre a tu re s o ften p ick o v e r th e leavin gs o f o th e r
T h e y o ften fo llow god s o f ch ao s, trick e ry and thievery.
races, lo o k in g fo r an y lost g o o d s th e y m ig h t use.
S o m e ch o o s e to fo llow th e h alflin g s' p an th eo n , w h ile o th
P h y s i c a l D e s c r i p t i o n : M o st arad an stan d slig h tly
ers p re fe r to live lives u n fettered by th e w o rsh ip o f a deity.
s h o rte r th a n m en , n o m o re th an fo u r o r five fe e t tall and
L a n g u a g e : A rad an speak th e ir o w n lan g u age, w h ich
slig h tly built. F u r co v ers th e ir en tire b od ies, and th e ir fin
uses th e c o m m o n sc rip t (th o u g h in a larg ely illegib le
gers and toes en d in sm all, sh arp talon s. T h e ir fu r co lo rs
m a n n e r). T h e y lack an y th in g resem b lin g literatu re, w ith
ran g e w idely, fro m th e rare sh ad es o f b lack o r w h ite to th e
m o st o f th e ir g re a t sto ries b ein g sh ared orally. T h e y speak
v a stly m o r e c o m m o n re d d ish b ro w n . T h e ir in c is o rs
th e C o m m o n an d H alflin g to n g u e s as w ell.
ex te n d b elow th e ir jaw , and ca n c u t th ro u g h w ood and
A r a d a n N a m e s : A n arad an h as a g iv en n a m e , a clan
flesh w ith equal ease. A n arad an ’s ey es are sm all and red,
n am e, an d usually a tak en n am e. O ccasio n ally , so m e
and re fle ct lig h t w ell. A rad an have av erag e v isio n , but p os
aradan take n ick n a m e s o r are g iv en n ick n a m e s by th e ir
sess g reat d ark visio n . In ad d itio n , aradan p ossess sh arp
clans. N ick n a m e s g iv en by a clan are alw ays an h o n o ra ry
h e a rin g and a k e e n sen se o f sm ell. A rad an h ave an in cre d
title, m o re th a n a n ick n a m e , an d are o n ly g iv en to tru ly
ib ly rap id m e ta b o lis m
e x ce p tio n a l arad an . In so m e cases, th e h o n o ra ry n ick
th a t e n h a n c e s th e ir p h y sica l
p row ess and h e a lin g ability, b ut g reatly d ecreases th e ir
n am e is used in stead o f th e C lan n am e, and g iv es rise to
life-span. A rad an g e n erally m atu re w ith in 10 years, and
a n ew cla n o f arad an , co m p rise d o f th e fo u n d e r’s fam ily
have a m a x im u m lifespan o f aro u n d 4 0 years.
Races
and clo se friend s. B ecau se th e g iv en n a m e is a c o m p le te ly arad an n a m e and is usually g ra tin g to th e ears o f n o n -
ASHEMI
arad an , ind ividu als g en erally give th em selv es a n am e that
A sh em i are quite rare, b ecau se th e re n u m b e rs are sm all.
is H u m a n , o r m o re lik ely H alflin g , in o rig in . A s su ch , a
T h ey are so lon g -liv ed , and p ro cre a te so in freq u en tly th at
arad an co u ld be n am ed L a rm re k o f C lan B lack fu r, and
an y b irth o r d eath is a m a jo r e v en t in ash em i society.
h ave B eau as h is tak en n am e. T h u s, to arad an h e w ou ld call
A sid e fro m
h im se lf L a rm rek o f C lan B lack fu r, but to n on -arad an he
k n o w n fo r th e ir v iru le n t h atred o f evil and d ark n ess. T h ey
m ig h t say h is n am e w as Beau Blackfur.
fav o r all th in g s g o o d and p u re and p eacefu l. T h e y h ave a
M a l e N a m e s : A lrek , B rek , C ra k , G n arl, K n o b b le, L a rm re k , R arl, S k re e k .T la rn , and W orl.
t h e ir u n u su a l a p p e a ra n c e , th e y a re b est
sim p le, p erh ap s ev en au stere sen se o f beauty, and ca re lit tle fo r m aterial th in g s. T ru e beauty, as th ey see it, lies in
F e m a l e N a m e s : A m rai, B rek ely n , C rak alew n , G arn ek , L arak ew y n , M appy, N opkey, Skreak, V yrk na, and W arl.
th e w o n d e r an d g ra ce o f th e u n iv erse. I f th ere is a co n flic t v ersu s th e fo rce s o f d ark n ess, ash em i w ill be p resen t to
C l a n N a m e s : A lm stek , Blakfur, D alefu rth , D arkw alker,
lend th e ir aid ag ain st evil.
Fleagallow , N ord lask er, R ynfest, S h a rp te e th , V aleloafer, an d W ayfind er.
M o st ash em i b eliev e th e ir ra ce to be th e o ld est in e x is te n c e , o ld e r ev en th an th e elves. A s e le c t few o f th e E ld e r
h o n o ra r y
a sh em i k n o w th e old legen d s o f a tim e w h en th e sun w as
n ick n a m e s are: B ack b reak er, D e a th m o n g e r, Fo eslay er,
N i c k n a m e s : S o m e sa m p le c la n -g ra n te d
a d ifferen t c o lo r and a d ifferen t size, w h en th e sky w as
G old fin d er, L ifetak er, and V erm in lord .
a d ifferen t co lo r, w h en th e ir w in g s had stre n g th e n o u g h
A d v e n tu r e r s : A rad an ad v e n tu re rs seek to use th eir ab ilities to g a rn e r w ealth and p ow er, but rarely fam e. To
to allow th e m to fly, w h en th e ir p op u latio n w as g re a t and w id espread.
m o st A rad an, ad v e n tu rin g is a c a r e e r o r w ay o f life, p re fe r able to th e d ru d g e ry o f n o rm a l liv in g and w ork.
ARADAN RACIAL TRAITS • +2 D exterity , +2 C o n s titu tio n , - 2 In te llig e n ce , —4 C h a r ism a: A rad an are e x tre m e ly q uick, agile, and hardy, b ut th e ir lin eag e m ak es th em
less in te llig e n t, glib,
and c o m e ly th an m o st h u m an o id s. • M ed iu m -size: A s M ed iu m -size c re a tu re s, arad an have n o sp ecial b o n u ses o r p en alties d u e to size. • A rad an base speed is 4 0 ft. • D ark vision: A rad an can see in th e dark up to 6 0 ft. A rad an d ark visio n is in full co lo r, and A rad an can fu n ctio n n o rm ally w ith n o lig h t at all. • + 2 racial b on u s o n L isten ch e ck s: A rad an have k een ears and sen ses. • S ce n t: A rad an h ave an e n h a n ce d sen se o f sm ell an d p ossess th e S ce n t ability. • A u to m a tic L an g u ag es: C o m m o n (al th o u g h aradan speak a lim ited v e r sio n ). B o n u s L an g u ag es: D w arv -en , E lv e n , G n o m e , G ob lin , H alfling, and O re. • F av o red C lass: F ig h ter. A m u lti class arad an ’s fig h te r class d oes n o t c o u n t w h e n d e te rm in in g w h e th e r he su ffers an X P p en alty fo r m u lticlassing.
>
A
&
<
Races
T h e legen d s speak o f a g reat stru g g le again st evil, w h ere
ash em i h o u ses re m o v e th ese w in g s at b irth to m ak e th e ir
untold th o u san d s o f th e ir n u m b e r w ere d estro y ed , and in
so n s m o re a cce p ta b le in a p p earan ce to so m e o f th e o th e r
this stru g g le th ey w ere fo rced to relin q u ish th e ir h o m e to
races. T h e ir c lo th in g m o st o fte n co n sists o f fin ely w ov en
the fo rces o f d ark n ess, an d to find a n o th e r h o m e for
silv er o r g o ld e n co lo re d clo th o r m e sh . T h e ir fin g ers are
th e m se lv e s.T h e se legen d s are k ept s e c r e t fro m th e y o u n g
lo n g an d a lm o st p reh en sile b ecau se th ey have an extra
(th o se y o u n g e r th a n 5 0 0 y ears) b ecau se su ch tales ten d to
jo in t. A sh em i reach ad u lth o o d at th e age o f 5 0 , b ut can
u pset th e m . T h e E ld e rs b elieve n o p u rp o se is served by
live to b e o v e r 1 ,0 0 0 years old.
speaking o f w h a t w as lost o n c e and can n e v e r be reg ain ed .
R e l a t i o n s : A sh em i g et alo n g w ell w ith all races th ey
P e r s o n a lity : T h e few trav elers w h o h ave e n co u n te re d
b elieve to be in h e re n tly g o o d , seein g th em as co m ra d e s in
ashem i re m e m b e r th e m as q u iet and in tro sp e ctiv e , o ften
th e stru g g le again st d ark n ess. R aces b elieved to be evil are
d eeply p h ilo so p h ica l ab ou t
likely to receiv e o u trig h t h o stility fro m an ash em i. T h e y
the n a tu re o f g ood and evil,
g et alo n g p articu larly w ell w ith elves, w h o th ey see as k in d red sp irits in th e ir love fo r b eauty
the n atu re o f th e u n iv erse,
and th e ir lon gevity. A h u m an is view ed
and th e ir p lace in it. M an y a sh e m i e n jo y so m e
fin d
w ith so m e m easu re o f d istru st u n til
m u s ic , w h ile
o n ly
th e
th e h u m a n p ro v es h im s e lf w orthy.
n a tu ra l
m u sic o f n atu re to be w o rth y o f
D w arves are h eld in so m e distaste
a tte n tio n , th e m e lo d y o f a b ro o k ,
fo r th e ir g reed and th e ir love o f
the b eat o f th u n d e r, th e h a rm o n y
th e d ark n ess u n d e r th e ea rth .
o f th e w in d . T h e y g re atly love th e
L ik ew ise w ith g n o m e s, w h o m
op en sp aces o f n a tu re, an d find
th e ash em i v iew as sim p ly too
c o n f in e m e n t
d ark
busy fo r th e ir ow n g o o d . H alf-
spaces o f th e u n d e rg ro u n d to be
o rcs are lik ely to be eq uated
cla u stro p h o b ic . H o w e v e r, fo r
w ith o res, an d th u s th e ash e
and
th e
m i d istru st th e m at best.
all an a sh e m i’s love o f b eauty
A lig n m e n t:
and q u ietu d e, th e fe ro city o f
A sh e m i
his w ra th , w h e n faced by th e
love th e co m p a n io n sh ip
fo rces o f d ark n ess o r th e evi
o f o th e rs, an d are loyal
d e n ce o f so m e d ep raved act,
to o th e rs o f th e ir ra ce
s o m e tim e s s h o c k s e v e n th e
and m e m b e rs o f th e ir
h ard iest fig h ters. A t all tim es
h ou se all
b attle, a sh e m i a re stead fastly
its
ful
b eauty in h e re n t in all th in g s as a
good,
M any
P h y s i c a l D e s c r i p t i o n : A sh em i
how ever
ash em i
row, th in , w iry build s. T h e ir
m in d s e t to w ard s
c o m p le te ly h a irle ss . H o w e v e r,
ig n m e n ts .
fo r all h is s m o o th d elicacy,
of
m o r e p h ilo s o p h ic a l
skin is iv o ry w h ite in co lo r, and
lo n e rs
' ‘
m ay
te n d
n e u tra l
an d
A nd
al th e
o u tc a s ts
m ay ev en b e so m ew h a t
a sh em i sk in is to u g h and say
to
th e re are ex ce p tio n s.
av erag e 6 ft. 6 in. tall, w ith n ar
Som e
te n d s
m ak e m o st ash em i law
th e
so u rce o f tru e p ow er.
re s ilie n t.
fam ily.
fo rm s . T h is
c o m b in a tio n
p o lite to th e ir c o m r a d e s and th e ir e n e m ie s . T h e y v ie w
an d
T h e y also d esp ise evil
and in all situ atio n s, ev en in
c h a o tic . H o w ev er, an ash e
th e y
m i w h o is evil is all b ur u n k n o w n .
re se m b le v e ry tall elves in th e ir facial stru ctu re , b ut th a t re se m b la n ce e n d s at th e ir ey es, w h ich
S u ch a th in g w ou ld be th e m o st reviled ab o m in atio n c o n
are fe atu reless g o ld en orb s set w id e on th e ir faces. T h e ir
ceivable. Such a c re a tu re w ou ld be ceaselessly h u n ted by
m o u th s and n oses are v ery sm all, b ut th e ir eyes are about
his o w n race.
tw ice th e size o f n o rm a l h u m an ’s. T h is c o m b in a tio n gives
A s h e m i L a n d s : A sh em i p re fe r to in h ab it th e w ild
th e m an a lm o st in n o c e n t ap p earan ce. A ll ash em i m ales
p laces o f th e e a rth , w h e re civ ilizatio n h e sitates to spread,
are b o rn w ith m e m b ra n o u s v estigial w in gs. T h e se w in gs
in sm all co m m u n itie s. E a c h c o m m u n ity is called a H o u se,
do n o t allow th e m to fly, b ut th e claw ed fin g e r at th e m ain
sim ilar in p u rp o se to a clan , w h e re all m e m b e rs are relat
jo in t o f e a ch w in g ca n be used fo r lig h t g rip p in g . S om e
ed by b lood o r m arriag e. O u tsid ers are w e lco m e d , but a
>
I Ii i
Mil
H o u se is a tig h t k n it o rg an izatio n . H o u ses so m e tim e s
• + 2 racial b o n u s to attack rolls ag ain st cre a tu re s o f
take th e n a m e th e area w h ere th ey settle, o r p erh ap s take
k n o w n evil a lig n m e n t, due to th e ir ferv en t, in g rain ed
th e n a m e o f a p articu larly s p e cta c u la r n atu ral featu re.
h atred o f evil. - 2 p en alty to attack rolls ag ain st c re a
T h e y p re fe r areas like m o u n ta in to p s, ca n y o n s, o r riv er valleys, w h e re th ey ca n see th e sk y above an d th e land ab ou t, and feel th e w in d o n th e ir sk in . I f a large c o n flic t is
tu res o f k n o w n g o o d alig n m en t. • +2 racial b o n u s to all In tu it D irectio n , S earch , S en se M o tiv e, Spot, and W ild e rn e ss L o re ch e ck s.
b re w in g ag ain st th e fo rces o f d ark n ess, an e n tire H ou se
• +1 n atu ral b o n u s to A C.
so m e tim e s p ick s up and m o v es c lo s e r to th e co n te ste d
• A u to m a tic L anguages: A sh eru an d C o m m o n
area. In tim e s o f p eace, ash em i m o s t o ften asso ciate w ith
• A n A sh em i s o rc e re r ca n cast o n e spell p e r day fo r free. It d oes n o t co u n t again st th e sp ells h e ca n cast e a ch day.
elves, o th e rw ise te n d in g to k eep to th em selv es. R e l ig i o n : A sh em i have n o p referred deity. T h e y ten d to
T h e spell ca n b e an y sp ell th e s o rc e re r know s.
w o rsh ip th e b eau ty o f th e u n iv erse an d seek sp iritu al ful
• Favored C lass: S o rcerer. A sh e m i see th e b eau ty o f th e
fillm e n t in a d esire fo r e n lig h te n m e n t — a tra n sfo rm a
u n iv erse as a so u rce o f p o w e r and p ossess an in n a te tal
tio n to a h ig h e r plane o f e x is te n c e th ey b elieve ca n be
e n t fo r d raw in g u p o n it. A m u lticlass a sh e m i’s s o rc e re r
g ain ed th ro u g h m ed itatio n an d so litu d e.
class d o es n o t c o u n t w h en d e te rm in in g w h e th e r h e suf
L a n g u a g e : A sh em i speak A sh eru , a to n al lan g u age
fers an X P penalty.
w ith has a co n tin u o u s cu rsiv e scrip t th at read s m u c h like m u sic, w ith th e varied to n e s re c o rd e d alo n g w ith th e p h o n e tic syllables. A sh em i o fte n speak th e lan g u ag e o f th e ir frien d s (e lv e s) and en em ies.
________ ___________ BAEL
is alw ay s p ro
T h e b ael are so m e o f th e m o st su ccessfu l m e rc h a n ts in
n o u n c e d first. H e is g iv en a n am e at b irth by his m o th er.
an y land. A side fro m b ein g quite beautiful, c h a rm in g , and
H is n a m e is reg ard ed b oth as a b adge o f h o n o r and a g reat
in tellig en t, th ey also p ossess a gift fo r fin an ce and c o m
respon sib ility. H e m u st n e v e r b rin g sh am e o r d ish o n o r
m e rce . M an y m e rch a n ts an d m e rc e n a ry c o m p a n ie s h ire
o n to h is H o u se by so ilin g h is n am e. S o m e H o u se n am es
bael to h an d le su pp ly and log istics, b ecau se th ey h ave a
N a m e s : A n a s h e m i’s H o u se
n am e
in clu d e M ah ad eo , Yap heo, Zavaeo, R agueo, C h a m u e o , and
tale n t fo r “fin d in g th in g s.” T h e y p re fe r to avoid co m b a t
A rak eo.
w h e n e v e r p ossib le, m ain ly to avoid u n sig h tly b attle scars.
M a le
N am es:
R ik iu l,
Z u riu l,
S a ru u l,
G ard iu l,
T h ey also have an u n u su al affin ity fo r anim als. M o st bael g reatly en jo y k eep in g p ets, so m e tim e s ev en sen tie n t ones.
S am an d riu l, K ep h aru l. F e m a l e N a m e s : R ash iel, Y ep h iel, R em iel, Z o p h iel,
S o m e bael a ch iev e g reat w ealth an d p o w e r n o t as m e r ch a n ts b ut by o ffe rin g th e m se lv e s as p ro fessio n al d ip lo
Je h u d ie l, Baradiel, A m ash iel. A d v e n tu r e r s : A sh em i a d v en tu rers m o st o ften leave th e ir H o u se s b ecau se o f a cru sa d in g n eed to b attle fo rces
m ats and m ed iato rs. T h ey o ffer th e use o f th e ir in n a te social gifts to th e h ig h e st bidder.
o f evil, o r p e rh ap s a love o f e x c ite m e n t, o r a ferv en t d esire
F o r all th e ir in h e re n t g re e d in e ss, b ael h ave a c o d e o f
to b rin g g lo ry and h o n o r to h is h o u se. S im p le g reed is
c o n d u c t th at p re v e n ts th e m fro m c h e a tin g em p lo y e rs o r
n e v e r an ashem i's m o tiv atio n , e x ce p t w h e re treasu re and
b u sin ess asso ciates, but d oes n o t p re v e n t th em fro m tak
a rtifa cts m ig h t acq u ire m o re afflu en ce and p o w er fo r his
in g ad van tage o f an ideal situ atio n . T h is se e m s alien to
H o u se. T h e fe rv o r w ith w h ich an ash em i attack s evil cre a
h u m an s, b u t is in h e re n t to th e ir cu ltu re . As an e xam p le,
tu res is v iew ed as a cre d it to h is H o u se , w h ich h elp s to
bael h o n o r all c o n tra cts . O n c e a d eal h as b een m ad e, th ey
exp la in h is fe ro city in co m b at.
fo llow th ro u g h w ith it ev en if it is n o t to th e ir advan tage. A fterw ard s, th e y ch a stise th e m se lv e s fo r n o t b e in g m o re
ASHEMI RACIAL TRAITS • + 2 I n te llig e n c e , + 2 W is d o m , - 2
astu te o r carefu l in th e first p lace. C o n s titu tio n , - 2
P e r s o n a li ty : T h e ir stro n g p erso n alities, g reat in te lle ct,
S tre n g th . A sh em i are lon g -liv ed and w ell e d u ca te d , but
and “gift o f gab” m ak e th e m e x ce e d in g ly ch a rm in g and
th e ir b od ies are th in and wispy. • M ed iu m -size. As m e d iu m -size cre a tu re s, ash em i h ave n o sp ecial b o n u ses o r p en alties d u e to th e ir size. • A sh e m i b ase sp eed is 3 0 ft.
pleasant co m p an y. H ow ev er, u n d e r th is facade, th ey are co n n iv in g and sneaky. T h e ir in n a te av arice o fte n leads th e m to sh ad y deals and p rofit by an y m ean s. T h is g reed also m ak es m o s t o f th e m so m e w h a t u n ch aritab le tow ard
• L ow -lig h t V ision : A sh em i ca n see tw ice as far as a
th e n eed s o f o th ers. In fact, fin d in g m o re self-ce n te re d ,
h u m a n in sta rlig h t, m o o n lig h t, to rch lig h t, an d sim ilar
vain p eop le is a d ifficult task. Bael are w ell a ccu sto m e d to
co n d itio n s o f p o o r illu m in atio n . T h ey retain th e ability
u sin g th e ir looks and in te llig e n ce to g et w h at th e y w ant,
to d istin g u ish c o lo r and detail u n d e r th ese co n d itio n s.
an d if th e y d o n o t, th e y are q u ick to a n g e r o r fru stratio n .
• + 2 racial b on u s o n sav in g th ro w s ag ain st sp ells and
P h y s i c a l D e s c r i p t i o n : Bael are o ften m ista k e n for h u m an s, so clo se is th e resem b lan ce. H o w ev er, th ey are
sp ell-like effects.
-- -----------------------H
3-
Races
m o re b eautiful th an h u m an s, so m e w h a t like elves, but
Bael legen d s say th at th ey c a m e fro m d istan t and d eso
th e ir featu res are m o re b lu nt an d ch ise le d th an th e sh arp
late d e s e rt lands. T h is w ou ld exp lain th e ir affin ity fo r
fin en ess o f elfin fe atu res. T h e y av erag e 6 ft. tall, w ith ath
w arm , d ry clim ates.
letic builds. T h e ir sk in is a c h e s tn u t b ro w n in co lo r, but
R e l ig i o n : Bael are too p re o ccu p ie d w ith th e a ccu m u la
th e ir ey es are a g o ld en b ro n ze w ith sm all b lack pupils.
tio n o f w ealth to w o rsh ip a n y th in g else. T h e ir sp iritu al
T h e ir h a ir ran g es fro m d ark b ro w n to g o ld e n b lo n d e,
o u tlo o k d o es n o t esp o u se d eities. T h e y m u ch p re fe r to
w h ich b oth g e n d e rs g e n e ra lly w ear cro p p ed clo se to th e ir
rely o n th e ir ow-n c h a rm and g u ile to a ch ie v e th e ir en d s,
heads. T h e y h ave n o b od y h a ir o th e r th an o n th e ir heads.
instead o f seek in g g u id a n ce and c o m f o rt fro m an ou tsid e
T h ey usually d ress in rich , co lo rfu l c lo th in g , to au g m en t
so u rce . H o w ev er, so m e ind ivid u als d o hold th e go d o f
th e ir loo k s and use th e ir cra fty in te llig e n c e
trav el in h ig h regard .
to b est ad van tage. H o w ev er, if th ey are trav elin g in th e d e se rt, as th e y like to do, they alw ays w ear th e layered w h ite rob es o f d e se rt n om ad s. T h ey h ave b eau tifu l sm ile s th a t c a n b e q u ite d isa rm in g , but th e ir ey es so m e tim e s b etray th e ir g reed an d av a rice , and p erh ap s th e ir ca n in e te e th a re ju st a bit to o sh arp . R e l a t i o n s : Bael h old n o ill-w ill
L a n g u a g e : T h e bael speak C o m m o n and th e ir o w n lan g u ag e, w h ich th e y call bael. T h e y p re fe r to k eep bael a s e c re t, so it is an u n w ritte n ru le a m o n g bael to teach th eir lan g u age to o n e fro m a n o th e r race. T h e s e cre cy is u sefu l in b u sin ess d ealin g s b etw een b ael. S in ce th ey trad e w ith so m an y o th e r races, th ey have d ev elo p ed an affin ity fo r o th e r lan g u ages, and m ay c h o o s e tw o o th e r lan g u ages at c h a ra c te r c re a tio n .
tow ard an y o th e r ra ce, e x ce p t lahryk ,
N a m e s : M o st bael n am es co n sist o f tw o
w h o a re ju st as av aricio u s as th e bael.
syllables, w ith co n so n a n ts b e g in n in g and
B ecau se th e y u n d e rstan d th e lah ryk ,
e n d in g each syllable. S in ce th ey d o n ot
th ey d esp ise th e m , v ie w in g th e m as
fo rm large fam ilies o r c o m m u n itie s , th ey
ugly p oseu rs. But a n y o n e is a p o te n
d o n ot take su rn am es. O fte n a n am e is
tial b u sin ess asso ciate. As a g e n e ra l
p assed d ow n fro m p aren t to ch ild , p a rticu
ru le, th e y v iew elves an d A sh em i as
larly if a su ccessfu l bael b elieves h is off
to o effete, h a lf-o rcs and m o n s te r races as to o vulgar, g n o m e s and
s p rin g
h is o w n
T o d m ik , Ruspil. F e m a l e N a m e s : Jim a t, B irtris,
pid. In sh o rt, n o o n e is as g o o d as a b ael, w h ic h is all th e m o re rea
fro m
M a l e N a m e s : Jo s tic h , B asril,
h alflings as to o sk ittish , d w arves as too g ru ff, and h u m a n s as to o stu
m ig h t b e n e fit
re n o w n e d n am e.
S u ln am , H ad m el.
so n o th e r ra c e s m u st be m ilk ed
A d v e n t u r e r s : M o st bael seek
o f th e ir p re cio u s co in . B ecau se
ad v en tu re fo r a sin g le reason , a ccu m u la tio n o f w ealth and
o f th e ir lo n g -sta n d in g b e lie f
p o w er.
in th e ir o w n su p erio rity , b e h in d
th e
v e n e e r, th e y ca n be gant.
su re ly
b ael
w ith in
e a rsh o t. T h e y also ■fcw / C
B e c a u se o f th e ir and
rip e fo r
p lu c k in g
any
b ffo r r
A lig n m e n t:
g re e d
o f so m e
d raw th e in terest o f
h a u g h ty and a rro
ten d en cy
R u m o rs
g re a t tre a s u re
th e ir affab le
ik,
know s c a le
to w a rd s
th a t
la rg e -
w a rfa re
can
b rin g g o ld e n o p p o rtu n i
vanity,
tie s fo r a m e r c h a n t w ith
b e ca u se o f th e ir so m e w h a t flexib le m o rality , th e
th e
m a jo rity o f bael a re c h a o tic n eu tral, b ut th ey ca n be o f an y
co u ra g e an d c o n n e c tio n s to se rv e arm ies on th e m arch .
a lig n m e n t.
F o r all th e ir a v ersio n o f m ele e co m b a t, th e y are n ot w eak
B a e l L a n d s : Bael p ossess n o lands o f th e ir ow n . In stead th e y live in th e lands o f o th e r races, w h e re v e r th ey find
and h elp less, esp ecially w h e n it c o m e s to a rc a n e m ag ic. T h e y m ak e equally g o o d w izards and so rcerers.
su fficie n t w ealth to acq u ire o r m ark ets to exp lo it. B ecau se th e y a re so p e rso n a b le , th ey w o rk w ell w ith o th e rs, so m o st races hold th e m in h ig h regard. E x ce p t, o f co u rse ,
BAEL RACIAL TRAITS • +2 In te llig e n ce , +2 C h arism a, - 2
W isd o m . Bael are
fo r ind ivid u als w h o h ave b een o n th e w ro n g side o f a bael
h ig h ly in tellig en t an d q uite b eau tifu l, but are so m e tim e
b u sin ess d eal. Bael d o n o t fo rm co m m u n itie s. T h e y p re fe r
accu sed o f h av in g little c o m m o n sen se w ith resp ect to
to m ix an d m in g le freelv w ith o th e r races.
a n v th in e b ut w ealth .
>
• M e d iu m -siz e. As m ed iu m -size cre a tu re s, b ael h ave n o sp ecial b o n u ses o r p en alties d u e to th e ir size. • Bael base sp eed is 3 0 ft. • +2 ra cia l b on u s to all A n im al E m p ath y , Bluff, D ip lo m a cy , D isg u ise, H a n d le A n im a l, H id e , K n o w led g e (c o m m e rc e ), and S en se M o tiv e ch e ck s. • + 3 ra cia l b on u s to all S earch an d S pot ch e c k s in day lig h t, d u e to th e ir k een ey esig h t. • +2 racial b on u s to all L isten c h e c k s b ecau se o f th eir
• A u to m a tic L an g u ag es: Bael and C o m m o n . In ad d ition to b o n u s lan g u ages fro m In te llig e n ce , th e c h a ra c te r m ay c h o o s e an y tw o o th e r b o n u s lan g u ag e s fro m D w arv en , D ra c o n ic , E lv e n , G ian t, G n o m e , G ob lin , G noll, O re, S ylvan, and U n d e rc o m m o n . • F av o red C lass: W izard . Bael are m asters at g e ttin g w hat th ey d esire, th ro u g h m ag ical m ean s if n ecessary . A m u l ticlass b ael’s w izard class d oes n o t c o u n t w h e n d e te r m in in g w h e th e r he su ffers an X P penalty.
a cu te h earin g . • + 2 racial b on u s to all W ild e rn e ss L o re c h e c k s m ad e in a d e se rt o r arid e n v iro n m e n t. • - 2 racial p e n alty to all S earch an d S p o t ch e c k s m ad e w h ile n o t in dayligh t.
___________________ DRALLOKS F ro m h id d en cav es an d u n k n o w n byw ays to th e d e p th s o f
• B ael p h y sio lo g y is w ell ad apted fo r arid e n v iro n m e n ts.
th e earth th ey e m e rg e d , m y sterio u s fig u res clad in layers
As a re su lt th e y ca n g o w ith o u t food an d w a te r tw ice as
o f rob es, clo ak s, and o th e r g arm en ts. T h e ir featu res c o m
lo n g as h u m a n s w ith o u t su fferin g an y ill effects.
p letely co n ce a le d by th e ir clo th in g , th e d rallo k s —
• Bael w izards an d so rc e re rs re ce iv e a + 2 b on u s to th e D C o f an y e n c h a n tm e n t o r co n ju ra tio n sp ells th e y cast.
as
th e y called th e m se lv e s — w ere m e t w ith fear an d trep id a tio n . Yet o v e r tim e th e y slow ly earn ed a c c e p ta n c e in th e sh ad o w y realm o f th e crim in a l u n d erw o rld . D rallok s s eem ed cap ab le o f p e n e tra tin g ev en th e m o st tig h tly g u ard ed areas, and th e ir talen ts as th iev es and assassins attain ed leg en d ary status. As m y sterio u s as th ey are rare, m o st c o m m o n e r s h ave n e v e r h eard o f th e drallok s, m u ch less seen o n e. N o n e w h o h ave seen th e ir tru e visage have sp o k en o f it. W h e th e r th at is b ecau se n o o n e has d ared a tte m p t a p eek o r th o se w h o h ave are dead and b u ried , n o n e c a n say. In tru th , d rallo k s are a su b terran ean h u m a n o id sp ecies th at d etests su n lig h t. U n d e r th e su n ’s cru e l g lare, th e ir ey es are dazzled an d th ey b e co m e w eak and queasy. I f su n lig h t d ire ctly to u ch e s a drallok's sk in , h e su stain s sev ere, so m e tim e s fatal, b u rn s. D rallo k s jo u rn e y to th e su rfa ce w orld in o rd e r to earn a fo rtu n e in g o ld an d o th e r rich es. T h e ir so cie ty d ictates th at o n ly th o se w h o e a rn g reat treasu re m ay gain th e rig h t to rule. P e r s o n a l i t y : D ralloks are ru th less p rag m atists. A d rallok co ld ly assesses a p erson's ab ilities, ev alu ates th e m in lig h t o f his n eed s, an d th en d ecid e s if an a llia n c e o r frie n d sh ip is p o ssib le. E v e n g o o d alig n ed d rallo k s ten d tow ards th is b eh av ior, and w h ile it m ak es th e m ra th e r ch illy c o m p a n y it d oes en su re th ey g a th e r th e b est, m o st cap a ble
c o m p a n io n s
on
th e ir
a d v e n tu re s.
D ralloks rarely d rin k alco h o l and h ave a P u ritan ical v iew tow ard s life, p re fe rrin g d u ty and toil to h o u rs w asted in u seless v
revels. P h y s ic a l
D e s c rip tio n :
The
d rallok s w ear tig h t, fo rm fittin g robes th at reveal slen d er, lith e figures. T h e ir faces are co v ered w ith tig h tly b ou n d b an d ages, as are th e ir h an d s and feat. N orm ally ,
>
Races
dralloks w ear rob es o v er th is c o s tu m e , b u t ad v en tu rin g
ables in o rd e r to literally b uy p o litical pow er. O rigin ally,
on es o ften do w ith o u t rob es as th ey h in d e r th eir m obility.
d rallok s e xisted as th iev es and m e rce n a rie s. W h o e v e r
T he d rallo k s’ ey es are th e o n ly p art o f th e b od y th a t sh ow s
a m o n g st th e m claim ed th e m o st rich e s used th at as e v i
th rou g h th e ir co stu m e s, and th o se je t b lack o rb s have a
d e n ce o f th e ir skill, cu n n in g , and e x p e rie n c e and th u s
d istu rb in g te n d e n c y to re fle ct a v ie w e r’s face b ack at h im .
ro se to p ow er. A fte r all, th e ric h e s t th ief m u st be th e m o st
A d v en tu rin g d rallok s have strap s and b elts a cro ss th e ir
su ccessfu l o n e. O v e r tim e , th e rich e st d rallo k fam ilies
clo th es, each w eig h ted w ith d agg ers, sh eath es, and p o u c h
held all th e p o litical p o w er in d rallok so ciety , and used
es.
th is to in stitu te a p o litical sy stem in w h ich o n ly th e ric h B en eath th e ir m a n y layers o f c lo th in g , d rallok s are sle n
est d rallo k s co u ld lead. O rigin ally, th e ru lin g d rallo k fam
der, w h ite -sk in n e d h u m a n o id s w h o clo se ly re se m b le
ilies w ere fo rced to sh are p ow er, as m an y d rallo k s w orked
elves. T h e ir h air is alw ays p u re w h ite , an d th e ir skin
as m e rce n a rie s and sp ies fo r o th e r races, k ee p in g p o w er at
q uickly tu rn s to an u gly b lack ish -p u rp le w h en exp o sed to
least so m e w h a t b alan ced a cro ss society. O v e r tim e, few e r
the su n. D rallok s w e ar th e ir ro b es to p ro te c t th em selv es
and fe w e r d rallok s so u g h t e m p lo y m e n t w ith o th e r races.
from th e e le m e n ts, an d in tu rn use th is ra th e r p ra ctica l
M an y d ro w c o m m u n itie s o u tlaw ed th e ir u se as sp ies as
clo th in g to m ain tain an im age as a m y ste rio u s, d eadly
th e d ro w re co v e re d th e ir n u m b e rs in th e a fte rm a th o f a
race. D ralloks are q u ite aw are o f th e ir rep u tatio n , and seek
w ar w ith th e su rface elves an d n o lo n g e r n eed ed to rely on
to em b ellish and use it w h e n e v e r n ecessary.
ex p e n siv e o u tsid e r m e rce n a rie s.
R e l a ti o n s : D rallok s treat all races w ith an ev en h and . A
T h e trad itio n o f d rallo k s s e rv in g as m e rce n a rie s c o n tin
drallok ca re s little if a p e rso n is an elf, h u m an , o re, o r
ues, b ut n o w few lead th a t life. W h ile th e av erag e d rallok
dw arf, so lo n g as h e ca n h elp th e d rallo k a ch iev e h is goals.
is little m o re th an a serf, an y c o m m o n e r c a n d em an d th e
As a race th at d eals p rim arily in stealth , th ey te n d to see
rig h t to leave th e c o lo n y and seek h is fo rtu n e as an ad ven
dw arves, o res, and h u m a n s as noisy, clu m sy sim p leto n s,
tu re r o r m ercen ary . Few d rallok s take up th is ch allen g e ,
but are carefu l to ju d g e ind ividu als based on th e ir actio n s
but th o se w h o d o head to th e su rface w orld in search o f
and abilities.
th e ir destiny.
A l ig n m e n t: A d v e n tu rin g d rallok s have a stro n g ten
R e lig io n : D rallok s w o rsh ip T eth u s, th e ir c r e a to r and a
d e n cy tow ards ch a o s, and m o st are c h a o tic n eu tral. T h e
g od o f secrecy , c o m m e rc e , and m e rce n a rie s. T e th u s’s sy m
p ra ctica l-m in d e d d rallok s see g o o d and ev il as u n n e c e s
bol is a set o f p e rfe c tly b alan ced scales w ith a p ile o f co in s
sary co m p lica tio n s in life, p re fe rrin g to look o u t fo r th e ir
o n o n e side and a p air o f d agg ers o n th e o th er. H is fo llow
w ell-b ein g w ith o u t n eed lessly tra m p lin g th e lives o f o th
e rs c h o o s e fro m th e E a rth , K n o w led g e, L u ck , and T rick ery
ers. G ood d rallok s are quite rare, b ut th o se few w h o are
d om ain s. Tethus's favored w eap o n is th e sh o rt sw ord. As
b e n e v o le n t are u n tirin g w o rk e rs fo r th e ir c h o se n cau ses.
T eth u s fin ds the c u rr e n t c o rru p te d , rig id , d rallok so cie ty
E vil d rallo k s o fte n w ork as assassins, fin d in g a read y and
d istastefu l, he takes a g re a t in te re st in th e a ctio n s o f th o se
q uite p ro fitab le, m a rk et fo r th e ir talen ts.
d rallo k s b rave e n o u g h to seek th e ir fo rtu n e s in th e o u t
N o n -a d v e n tu rin g d rallo k s are usually law ful n eu tral.
side w orld.
D rallok so cie ty is h ig h ly stratified b etw een ru lers and the
L a n g u a g e : D rallok s sp eak U n d e rc o m m o n . M a n y also
ru led, an d ind ivid u alists and reb els strik e o u t o n th eir
learn T erran and C o m m o n , p articu la rly th o se w h o jo u r
o w n to live life as th e y ch o o s e , o r o n e day re tu rn to claim
n ey far fro m h o m e.
a p lace o f p o w e r in d rallok society.
A d v e n tu r e r s : D rallok s tak e up ad v e n tu rin g as a w ay to
D r a l lo k L a n d s : D rallok co lo n ie s e x ist d eep w ith in th e
earn a fo rtu n e w ith o u t d ealin g w ith th e vag aries and tro u
ea rth . T h e ir se cre tiv e te n d e n cie s e x te n d to larg er scales in
bles o f a m e r c e n a ry ’s life. T radition ally, y o u n g d rallok s
d rallo k so ciety , and th e y w o rk h ard to c o n c e a l th e ir sm all
leave h o m e to a c cu m u la te g reat w ealth . D rallok trad itio n
se ttle m e n ts fro m drow , d eep g n o m e s, d w arves, an d o th e r
h old s th at y o u n g d rallo k s m u st o ffer up cash and m ag ical
d e n iz e n s o f th e u n d e re a rth . W h ile d rallok s o ften w ork as
ite m s o f g reat w o rth in o rd e r to b uy a p o sitio n o f lead e r
m e rce n a rie s fo r o th e r races, trad itio n d ictates th a t d rallok
sh ip an d p o w er in th e ir co lo n ie s. T h o se d rallok s w h o
co lo n ie s o n ly ally w ith o th e rs if th e ir e x is te n c e is th re a t
n e v e r do th is are fo rce d to live lives o f se rv ice and o b ed i
e n e d w ith im m in e n t d e stru ctio n . A s m e rc e n a rie s and
e n c e to th e ir elders.
w a n d e re rs , d ra llo k a d v e n tu r e rs p re fe r to k e e p t h e ir h o m e s a n d fa m ilie s o u t o f th e c o n f lic ts t h e ir w ork in v o lv es and th e e n e m ie s th e y earn .
DRALLOK RACIAL TRAITS • +2 D exterity , - 2 C h arism a: D rallok s are n atu rally agile
D rallok s w h o re m ain in th e ir co lo n ie s live h ig h ly reg i
and quick, b ut th e ir odd a p p earan ce an d co ld attitu d e s
m e n te d lives o f strict o b e d ie n ce . T h e ru le rs o f a d rallok
m ak e it d ifficu lt fo r th e m to flo u rish in so cial situ a
co lon y , k n o w n as o v erlo rd s, ru le w ith iro n fists. A n y o n e w h o w ish es to ascen d to a p o sitio n o f lead ersh ip m u st p re s e n t a sizable trib u te o f go ld , m ag ic item s, an d o th e r valu
tion s. • M ed iu m -size: As M ed iu m -size cre a tu re s, d rallok s have n o sp ecial ad van tages o r p en alties d u e to th e ir size.
,,V ■
Races
• D rallok b ase speed is 3 0 ft. • D rallo k s’ n atu ral ag ility an d g ra ce g ra n ts th em a +2
_____________________ LAHRYK
racial b o n u s to B alan ce, E sca p e A rtist, H id e, and M ove
O f all th e rep tilian biped races, lah ryk are th e m o st civ i
S ilen tly ch e ck s.
lized. U n lik e m o st o th e r rep tilian sp ecies, th e y are n o t
• A ll a d v e n tu rin g d rallok s earn the d iv in e favor o f th e ir
h atch ed fro m eggs. L ah ry k m o th e rs usually g iv e b irth to
g o d , T eth u s, w h o b elieves his ch ild re n h ave b e co m e
4 - 8 o ffsp rin g at a tim e fro m an ab d o m in al p o u ch ; h o w ev
m e e k co w ard s. D rallok a d v en tu rers g ain a +2 d iv in e
er, th e y h ave a so m e w h a t e x te n d e d g estatio n p eriod at ju st
b o n u s o n all sav in g th row s. N o te th a t th is applies o n ly
u n d e r five years. A n y n ew b irth s in to a lah ryk fam ily are
to PC and N P C ad v en tu rers, n o t d rallo k c o m m o n e r s o r
treated w ith g reat re v e re n ce , ce re m o n y , an d celeb ra tio n .
n ob les w h o re m a in in th e se cu re en v iro n s o f th eir co lo n ie s. • S im ila r to d ark elves, d rallo k s h ave an in n a te m a g ical ability to ca st a few sp ells p e r day. T h e y m ay cast d a n c in g
L ah ry k fo rm c o m m u n itie s co m p rise d o f relativ es and e x te n d e d fam ilies. T h ro u g h c e n tu rie s o f h o ard in g , m o st
lig h ts ,
flare,
lah ryk fam ilies h ave am assed sizable fo rtu n e s, w h ich th ey seek to fu rth e r e n larg e at e v e ry o p p o rtu nity. L ah ry k w h o leave th e c o m m u n ity are
an d
e x p e cte d to tith e 20% o f all m o n e y th e y
g h o st so u n d o n c e p e r day
acq u ire b ack to th e family.
e a ch as a ls t-le v e l so rcerer.
P e r s o n a l i t y : L a h ry k a re v e ry
D ra llo k s d o n o t s u ff e r a
loyal to o th e rs o f th e ir o w n k in d,
c h a n c e o f sp ell failure fo r
esp e cia lly th e ir o w n family.
w e a rin g arm o r.
T h e y are ca u tio u s, an d w h en
• F o r g e n e r a tio n s , d ra llo k s
e n te rin g a situ atio n th a t is
h a v e w o rk e d as sp ies and
u n fa m ilia r,
th e y
in ce s
m e rc e n a rie s fo r a v ariety o f
san tly taste th e air w ith
su b te rra n e a n races. T h ey train
th e ir sen sitiv e to n g u e s,
to d eal w ith th e ir fello w d en izen s
try in g to sen se an y p os
o f th e d e p th s fro m an early age, g a in in g a +1 b o n u s to h it ag ain st drow , sv irfn eb lin , an d k u o -to a. • L ig h t
V u ln e ra b ility :
D ra llo k s
sible danger. B ecau se o f th e ir rep tilian n atu re , th ey are slow to ch a n g e s in e m o
are
tio n . T h e y are slow to an ger,
e x tre m e ly sen sitiv e to lig h t. W h e n
b u t if p u sh ed h ard e n o u g h and
o p e ra tin g in su n lig h t o r in th e area o f
lo n g e n o u g h , th ey are ju st as
e ffe ct o f a d ayligh t spell, th ey su ffer a
slow to let th e a n g e r pass.
- 1 p e n a lty to atta ck rolls. T h ey also
B ecau se o f th is, m a n y ra ce s
tak e l d 4 d am ag e each full m in u te
see th e m as slow -w itted
th e ir sk in is exp o sed to d ire ct su n lig h t, th o u g h a d a y lig h t sp ell cau s
an d
h u m o r le s s ,
b ut
th a t is n o t th e case.
es d isco m fo rt b u t n o d am ag e.
W h ile th e y do
M o st d rallok s leave o n ly th e ir
n o t h ave the
eyes e x p o se d w h e n trav elin g on
q u ick
th e su rface to avoid th is d am ag e. • D ark vision: A side e ffe ct o f th e ir su b te rra n e a n e x is te n c e , d rallok s can see up to 6 0 ft. in th e dark. • A u to m a tic L a n g u a g e s: U n d e r c o m m o n and C o m m o n . B o n u s L an g u ag es: D raco n ic, D w a rv e n , G o b lin , Ig n a n , O re , an d T erran .
w it
of
e lv e s
or
b ael,
th e y
are
in te llig e n t an d ca p a b le
o f e n jo y in g
life. B u t e v e ry e m o tio n , w h e th e r e n jo y m e n t o r rag e, c o m e s at its o w n p ace.
D rallok s c o m m o n ly m a ste r th e lan g u ag es o f o th e r c re a
T h e m o st in te n se e m o tio n th at lah ryk p ossess is th e love
tu res fou n d b en eath th e earth .
o f rich es, sh in y th in g s, sp ark ly bits. V enerable lah ryk are
• F av o red C lass: R ogue. D rallo k s’ n atu ral agility, stealth ,
k n o w n to sleep in th e p iles o f th e ir treasu re h ord es.
and m e r c e n a ry n atu re m ak e th e m w ell su ited to the
P h y s i c a l D e s c r i p t i o n : L ah ry k stand ab o u t 5 ft. tall,
ro g u e c h a r a c te r class. A m u lticlass d ra llo k s ro g u e class
w ith ro u g h , scaly sk in th a t look s a lm o st rep tilian , an
d oes n ot co u n t w h en d e te rm in in g w h e th e r he suffers
im p ressio n th a t is stre n g th e n e d by th e ir lack o f e x te rio r
an X P penalty.
ears. T h e y also lack an y p ro tru d in g n ose, p o ssessin g ju st tw o slits th ey ca n o p en and clo se at w ill. T h e y h e a r
th ro u g h co in -siz e d ty m p a n ic m e m b ra n e s o n e ith e r side
e x tre m e ly d ifficu lt fo r o th e r races to speak, b ecau se it uses
o f th e ir heads. T h e ir sk in ran g es in c o lo r fro m beige o r
m an y d ifferen t typ es o f to n g u e clic k s an d g lo ttal pops. A
ligh t tan to dark b row n . T h e ir rigid, u n exp ressiv e lips and
c o n v e rsa tio n a m o n g several ind ividu als so u n d s to a n on -
facial featu res m a k e it d ifficu lt fo r o th e r races to read th e ir
lah ryk like a ca c o p h o n y o f u n in tellig ib le pop s and click s.
e xp ressio n s. T h e ir soft, p in k m o u th s are filled w ith b o n y
T h e ir w ritte n lan g u age u ses m an y d o tte d sh ap es and
ridges th a t se rv e as te eth and b ulbou s p in k to n g u e s w ith
d ash ed lin es to d e n o te th ese so u n d s. T h e b o n y rid ges in
w h ich th e y taste th e air. T h e ir ey es are g e n e ra lly yellow ish
th e ir m o u th s th at serv e as te e th are also cap ab le o f p ro
g reen , w ith a sin g le circ u la r p up il, and th ey h ave a seco n d ,
d u cin g so u n d s th at c a n n o t be re p ro d u ce d in a h u m an o id
tra n sp a re n t eyelid , m u c h like a cro c o d ile . S in ce m o st
m o u th .
lahryk se ttle m e n ts are in dry, d e se rt areas, th ey an oin t
N a m e s : L ah ry k n am es alw ays b egin w ith th e ind ivid
th e ir scaly flesh w ith oils to h elp p rev en t loss o f m o istu re.
ual’s n am e follow ed by the first n am es o f his m o th e r and
T h e ir rich e s allow th e m to use th e fin est, m ost p u n g e n t,
fath er, in th a t o rd er. H is m o th e r g iv es h im h is n am e at
sce n te d oils. T h e y w e ar lig h t, airy ro b es o f m ain ly silk o r
b irth alo n g w ith th e rest o f his p o u ch lin g s. Like th e ir lan
fine lin en . M ales h ave a c re st o f v ery fin e sp in es, a lm o st as
g u ag e, lah ryk n am es freq u en tly c o n ta in clic k s and pops
fine as h airs, o n th e top o f th e ir h eads, w h ic h th e y o ften
th a t m ak e th e m d ifficu lt fo r o th e r races to p ro n o u n ce ,
dye v ario u s co lo rs. F e m ales h ave an ab d o m in al p o u ch th at
th e re fo re ind ividu als w h o sp en d m u c h tim e w ith o th e r
is all b ut u n d e te cta b le u n less it co n ta in s o ffsp rin g . W h ile
races so m e tim e s sim p lify th e ir n am es to m e re p h o n e tic
lahryk are n o t as tall as so m e o th e r se n tie n t races, th is is
syllables. M a le
o ffset by a b ro ad , stu rd y to u g h n ess. U n til a lah ry k re a ch es ad u lth o o d , he m u st sh ed his skin o n c e p e r y e a r to a c c o m m o d a te his g ro w th . A fter ad u lt
N am es:
K ilb ik ,
K o k tak ,
C h u b lik ,
S e e rtik ,
M ikm ak. F e m a l e N a m e s : G ifbith , G o freth , Z im lin , T u th m in , O freth .
h oo d , th e m o ltin g tak es p lace ab o u t e v e ry five years. R e l a ti o n s : L a h ry k h old n o o th e r ra ce in ill-favor e x ce p t
A d v e n tu r e r s : B ecau se th e y are so d evo ted to fam ily,
bael, w h o th e y v iew as sn o b b ish c o m p e tito rs fo r a c c u m u
few o f th e m actu ally leave th e ir n ests. W h e n th e y do, it is
lation o f w ealth , to o sm a rt an d tall fo r th e ir o w n g o o d .
u sually as a q u est fo r w ealth . O ccasio n ally , y o u n g lahryk
S o m e o f th e taller o r m o re q u ick -w itted races are also held
are sen t to fin d h elp fo r a c o m m u n ity th a t is in tro u b le.
in d istru st, like elves and h alflin gs. L ah ry k g et alo n g w ell
H o w ev er, b ein g aw ay fro m th e s h e lte r o f a c o m m u n ity
w ith d w arves, b e ca u se th e ir h e ig h t is co m p arab le.
m ak es h im u n co m fo rta b le , so h e in stin ctiv e ly a tte m p ts to
A l i g n m e n t : B e ca u se o f th e ir loy alty to th e ir g ro u p and
find a n o th e r g ro u p to jo in . O n c e h e has p laced h im s e lf in
b ecau se o f th e ir n o n -v o latile n atu re, m o st lah ryk are
a co m fo rta b le g ro u p , h e cre a te s a b o n d o f loy alty to th at
e ith e r lawful o r n e u tral a lig n m en ts. C h a o tic ind ividu als
g ro u p su p ersed ed o n ly by th e loyalty to h is family.
are v iew ed by th e ir fam ilies as in san e, an d are usually
LAHRYK RACIAL TRAITS
d iso w n ed and ca st out. L a h r y k L a n d s : L a h ry k settle in arid d e se rt areas w ith a
• +2 C o n s titu tio n , - 2 C h arism a. W h ile lah ryk are tou g h
so u rce o f w a te r su ch as a w ell o r oasis nearby. T h e ir h o u s
and c o m p a c t, th ey are so m e w h a t u gly by th e stan d ard s
es and stru ctu re s are usually a sin gly story, m ad e fro m m ud b rick s w ith th ick w alls to in su late ag ain st th e d esert h eat and co ld . M o st lah ryk h o m e s h ave a flat ro o f w h ere
o f o th e r races. • M ed iu m -size. As m ed iu m -size cre a tu re s, lah ry k h ave n o sp ecial b o n u ses o r p en alties d u e to th e ir size.
th e y o fte n lie in th e m o rn in g to w arm th e m se lv e s in th e
• L ah ry k b ase sp eed is 3 0 ft.
rays o f th e su n. L a h ry k se ttle m e n ts are co n tro lle d by a
• + 2 racial b o n u s on sav in g th ro w s ag ain st sp ells and
c o n cla v e o f th e o ld est, w ealth iest ind ividu als in th e c o m m u n ity. T h is co n cla v e m u st ag ree u n an im o u sly b efo re an y d e cisio n s are m ad e, so an y c h a n g e s o r im p ro v e m e n ts are usually slow in co m in g . L a h ry k trad e freq u en tly w ith d e se rt n om ad s o f o th e r races an d so m e o f th e ir c o m m u n i ties a re th e o n ly o u tp o sts o f civ ilizatio n in th e d eep d esert. S o m e o f th e m o st su ccessfu l lah ryk c o m m u n itie s have
L a h ry k are h ard y cre a tu re s, resistan t to toxin s. • +3 racial b o n u s to all W ild e rn e ss L o re ch e c k s m ad e in a d e se rt o r arid e n v iro n m e n t. • +1 racial b o n u s to a tta ck rolls ag ain st b ael. L ah ry k have an in n ate dislike o f bael. • +3 racial b o n u s o n all A pp raise ch e ck s. L ah ry k are
b e c o m e afflu en t, b u stlin g trad e ro u te hubs. R e l ig i o n : T h e c h ie f d eity o f lah ry k is th e sun god. E v e ry la h ry k c o m m u n ity co n ta in s so m e so rt o f te m p le to
skilled m e rc h a n ts an d trad ers. • L ah ry k rep tilian p h y sio lo g y is w ell-ad ap ted fo r arid en v iro n m e n ts . A s a resu lt th e y can g o w ith o u t food and
h im . T h e y also fa v o r th e god o f n atu re. L a n g u a g e : T h e n a m e “L ah ry k ” is actu ally a h u m an o id sim p lifica tio n o f th e ir tru e n a m e , w h ic h is all b u t u n p ro n o u n c e a b le to a n o n -la h ry k . T h e
spell-like effects. • + 2 racial b o n u s o n sav in g th ro w s a g a in st p o iso n s.
la h ry k
to n g u e
is
w a te r th re e tim e s as lo n g as h u m an s w ith o u t su fferin g an y ill effects.
• L a h ry k h ave an e x tre m e ly w ell d evelo p ed sen se o f
M ag irn , p articu la rly th e so rc e re rs, take p rid e in th e ir
sm e ll, w h ic h th e y use by tastin g th e a ir w ith th e ir
m a g ic, an d o fte n th ro w can trip s aro u n d to im p re ss the
to n g u es. It allow s th e m to d e te c t a p p ro a c h in g e n em ies,
c o m m o n th ro n g .
sn iff o u t h id d en fo es, and tra ck by sen se o f sm ell. T h ey
R e l a ti o n s : M ag irn g e t alo n g w ith so rc e re rs and w iz
ca n id en tify fam iliar o d o rs ju st as o th e r cre a tu re s can
ards o f an y strip e, o ften taking o n an ap p ren tice o r m agis-
iden tify fam iliar sights. In effect, th ey h ave th e S cen t
ter's role. C o n seq u en tly , th ey en jo y th e c o m p a n y o f elves
sp ecial ability
and g n o m e s fo re m o st, p articu larly th o se w h o d o not
• A u to m a tic L an g u ag es: L a h ry k and C o m m o n . B o n u s
m in d th e in cessan t q u eries o f th e m ag irn . T h ey also find
langu ages: D w arven , G n o m e, G ob lin , O re, D raco n ic
h alflin g s to b e a m u sin g co m p a n io n s, and e n te r in to
an d G iant.
a lm o st p layfu l co n te s ts w ith th e m . H u m an s are a b it m o re
• F av o red C lass: R ogue. L ah ry k are sk illed in w ild ern ess
cu rio u s (w h y w ou ld an y race so cap ab le at m a g ic ch o o se
su rvival. A m u lticlass lah ry k ’s ra n g e r class d oes n ot
an y o th e r p a th ), b u t m ag irn find th e m ilita ristic d w arves
c o u n t w h e n d e te rm in in g w h e th e r h e su ffers an X P
an d h a lf-o rcs frig h te n in g . A l i g n m e n t : M o st m a g irn are c h a o tic in n atu re, th o u g h
penalty.
law ful o n es are n o t u n h eard o f (u su ally p u rely d e sce n d e d o f w izard sto ck ). T h e race as a w h o le favors n e ith e r g o o d n o r evil, w ith e a ch ind ividu al freq u en tly 3 d o p tin g th e
_____________________ M AG IRN
lo cal stan d ard s as a m ean s to fit in (th is is n e ith e r a sign o f
T h o u g h n u m b e rin g less th an a th o u san d , th e m ag irn are
w eak w ill n o r o f in d istin ct n atu re — m o st m a g irn will
an o d d ity so m e sp ellcasters are o n ly too fam iliar w ith.
m o v e on i f th e ir stan d ard s 3 re to tally again st th e ir e n v i
W h ile the fam iliars o f dead sp ellcasters rarely ou tlive
ro n m e n t).
th e ir m a ste rs, th o se w h o d o find th em selv es im p arted
M a g ir n L a n d s : M ag irn h ave few lands o f th e ir o w n ,
and th e atte n d in g
p re fe rrin g to o p erate o n th e o u tsk irts o f o th e r so cie tie s,
pow er. S u ch cre a tu re s are rarely so p ow erfu l as to aven ge
p articu larly m ag o cracies. T h e rare m ag irn “civ ilizatio n ’’ is
th e ir fallen lords, b ut th ey are o ften in tellig en t and cap a
u n u su ally a series o f h o u seh o ld s u n ited by a c o u n cil o f its
ble e n o u g h to fin d th e ir w ay to o th e rs o f th e ir o w n kind,
g reatest so rc e re rs, and rely in g o n its m ag ic fo r trad e.
an d m an y b reed .
A side fro m th ese tin y v ariatio n s, the so cie tie s are alm ost
w ith a bit o f th e ir c re a to r s ’ sou ls —
F ro m m a g ic c o m e s w o n d ers, and th e se u n fo rtu n a te s are n o e x c e p tio n . N o lo n g e r p re cise ly an im als, th e ir u n n a tu ra l a b ilities co u p le d w ith th e ir c r e a to r s ’ sou ls c r e a te a m ag ical an o m aly : th e m ag irn . P e r s o n a li ty : T w o th in g s d riv e a m ag irn ’s life: loyalty
alw ays q uite sim ilar to th o se o f n earb y ra c e s’, to th e b e m u se m e n t o f th e n eig h b o rs. R e l ig i o n : T h e m ag irn as a g ro u p w o rsh ip n o o n e deity, th o u g h a lm o st n o n e w o rsh ip a g o d w ith o u t a m ag ic o r travel d o m a in .T h e m ag irn find d iv in e m a g ic n o less in te r
and w o n d er. L ik e th e ir fam iliar an ce sto rs, th e m ag irn are
estin g th a n a rca n e sp ellcastin g , h ow ev er, and m u lticla ss
in c o m p le te sou ls at b est, alw ays lo n g in g fo r th e c o m p a n
accord in gly.
io n sh ip o f o th ers. W h ile g o o d an d n e u tra l m ag irn sh o w
L a n g u a g e : T h e m a g irn h ave n o sp o k e n la n g u a g e
an a ctiv e affectio n fo r o th e rs, th e ir evil co u sin s are alm o st
unique to th e m se lv e s, sp eak in g C o m m o n o r D ra co n ic in
p ossessive o f th e ir co m p a n io n s, an d m ay p u n ish th em fo r
th e ir o w n co m p an y , and learn in g th e lan g u ag es o f o th e rs
an y im ag in ed tran sg ressio n s.
as o p p o rtu n ity allow s. S urprisingly, th ey d o h ave a w ritte n
T h e o n ly th in g th at te m p ts a m a g irn aw ay fro m his
lan g u age — th at o f m ag ic itself. E ven th e rare b arb arian
frien d s is k n o w led g e, p a rticu larly o f m a g ic. T h o u g h n atu
m ag irn ca n read m a g ic in n ately (see b elo w ), and all can
rally ta le n te d in sp ellcraft, m ag irn in stin ctiv e ly hoard
in stin ctiv e ly w rite in th e stra n g e scrip t.
su ch k n o w led g e in m u ch th e sam e m a n n e r as a d rag o n o r
A d v e n t u r e r s : M ag irn fairly leap at th e o p p o rtu n ity to
d w a rf h oard s go ld . U n lik e e ith er, h o w ev er, a m ag irn is
jo in ad v e n tu rin g p arties, w h ich su its b oth th e ir goals o f
rarely stin g y w ith su ch k n o w led g e, and ev en th e evil o n es
k n o w led g e an d c o m m u n ity in o n e sw oop. M ag irn are
p re fe r to g lo at as th ey teach o th e rs th e ir h ard -w o n lore.
esp ecially p ro u d o f th e ir in n ate p row ess w ith spells, and
T h is cu rio sity e x te n d s to n o n -m a g ic a l w o n d e rs as w ell,
so m e tim e s lo rd it o v e r t h e ir n o n -c a s tin g c o m r a d e s .
le a d in g m a n y to assu m e th e w id e-ey ed cre a tu re s to h ave a
T h o u g h h ard ly e n d e a rin g , th e ir o v e rb e a rin g loyalty is
child's m en tality , a m istak e so m e live to reg ret.
o fte n n o t m e re ly u sefu l, b u t a p ow erfu l fo rce riv alin g
P h y s i c a l D e s c r i p t i o n : F ro m a d ista n ce , th e m ag irn
ev en th e ir m o st p o te n t m ag ic.
so m e w h a t resem b le g n o m e s. B o th races h ave sm all, sligh t statu res, but th e sim ilarities en d th ere. T h e m ag irn h ost a w id e v ariety o f p h y sical odd ities. M o ttle d g re y flesh,
MAGIRN RACIAL TRAITS • +2 C h arism a, - 2 W is d o m :T h o u g h p erso n ab le and o ften
odd ly ro u n d ed eyes, and elo n g ated lim bs are all c o m m o n ,
am u sin g , m ag irn freq u en tly lack th e sen se to realize
as are a n im a listic featu res re fle ctin g th e m ag irn ’s an cestry.
w h en th e y are in d anger.
to all rolls u n til th e effect en d s o r u ntil th e m ag irn
Sm all: A s S m all cre a tu re s, m ag irn g ain a +1 size b on us to A rm o r C lass, a +1 size b o n u s o n all atta ck rolls, and a
leaves th e area o f effect. Finally, all sp ells and spell-like
+ 4 size b o n u s o n H id e ch e c k s , but th ey m u st use
e ffe cts ta rg e tin g th e m ag irn g ain th e b en efit o f the
sm a lle r w eap o n s th an h u m a n s use, an d th e ir liftin g and
M axim ize Spell feat, w h e th e r b en eficial to th e m ag irn
ca rry in g lim its are th re e -q u a rte rs o f th o se o f M ed iu m -
o r n ot. • M a g irn m ay n ot h ave fam iliars. A ll a tte m p ts by a
size ch a ra cte rs . M ag irn base sp eed is 2 0 ft.
m ag irn to call o r s u m m o n a fam iliar fail autom atically.
L ow -lig h t V ision : M ag irn c a n see tw ice as far as a
• A u to m a tic langu ages: C o m m o n and D rag o n ic. B on us
h u m a n in sta rlig h t, m o o n lig h t, to rc h lig h t, and sim ilar
L a n g u a g e s : A b y ssal, C e le s tia l, E lv e n , G n o m e , and
co n d itio n s o f p o o r illu m in atio n . T h ey
In fe rn a l. M a g irn c o m m o n ly sp eak w ith E lv e s and
re ta in
a b ility to
G n o m es, and m o re th an dabble in th e lan g u ages o f the
co lo r
an cie n ts , w h ich are th e favored scrip ts o f m an y old
th e
d is tin g u is h an d
d e ta il
texts. A dd itionally, m ag irn m ay sp eak w ith an im als, as
u nder
th e se co n d itio n s.
p e r th e spell o f th e sam e n a m e , a n u m b e r o f tim es p er
+ 2 racial b o n u s to
day equal to th e ir C h a rism a m o d ifier. T h is is a spell-like
all A n im al H a n d lin g
ability. • E ffe ctiv e C h a ra c te r L evel: M ag irn are m o re p ow erfu l,
c h e c k s , as w e ll as to R ide c h e c k s fo r
an d g a in
a n im a ls, d u e to th e
E ffe c tiv e C h a ra c te r L ev el is +1.
lev els m o r e slow ly, th a n
n o r m a l. T h e ir
• F av o red C lass: S o rce re r. A m u tliclass m a g irn ’s s o rc e re r
m a g irn ’s an cestry .
class d oes n ot c o u n t w h en d e te rm in in g w h e th e r he
K n o w le d g e (a rca n a )
su ffers an X P penalty.
is alw ays a class skill fo r m a g irn , w h o tir e lessly p u rsu e su ch lore reg ard less o f p ro fessio n .
MAKALL
D e te ct M a g ic (sp): M ag irn in n ately
H ailin g fro m a sm all n etw o rk o f
s e n s e m a g ic , lik e th e sp e ll detect m ag ic. U n lik e th e spell, h ow ev er, th is
lo o sely alig n ed d e se rt co lo n ie s,
is a c o n tin u o u s ab ility, w h ic h th e
th e m ak all are a ra c e o f re p til
m a g irn m ay n o t co n scio u sly tu rn off.
ian h u m a n o id s re n o w n e d
Read M a g ic (sp): M ag irn in tu itiv ely
fo r th e ir skill at tra ck in g
read m ag ic, like th e spell o f th e sam e
th e ir c h o s e n e n em ie s.
n a m e . T h is is a free a ctio n , an d the
M ak all v en tu re in to
c h a ra c te r m ay use th is ability any
civ iliz e d
lands o n q u ests to
n u m b e r o f tim e s p e r day. M ag irn m ay also w rite in th is lan g u age,
p ro v e th e ir h u n tin g
th o u g h su ch w ritin g h as n o b en efit
skill. W h ile th e m ak all are b o th sm all and fragile, th ey
o th e r th a n re q u irin g read m ag ic to read . M a g irn b arb arian s also h ave
are
th is ability, b u t c a n n o t read in an y
m ake
re le n tle s s
h u n te r s
w ho
e x c e l le n t tr a c k e r s an d
o th e r lan g u age w ith o u t th e usual
sco u ts. A s ca rn iv o re s, th ey m u st
skill p o in t e x p e n d itu re .
h u n t d a n g e ro u s, d in o sa u r-lik e Iiz-ard s
H e a rt o f M ag ic: T h e v e ry b od y o f a m a g irn te e m s w ith m ag ica l
e n e rg ie s ,
m a g ic
sen ses
and a
5^
th a t
tra v e l
in
h erd s
th ro u g h th e ir d e se rt h o m elan d s.
d e te c t
M a n y o f th e cre a tu re s h u n te d by the
m a g irn .
m a k a ll a re fe a rs o m e p re d a to rs , an d th e
A d d itio n a lly , m a g irn
su ffe r
m ak all d evelo p ed a stro n g tra d itio n as fierce w ar
u n d u ly ag ain st e ffects w h ich c a n c e l o u t m ag ic (th o u g h
rio rs and relen tless p u rsu ers to p rep are th e ir y o u n g to o n e
th e y m ay still se n se su ch if th e e ffe cts th e m se lv e s are
day stalk and kill cre a tu re s larger, stro n g e r, and faster
m ag ical in n a tu re , as p e r th e ir d e te ct m a g ic ability,
th e n th em selv es. M ak all w h o ad v en tu re b ey o n d th e ir
ab ove). W h ile an o u tsid e fo rce re n d e rs a m a g irn in ca
sm all se ttle m e n ts seek to te st th e ir h u n tin g and fig h tin g
pable o f ca stin g m ag ic, ev en if th e m a g irn co u ld n o t
skills ag ain st th e s tra n g e an d e x o tic p rey th a t lu rk s
o th e rw ise d o so, th e m ag irn su ffers a - 2 m o rale p en alty
b eyo n d th e ir b orders.
>
Races
P e r s o n a l i t y : M ak all h a v e a c o ld , c a lc u la tin g d e m e a n o r. T h e y lack th e e m o tio n s disp layed by h u m a n s a n d o th e r m a m m a ls, an d h ave n o u n d e rsta n d in g of su ch b asic c o n c e p ts as h ap p in e ss, so rro w , an d a n g e r. M u c h o f th is d e riv e s fro m
th e n a tu ra l te le p a th ic lin k
sh a re d a m o n g st m akall. T h ey h ave n o need to display e m o tio n s b ecau se th ey im m e d ia te ly h ave a g e n e ra l sen se o f e a ch o th e r ’s m en tal state an d d esires. D espite lack in g h u m a n e m o tio n s, m ak all h ave a stro n g sen se o f ju stice . T h e y see th e m se lv e s as th e u ltim ate u n d e r dogs, tin y c re a tu re s w h o th riv e in an e n v iro n m e n t te e m in g w ith cre a tu re s cap ab le o f p h y s ically o v e rp o w e rin g th em . P h y s i c a l D e s c r i p t i o n : M ak all are sh o rt, s le n d e r re p tilian s. T h e y are as sm all as h alflin g s and e x tre m e ly slen d er, a lm o st f ra g ile -lo o k in g . T h e y lack tails an d h ave larg e, ra zo r-ed g ed talon s at the e n d s o f th e ir th re e toes. R e l a t i o n s : M ak all are on g o o d te rm s w ith th e g o o d , civ ilized races. T h ey ad m ire th e
s tr e n g th
p ro w e s s
an d
m a rtia l
d isp lay ed
by
d w arves, an d c o n s id e r th e m
tCVj
n a tu ra l allies. M u ch o f th is a ffin ity s te m s fro m
th e d w a rv e s’
h e ig h t, as m ak all see th e m as a race in c i r c u m s ta n c e s sim ilar to th e ir o w n . W h ile m ak all are n o
m ak all b an d to g e th e r fo r an n u al trips to d istan t m o u n
ta lle r th a n h alflin g s o r g n o m e s, th e y v iew b o th o f th ese
tain s and p lains to seek o u t n ew prey, b oth as a d iv ersio n
ra ce s a lm o st like little b ro th e rs an d try to p ro te c t th e m in
and to avoid o v e rb u rd e n in g th e d e s e rt’s ecology. A c o u n
b a ttle .
cil o f th e o ld est, m o st ren o w n ed h u n te rs ru les th e se ttle
H um ans,
elv e s,
h a lf-o r c s ,
an d
o th e r
larg e
h u m a n o id races stan d as a ch a lle n g e to th e skill and
m en ts. T h e se lead ers rarely in te rce d e in daily m a tte rs,
re so u rce fu ln e ss o f the m akall. T h ey v iew th o se taller races
in stead se rv in g p rim arily as arb iters and ju d g es in dis
as stro n g e r, m o re p ow erfu l cre a tu re s w h o m u st be o v er
putes.
c o m e th ro u g h skill and d e te rm in a tio n . T h is stru g g le u su
R e lig io n : T h e
m a k a ll w o rs h ip
S ard a, th e
m a s te r
ally m a n ife sts in a c o m p e titiv e attitu d e in m ak all w h o
h u n ter. H e is d e p icte d as a m akall h u n te r w ith crim so n
w o rk w ith h u m an s, as the d im in u tiv e rep tiles are alw ays
scales, arm e d w ith tw o h an d axes. H e g ra n ts a cce ss to the
e a g e r to p ro v e th e ir m e ttle in c o m p a riso n to la rg e r c re a
A n im al, G ood , P ro te c tio n , and W a te r d o m ain s. H is p re
tu res.
ferred w eap o n is th e h and axe.
A l i g n m e n t : M ak all ten d tow ard s n eu tral g o o d . W h ile
L a n g u a g e : A s th e m akall are te le p a th ic, th ey h ave little
th e ir racial te le p ath y b uild s stro n g c o m m u n ity b on d s, it
use fo r a sp o k en lan g u age. T h ey c o m m u n ic a te a m o n g st
also leads th e m to rarely estab lish rigid co d e s o f co n d u ct.
th em selv es w ith m e n ta l im ag es and p ro jected p h y sical
In ste a d , th e m akall ca re m o re fo r d o in g w h a te v e r is n e c
stim u li. A m ak all w h o w ish es to tell h is frien d s th e peak
essary to e n su re the g ro w th and p ro sp e rity o f th e c o m
o f a m o u n tain is co ld m erely p ro je c ts an im ag e o f the
m u n ity as a w h o le.
m o u n ta in to p and th in k s o f h o w it felt to be co ld . T h e
M a k a ll L a n d s :T h e m akall hail fro m a sm all n u m b er o f
m akall have v o cal co rd s, and w h en su rp rised o r afraid are
clo se ly allied d e se rt c o m m u n itie s , each fou n d ed at the
cap ab le o f sh rill, loud sh riek s. T h ey can learn C o m m o n
site o f a lush, d e se rt oasis. T h e m ak all freely m o v e fro m
and o th e r langu ages, b ut o ften h ave tro u b le verb alizin g
s e ttle m e n t to s e ttle m e n t, a d o p tin g a se m i-n o m a d ic life
th e ir th o u g h ts. To th e m akall, sp o k en w o rd s are clum sy,
th a t allow s th e m to track large h erd s o f g reat lizards and
c ru d e su b stitu tes fo r telepathy.
o th e r d e se rt c re a tu re s th ey h u n t fo r food . L arg e g ro u p s o f
. M
i
<
<
3-
Races
A d v e n tu r e r s : M ak all a d v en tu rers are e ith e r y o u n g
A u to m a tic L an g u ag es: C o m m o n .
sters se e k in g to test th em selv es ag ain st th e w orld b eyon d
Favored C lass: H u n ter. T h e m akall h ave a stro n g trad i
the d u n e s o r w izen ed v e te ra n s w h o have earn ed c o m f o rt
tio n o f stalk in g and d efeatin g p ow erfu l beasts. T h e y
able sp o ts in civ ilized lands w ith th e ir skills and talen ts.
take n atu rally to th e h u n te r c h a ra c te r class, p resen te d
T h e m akall take read ily to th e h u n te r, ran g er, and ro g u e
in th is v o lu m e.
classes, and m a n y o f th e m also stu d y m a g ic as w izards.
MAKALL RACIAL TRAITS
TA R A N U HL
• - 2 S tre n g th , +4 D exterity , - 2 C o n s titu tio n : M ak all h ave in cre d ib le re fle x e s and are n im b le o n th e ir feet, but
A n ex tra o rd in a rily rare ra ce —
n u m b e rin g a lm o st c e r
th e ir sm all, sle n d e r b o d ies are b o th w eak and fragile.
tain ly less th a n tw o h u n d red — th e T aran u h ls are n e v e r
M akall, like birds, h ave h ollow b o n es th at are su scep ti
th eless in o rd in ately feared as w ell. A p ro d u ct o f u n k n o w n
ble to injury.
m a g ic, th e race’s b lo o d th irst is a lm o st literal, and ev en
• S m all: As S m all cre a tu re s, m ak all g ain a +1 size b o n u s to
th e ir clo sest asso ciates h esitate to tru st aT a ra n u h l in th e ir
A rm o r C lass, a +1 size b o n u s o n all atta ck rolls, and a +4
m id st. T h o u g h initially th o u g h t to be an o b s cu re b reed o f
m u s t u se
In fe rn a l o r A byssal (h e n c e th e n a m e ), all in q u iries have
sm a lle r w eap o n s th an h u m a n s use, an d th e ir liftin g and
su g gested th e ra ce ’s o rig in lies in th e m e d d lin g sp e llcra it
ca rry in g lim its are th re e -q u a rte rs o f th o se o f M ed iu m -
o f h u m a n s th em selv es.
size
bonus on
H id e
ch eck s,
b u t th e y
P e r s o n a li ty : T h e T aran u h ls a c t d elib erately like th e
size ch a ra cte rs . • M akall b ase sp eed is 3 0 ft. T h o u g h th e ir legs are sh o rt,
m o re c o m m o n h u m a n s th e y resem b le: n am ely, h o w ev e r
th e e n e rg e tic , agile m ak all easily k eep p ace w ith larg er
th ey w ish . T h e y ca n be p etty, cru e l, ju st, loving, b ored,
cre a tu re s.
e x c ite d , o r an y o th e r e x tre m e h u m a n s th e m se lv e s are
• T elep ath y : M ak all ca n c o m m u n ic a te w ith o th e rs o f
cap ab le of. To th e last, h ow ev er, th e T aran u h ls h ave an
th e ir k ind via te le p a th y up to a ran g e o f 1 0 0 ft. W h e n
u n c o m m o n u rg e to th e h u n t an d d e stru ctio n o f o th e r
tw o o r m o re m ak all are in te le p a th ic c o n ta c t, th ey all
in tellig en t b ein g s, a d esire th at bars th e m fro m tru e g o o d
gain a +2 c o m p e te n c e b o n u s to L isten and S pot ch eck s.
ness o r law fulness. T h o u g h m o st T aran u h ls a tte m p t to
Lin k ed m ak all p ool th e ir effo rts to n o tice an d in te rp re t
k eep th e ir p re d a to ry u rg es h id d en , th e th rill th e y g et
sig h ts and sou nd s.
fro m a kill is ad d ictiv e, and few ca n su pp ress th e d rive for
• M ak all re c e iv e th e T rack feat fo r free and g ain a + 4 racial
lon g.
b o n u s to all W ild e rn e ss L o re c h e c k s m ad e to tra c k c re a
P h y s i c a l D e s c r i p t i o n : T aran u h ls are a lm o st iden tical
tu res. A ll m akall learn to read sig n s o f a creatu re's pass
to th e ir h u m an fo reb ears in a p p earan ce, b ein g o f th e sam e
in g fro m a y o u n g age, and th is talen t is carefu lly cu lti
h eig h t, w eig h t, an d ey e, hair, and sk in co lo rs. T h e o n ly d if
vated and sh a rp e n ed as th e m akall reach th e ir c o m in g
fe re n c e is th at T aran u h ls h ave a p re p o n d e ra n c e o f m ark ings alo n g th e ir h an d s, arm s, k n ees, and s o m e tim e s ev en
o f age. • T h e p la ce m e n t o f a m ak all’s ey es o n th e sides o f its h ead
fo reh ead s an d m o u th s. T h e se m a rk in g s clo se ly resem b le
is b o th a b e n e fit and a h in d ra n ce . T h e y re c e iv e a - 1
scars, b ut a th o ro u g h search reveals tin y o p e n in g s fo r the
racial p e n a lty w h e n u sin g an y s o rt o f ran g ed attack
b lack , b o n e -lik e sp u rs th e T aran u h ls u se to kill. T h ese
ag a in st a ta rg e t m o re th an 3 0 ft. away, d u e to p o o r d ep th
re tra cta b le sp urs are rarely lo n g e r th a n tw o in ch e s fro m
p e rce p tio n . H o w ev er, th ey g ain a + 2 racial b o n u s to
th e “sh eath " o f sk in , b u t cle a rly m ark th e ir o w n e r as in h u
Spot
ch eck s
and
can n o t
be
fla n k e d ,
fro m
th e ir
su p e rio r field o f vision. • M ak all gain a +4 d od g e A C b on u s w h en fig h tin g g ian ts
m an . T h e n u m b e r o f th ese th o rn s v ary b e tw e e n T a ra n u h ls, ev en w ith in th e sam e fam ily: so m e m ay h ave tin y p ro je c tio n s o n th e ir k n u ck les, w h ile o th e rs m ay h ave so m an y
o r an im als an d beasts o f size H u g e o r h ig h er. M akall are
th at th e ir fists resem b le spiked g au n tlets. M o re im m e d i
train ed to take d o w n b ig g e r foes, and th e y are ad ep t at
ately n o tice a b le is th e a llo w an ce fo r th ese w eap o n s w ith
a v o id in g th e ir slow, clu m sy attack s. T h e y o ften h u n t
th e T aran u h l’s c lo th in g and arm o r, w h ich usually have
d ow n d in o sa u rs an d o th e r to w e rin g cre a tu re s, and th e
h oles to allow easy c u ttin g w ith th e spurs. T aran u h ls favor
ta ctics th e y d evelo p ed ag ain st th ese foes are equally
dark co lo rs, p a rticu la rly red s and black s, th e b e tte r to h id e
e ffe ctiv e ag ain st gian ts.
th e b lo o d stain s a tte n d a n t to th e ir sp u rs’ use.
• As d e se rt cre a tu re s, m ak all are w ell-ad justed to dry, h o t
R e l a t i o n s : T aran u h ls find a lm o st n o safe h av en if
co n d itio n s. T h e y ca n g o 3 + th e ir C o n s titu tio n b o n u s
exp o sed fo r w h at th ey tru ly are. It is o n e th in g to h ave a
( if a n y ) in days b efo re ta k in g su bd ual d am ag e fro m
d w a rf o r ev en a h alf-o rc n earb y — it is a n o th e r e n tire ly to
d e h y d ra tio n . In h eat ab ove 1 1 0 ° F b u t b elow 1 4 0 ° F,
to lerate th e p re s e n c e o f a cre a tu re b red p u rely to h u n t and
th e m ak all g a in s a +4 racial b o n u s to F o rtitu d e saves to
m u rd e r o th e rs . U n su rp risin g ly , T aran u h ls g o to g re a t
resit th e e ffe cts o f h eat.
len g th s to h id e th e ir tru e n atu res, and p ain stak in g ly dis-
f
*
<
> <
Races
a p p ear in to h u m an society. T h e u n d erw o rld is th e sole
to b reak . E vil T aran u h ls, h ow ev er, w allow in th e ir c o rru p
e x ce p tio n to th is p aran oia. To th e c rim in a l e le m e n t, n o th
tio n , ev en to th e p o in t th a t m an y o f th e ir allies and m as
in g is w o rth th e risk o f a n g e rin g a T aran u h l, as th ey liter
te rs kill th e m u rd e re r b efo re h e kills th em .
ally d o kill o th e rs w ith o u t a seco n d th o u g h t. T aran u h ls c a n n o t b reed o n th e ir o w n , and m u st m ate
T a r a n u h l L a n d s : E v en if th ey w ere so in clin e d , th e n atu re o f th e T aran u h ls th e m se lv e s re n d e rs th e c o n c e p t o f
w ith h u m a n s to cre a te o th e rs o f th e ir race. A p p ro xim ately
th e ra c e h o ld in g te rrito ry im possibility. T h e T aran u h ls
o n e in th re e ch ild re n b o rn to a T a ra n u h l-h u m a n co u p lin g
m ak e n o e x ce p tio n s to th e ir h u n ts, and stalk e ach o th e r if
is T ara n u h l th em selv es; th e o th e r tw o are lik ely ju st vio
n eed be. In stead , T aran u h ls favor w o rk in g in sm all u n its
le n t h u m a n s.
(m o stly fam ilies), o r fo r evil o rg an izatio n s th a t find th e
A l i g n m e n t : D ue to th e ir b lo o d rh irsty d rives, T aran u h l
ra ce ’s q uirks useful.
have g re a t d ifficu lty ad h e rin g to th e te n e ts o f law o r g o o d
L a n g u a g e : T aran u h ls speak C o m m o n , and freq u en tly
ness, b o th o f w h ich d isavow th e casu al h u n ts th e race
U n d e rc o m m o n as w ell, th e b e tte r to serv e m aste rs w h o
favors. T h is is n o t to say T aran u h ls are am o ral cre a tu re s —
w ou ld u se serv an ts su ch as they. L a ck in g a lan g u age o f
m a n y o f th e n e u tra l T aran u h ls find th e ir a ctio n s as d is
th e ir ow n, T aran u h ls h ave n o e a sie r m ean s o f id en tify in g
tu rb in g as d o o th e rs, b ut find th e ir a d d ictio n s im p ossib le
e a ch o th e r th an an y race has o f id en tify in g th em . A d v e n t u r e r s : T aran u h l a d v en tu rers h id e th e ir tru e n atu re, jo in in g p arties as ro g u es, b o u n ty h u n te rs, and ran g ers. T h e su b terfu g e rarely lasts, h ow ev er, as th e call to th e h u n t c o m e s to th e fo re in in v ariab ly leth al m a n n e rs. S h o u ld a p a rty co n tin u e to a c c e p t th e ch a ra c te r, th e y m u st d o so cau tiously. I f p ressed , a T aran u h ls ad d ictio n m ay d riv e h im to tu rn o n his co m rad es.
TARANUHL RACIAL TRAITS • +2 W isd o m , - 2 C h arism a: T h o u g h th e T aran u h l’s sen ses are a cu te , th e c re a tu re s th e m se lv e s are also d istan t and co ld . E v e n th e b est o f th e m fin d it te m p tin g to v iew o th e rs as prey. • M e d iu m -siz e : As M e d iu m -siz e c re a tu re s , T a ra n u h ls have n o sp ecial b on u ses o r p en alties d u e to th e ir size. • T aran u h l b ase sp eed is 3 0 ft. • L o w -lig h t V ision : T aran u h ls c a n see tw ice as far as h u m an s in sta rlig h t, m o o n lig h t, to rc h lig h t, and sim ila r co n d itio n s o f p o o r illu m in atio n . T h e y retain th e ability to d istin g u ish c o lo r and d etail u n d e r th e se co n d itio n s. • T aran u h ls m ay re tra ct o r release th e ir sp urs as a partialm o v e a ctio n . W h ile th e sp urs are ready, th e T a ra n u h l’s u n a rm e d d am ag e is leth al, and h is fists are p ie rcin g w eap on s. T h e T aran u h l g ain s a +2 e n h a n c e m e n t b on u s to all In tim id a te c h e c k s w h ile h is sp u rs are e x te n d e d , b u t h as a - 2 p en alty o n all o th e r C h arism a ch e ck s. W h e n u sin g th e ir sp urs to d eliv er a co u p de g ra ce , T aran u h l d o so as a reg u lar atta ck ra th e r th an as a fullro u n d actio n . • A lig n m e n t: T aran u h ls c a n n o t b eg in play as law ful c h a r a cte rs, and m ay o n ly b e c o m e law ful th ro u g h ro le-p lay in g o r m ag ical effects. • A u to m a tic L an g u ag es: C o m m o n an d U n d e rc o m m o n . B o n u s L a n g u a g e s : G o b lin , G ia n t, G n o ll, a n d O re . T aran u h ls asso ciate freq u en tly w ith o th e r races' b rig an d s an d cu tth ro a ts . S o m e h ave tak en to sp e a k in g in A byssal o r In fe rn a l, b ut th is is a p u rely a e sth e tic ch o ice . • F av o red class: B o u n ty H u n ter. A m u tliclass T a ra n u h l’s b o u n ty h u n te r class d o es n o t c o u n t w h en d e te rm in in g w h e th e r h e su ffers an X P penalty.
> < -L
Races
E ffe ctiv e C h a ra c te r L evel: T aran u h ls are m o re p o w er
d w arves in p a rticu la r find in su lt in h o w u ld rath treat
ful, and g ain levels m o re slowly, th an n o rm al. T h e ir
th em . To an u ld rath , an y ra ce th a t stan d s b elo w 7 ft tall
E ffe ctiv e C h a ra c te r L evel is +1.
and lacks a n ice , th ick p elt is h op elessly ill-p rep ared to su rv ive w ith o u t th e aid o f a g e n e ro u s u ld rath . W h ile this attitu d e p ro m p ts th em to d efen d th e w eak an d seek h o n o r
ULDRATH
in b attle ag ain st evil, it g rates o n th e n e rv e s o f a c c o m p lished w arrio rs fro m sm a lle r races.
H ailin g fro m th e n o r th e rn ed ge o f civ ilizatio n , th e lu m
M a n y u ld rath serv e as m e rce n a rie s, jo in in g an a rm y to
b erin g u ld rath are a race o f m assive, fu rred h u m an o id s.
h o n e th e ir fig h tin g skills and p ro v e th e ir m e ttle to th e ir
R esem b lin g a cro ss b etw een an o g re and a g rizzly bear,
eld ers. M o st u ld rath seek h o n o ra b le e m p lo y m e n t, but
th e y are re n o w n e d fo r th e ir fe ro city in b attle and stalw art
m an y k n o w to o little o f th e p o litical n u a n ce s an d social
faith in th e ir allies. U ld rath are lo n ers and h erm its. T h ey
situ atio n in civ ilized land s to p ick a w o rth y em p loy er.
live in isolated ca v e s a cro ss th e n o rth e rn m o u n tain s, c o m
A l i g n m e n t : U ld ra th h ave a s tro n g te n d e n c y to lawful
ing to g e th e r in larg e g a th e rin g s called m o o ts o n c e v ery
g o o d . T h o u g h th ey live so litary lives, th ey feel a g reat debt
th re e years. It is d u rin g th ese m o o ts th at u ld rath p air o ff
to p ro v e th e ir p erso n al h o n o r and th e h o n o r o f th e ir
in co u p le s, p ro d u cin g o ffsp rin g th e fo llow in g year. A
b lo o d lin e. U ld ra th w o rk to p ro te c t th e ir territo ry , d riv in g
y o u n g u ld rath is e x p e c te d to assu m e th e m a n tle o f ad u lt
o u t rap acio u s m o n ste rs and te n d in g to an im als and c re a
h o o d by v e n tu rin g o u t in to th e w o rld o n a q u est fo r his
tu res th a t n eed assistan ce.
destiny. O n ly a fte r a d v e n tu rin g fo r a tim e and b rin g in g
U l d r a t h L a n d s : T h e u ld arth fo rm a loo se co n fe d e ra
h o n o r to h is a n ce sto rs c a n h e re tu rn h o m e and cla im a
tio n o f clan s an d trib es th at cla im a w id e sw ath o f th e
stre tch o f tu n d ra as h is h o m e.
frigid n o rth lan d s. T h ey have n o official g o v e rn m e n t, but
P e r s o n a li ty : U ld ra th are q u iet and gru ff. T h ey care lit
in e ach re g io n a p articu larly old o r w ise e ld e r u ld rath
tle fo r idle c h a tte r an d p re fe r to k eep silen t fo r th e lack o f
serv es as an arb ite r an d sp o k esp erso n fo r th e u ld rath liv
an y th in g im p o rta n t to say. W h e n aro u sed to a ctio n , th ey
ing in an area. E v e ry th re e years, n ew eld ers are c h o se n by
b e co m e e n e rg e tic an d o u tg o in g . A n u ld rath w izard m ay
p op u lar v o te o f all u ld rath w h o cla im te rrito ry as th e ir
b ro o d in th e c o r n e r o f a ta v e rn fo r h o u rs o n en d , b ut an
o w n . A y o u n g u ld rath w h o h as p ro v en h im s e lf receiv e s
illu sio n ist d e m o n s tra tin g a sp ell h e has n e v e r seen b efo re
land as a g ift fro m o ld e r u ld rath o r is ch a rg e d w ith tam in g
to o n lo o k e rs ch a n g e s h im in to a b ub blin g, talk ativ e gian t.
a re g io n o v e rru n w ith m o n ste rs, e a rn in g th e rig h t to
U ld ra th b elieve in co n s e rv in g th e ir e n e rg y w h e n e v e r p os
claim it as h is o w n sh o u ld h e su cce e d . R e l ig i o n : T h e u ld rath w o rsh ip th e G reat M o th e r, the
sible. As m o st u ld rath sp en d th e ir early years o n th e tu n d ra,
d iv in e sh e-b ear w h o cre a te d th e m and ch a rg e d th e m w ith
they find th e trap p in g s o f civ ilizatio n en d lessly fascin at
w a tch in g o v er th e n o rth la n d s an im als sh e also create d .
in g . A lco h o l in p a rticu la r is an u ld rath d elicacy , and m an y
T h e G reat M o th e r is a law ful g o o d g o d d ess o f p ro te c tio n
b ark eeps h ave learn ed th e hard w ay th a t a y o u n g uldrath's
and anim als. H e r d o m ain s are A ir, G ood , H ealin g , and
im p osin g statu re b elies h is cap acity to hold h is liquor.
P ro te c tio n , and h e r fav o red w eap o n is th e g re a t club .
P h y s ic a l D e s c r i p t i o n : U ld rath stand 8 ft. tall o n av er
L a n g u a g e : U ld a rth sp eak th e ir o w n racial to n g u e .
age. T h e ir fa ce s and g e n e ra l b od y fo rm resem b le a b e a r’s,
M an y also learn to speak th e lan g u ages o f th e ir e n em ie s,
th o u g h th e y w alk u p rig h t and h ave o p p o sab le th u m b s.
su ch as g ian t and o re, and th e ir allies, su ch as D w arven
G reat fan g s e x te n d d ow n w ard fro m th e ir u p p e r jaw s, and
an d C o m m o n .
“lo n g fa n g ” is a c o m m o n u ld rath exp ressio n fo r a re s p e ct
A d v e n t u r e r s : U ld a rth a d v en tu rers are ty p ically cu b s
ed o r a cco m p lish e d ind ividu al. T h e ir fin g ers are ra th e r
o n th e cu sp o f ad u lth o o d w h o seek to p rove th em selv e s
stubby, lo o k in g slig h tly m o re like p aw s th an h and s, and
w o rth y o f e a rn in g th e ir o w n te rrito ry to w a tch over.
th e y h ave tro u b le m a n ip u latin g sm all to o ls o r co m p le tin g
R a n g e r and d ru id are th e ir tw o m o st c o m m o n classes.
tasks th a t req u ire fin e m an u al d exterity . U ld rath fu r ru n s
M an y serv e as m e rce n a rie s in arm ies, p articu larly th o se
fro m d ark b ro w n to a fin e, d o w n y w h ite.
en g ag ed in cam p a ig n s in frigid clim es. T h e y m ak e e x ce l
R e l a t i o n s : W ith th e ir so litary m a n n e r and isolated
len t sco u ts and sh o ck tro o p s, th o u g h th ey rarely ap p ear in
h o m e la n d , th e u ld rath have little estab lish ed rap p o rt
g reat n u m b e rs in civ ilized lands. M o st u ld rath travel
w ith th e civ ilized races. T h e y d esp ise d e stru ctiv e , evil
alon e fro m th e n o rth .
h u m a n o id s , s u ch as o re s an d g o b lin s. In p a rtic u la r, u ld rath and o g re s h ave a lon g h isto ry o f feu d s, and b oth races a tta ck e a ch o th e r at e v ery o p p o rtu n ity . U ld rath feel
ULDRATH RACIAL TRAITS • +6 S tre n g th , +2 C o n s titu tio n , - 4 D exterity , - 2 In telli
as d w arv es,
g e n c e , - 4 C h arism a: U ld ra th are tre m e n d o u sly stro n g
g n o m e s, an d halflings, an d c o n s id e r th e m h elp less and
and resilien t, b u t th e ir stu b b y h an d s and b u lk y fo rm s
p ro te c tiv e
to w a rd s
s m a lle r r a c e s , s u c h
pun y. T h is a ttitu d e tu r n s p a tr o n iz in g at tim e s , an d
<
Races
leave th e m slow and clum sy. T h e y are q u iet w h en bored o r d isin te re sted w ith th e co n v e rsa tio n and th e ir isolat ed u p b rin g in g leaves th em u n e d u ca te d an d shy. L arg e: A u ld rath ’s g reat size g ran t it a 10-fo o t reach and an ad d itio n al i d s h it p oin ts at 1st level. H ow ev er, th ey su ffe r a - 1 size p en alty to attack s an d A C and a - 4 size p e n a lty to H id e ch eck s. U ld ra th b ase sp eed is 3 0 ft. A n uldrath's th ic k co a t o f fu r g ra n ts it p ro te c tio n from atta ck s an d e x tre m e co ld . U ld rath g ain a +2 n atu ral AC b on us. In ad d itio n , th ey ig n o re su bd ual d am ag e cau sed by co n d itio n s o f e x tre m e cold . T h e ir fu r is a b u rd en in w arm e n v iro n m e n ts , leavin g th e m sw eaty and e n e rv a t ed. T h e y take d ou b le subdual d am ag e in h o t co n d itio n s. N o te th a t an u ld rath ’s fu r o n ly affects subdual d am ag e in flicte d by w e a th e r o r o th e r e n v iro n m e n ta l c o n d i tio n s, n o t re g u la r co ld o r fire d am ag e in flicted by spells and o th e r effects. U ld ra th h ave sh arp claw s th a t allow th e m to rake o th e rs. W h e n m ak in g an u n arm ed m elee attack , an u ld rath ca n o p t to in flict re g u lar ra th e r th a n su b d u al d am ag e. T h e u ld rath slashes w ith h is claw s to kill, ra th e r th a n cu ffin g h is o p p o n e n t w ith
a p aw
to
d isab le
h im .
B e ca u se u ld rath are so large, th e ir u n a rm e d attack s, in e lu d in g a tta ck s w ith th e ir claw s, d eal l d 6 d am age. N o te th a t an u ld rath th at atta ck s w ith its claw s is c o n s id e re d
to m a k e an
u n a rm e d a tta ck and d raw s atta ck s o f o p p o rtu n ity u n less h e h as th e Im p ro v ed U n a rm e d S trik e feat. U ld ra th can grab e n e m ie s in b ear h ugs. T h ey have th e im p ro v ed g rab sp ecial attack , th o u g h th ey ca n o n ly u se it w h en m ak in g u n a rm e d attack s. U ld ra th are e x p e rts in su rv iv in g co ld e n v iro n m e n ts. T h e y g ain a +4 c o m p e te n c e b o n u s to W ild e rn e ss L o re ch e c k s m ad e in co ld , sn o w y areas. A u to m a tic L an g u ag es: U ld ra th B o n u s L an g u ag es: any. F av o red C lass: R anger. U ld r a th edge
of
liv e
on
th e
c iv iliz a tio n
1
and m u st rely o n th e ir o w n w its an d k n ow l e d ge to su rvive. C lass L evel E q u iv alen t: +2.
<
and w o rk w ith o u t fear o f in te rru p tio n . T h e y c a n m o v e th e ir lab o rato ries, b ut n o t w ith o u t g re a t An a lch e m ist sp en d s sig n ifican t p o rtio n s o f h is life p o rin g
effo rt and sig n ifican t d a n g e r to th e ir eq u ip m en t.
o v e r a n cie n t to m e s o f a lch e m ic a l lore, p u tte rin g a m o n g
C h a r a c t e r i s t i c s : T h e a lc h e m is t’s p o te n cy lies in his
clo u d s o f n o x io u s fu m es and b u rb lin g fluids, sto k in g blaz
k n o w led g e and h is elixirs. As h e g ro w s in e x p e rie n c e ,
ing cru cib le s, m ix in g and te stin g and re te stin g , and seek
h e learn s h ow to b rew m o re n o xio u s c o n c o c tio n s . H e m ay
in g k n o w led g e o f th e fo u n d atio n s o f th e m a tte r o f th e
also learn fro m o th e r a lch e m is ts h ow to cre a te elixirs.
u n iv erse. T h is k n o w led g e g ra n ts th e m th e ab ility to b rew
T h e y m u st sp en d a g reat d eal o f tim e in th e ir lab o rato ry to
a lch e m ic a l e lix irs th a t ca n m im ic p ow erfu l spells.
cre a te th e ir a lch e m ic a l p o tio n s, b ut g iv en e n o u g h tim e
A n a lch e m is t d e p en d s o n in ten siv e stu d y to learn his arts, alw ays b e g in n in g as an a p p re n tice to an e ld e r m aster
and m o n e y to p rep are an arsenal o f elixirs, an alch e m ist ca n m ak e a p o te n t adversary.
th e b a sics o f
T h e ir k n o w led g e o f th e a lch e m ic a l arts relates as m u ch
a lch e m ica l lore. A lch e m ists are m a ste r m etallu rg ists, and
to th e n a tu re o f th e b od y as w ell th e n atu ral o rd e r o f th e
o fte n skilled h ealers as w ell. T h e ir se a rch o f k n o w led g e
u n iv erse, g iv in g th e m th e p o w e r to h eal in ju ry and n e u
leads m a n y o f th e m to th e m y steries o f th e body, th e flow
tralize toxin s.
a lc h e m is t, s o m e o n e w h o te a c h e s h im
o f blood, th e b ala n ce o f th e h u m o rs, an d th e v ig o r o f th e
A l i g n m e n t : T h e stu d y o f a lch e m y d em an d s a logical,
sp irit. H o w e v e r, m a n y w ou ld -b e a lch e m is ts are labeled as
d iscip lin ed m in d , w h ich m ak es a lch e m is ts lean tow ard
m e re ch a rla ta n s, trick s te rs w o rth y o f n o th in g b ut a n oo se.
lawful alig n m e n ts, b ut so m e a lch e m is ts w ith m o re c h a o t
To avoid su ch u n p leasan t situ atio n s and h elp th e m m ak e
ic n atu res m ay p ossess n atu ral talen ts fo r it, so c h a o tic
a living, th e y cu ltiv a te a w id e v ariety o f skills.
a lch e m is ts are n ot u n h eard of, b ut th e y are u n co m m o n .
A d v e n tu r e s : A lch e m ists ad v en tu re in se a rch o f w ealth
R e l ig i o n : A lch e m ists m o st o ften rev ere th e su n god,
and k n o w led g e. T h e w ealth allow s th e m to buy th e m a te
v iew in g th e in flu e n ce o f th e su n and h eav en s as vital in
rials n e ed ed to p e rfo rm th e ir e x p e rim e n ts and b rew th e ir
th e ir a lch e m ic a l re se a rch . H o w ev er, th ey also b eliev e th e
p o te n t elixirs. T h e y m u st be ca u tio u s to avoid d ire c t c o m
g o d s o f n atu re are im p o rta n t b ecau se th ey g o v e rn th e fo u r
bat b ecau se th e y are th in k e rs, n o t fig h ters. W ith o u t a
p rin cip al e le m e n ts: e a rth , air, fire, and w a te r as w ell as th e
sa tch e l full o f ready elixirs, th ey are v u ln erab le. B ecau se o f
god s o f m ag ic and k n o w led g e w h o guard th e se cre ts of
all th e la b o ra to ry e q u ip m en t req u ired to cre a te elixirs,
alchem y.
m u ch o f w h ich is fragile, n ot to m e n tio n th e d elicate and
B a c k g r o u n d : A ll a lc h e m is ts le a rn th e ir a rt as an
a lc h e m is ts
a p p re n tice fro m a learn ed teach er. It is th ro u g h this rela
req u ire a base o f o p e ratio n s, a p lace w h ere th ey can set up
tio n sh ip th at th e se cre ts and k n o w led g e are passed from
e x a c t in g
a l c h e m ic a l
p ro cesses
in v o lv e d ,
Classes
o n e a lch e m is t to an o th er. T h u s far, a lch e m is ts h ave n ot
O t h e r C l a s s e s : A lch e m ists lack th e ability to stand up
fo rm e d g u ild s.T h e y k eep to th em selv es, so m e tim e s m e e t
to a p ow erfu l assau lt, so th ey m o st o ften fall to th e re a r
in g w ith o th e rs to e x ch a n g e k n o w led g e o r e x to l th e ir
and use th e ir p ow erfu l e lixirs fro m a safe d istan ce a lo n g
b re a k th ro u g h s. T h e y are a se cre tiv e lot, and refu se to pass
side th e sp ellcasters. H ow ev er, alch em ists g e n e ra lly dis
th e ir k n o w le d g e to a n y o n e w h o is n o t c o m m itte d to
dain m ag ic u sers and v ice versa. W h ile th ey c a n n o t d en y
se a rch in g fo r an sw ers to th e u n iv erse’s g re a t question s.
its p ow er, th e y feel th e ir k n o w led g e w ill o n e day re p la ce
T h e re are n o g reat a lch e m ica l sch o o ls o r acad em ies as
m ag ic as th e d o m in a n t fo rce in th e w orld , th at th e m y s
th e re are fo r w izards. A lch e m ists w o rk in se cre t, usually
teries th ey ca n u n lo ck w ill m ak e th e p o w e r o f m a g ic se e m
alon e o r w ith an ap p re n tice . T h e y d o n o like to m o v e th e ir
w eak and in co n seq u en tial by co m p a riso n . A rca n e sp ell
lab o rato ries, b ecau se o f th e tim e an d ca re n e ed ed to p re
ca ste rs v iew a lch e m is ts as fools p lay in g w ith sm e lly c o n
p are e v e ry th in g .
c o c tio n s , w astin g th e ir tim e. D ivine sp ellcaste rs v iew
R a c e s : A lc h e m is ts are m o s t lik e ly to b e h u m a n s.
a lch e m y w ith a stran g e m ix tu re o f u n ease and cu riosity.
H u m a n s p ossess th e cu rio sity and a m b itio n fo r su ch
W h o n eed s g o d s to p ro v id e m a g ic i f th e sam e e ffe cts can
a d ifficu lt p u rsu it.
be g ain ed b y m ix tu re s o f n atu ral su b stan ces?
G n o m e s also m ak e e x c e lle n t a lch e m is ts b ecau se o f th e ir q uick w its and k een sen ses o f sm ell, w h ich allow s th e m to clo se ly m o n ito r a lch e m ic a l p ro cesses.
GAME RULE INFORMATION A lch e m ists have th e fo llow in g g a m e statistics.
D w arv en alch em ists are also c o m m o n , sin ce th e p u rsu it
A b i l it i e s : In te llig e n ce d e te rm in e s h o w m an y a lch e m i
o f g o ld o fte n d rives th e d w arv en h e a rt an d th e p ossib ility
cal e lixirs an alch e m ist c a n b rew p e r w eek , and h ow
o f sim p ly cre a tin g it is a p o w erfu l m o tiv atio n .
p o te n t th o se e lix irs are to resist. To b rew an y elixir, th e
H alflin g s so m e tim e s b e co m e alch e m ists, b ut th e ir te m
a lch e m is t m u s t h ave an In te llig e n ce sco re o f 1 0 + th e
p e ra m e n t g e n erally d oes n o t m ix w ell w ith th e d ed icatio n
e lix ir’s level. T h e d ifficu lty class o f a saving th ro w again st
and lo n g h o u rs req u ired.
an a lc h e m is t’s e lix ir is 1 0 + th e e lix ir's lev e l + th e
E lv en an d h alf-elv en a lch e m is ts are e x tre m e ly rare
a lch e m is t’s In te llig e n ce m od ifier. L ik e w izards and so r
b ecau se th e y v iew a lch e m y as a foolish p u rsu it, p referrin g
ce re rs, alch em ists also b en efit fro m h ig h D e x te rity and
to sp en d th e ir tim e on th e p u rsu it o f m a g ic instead. H alf-
C o n s titu tio n sco res.
o rcs g e n e ra lly d o n ot possess the in te lle ct o r th e te m p e ra
A l i g n m e n t : Any.
m e n t fo r su ch d iscip lin ed study, and so are u n ab le to learn
H i t D ie : d4.
its m y steries.
T a b l e 2-1: T h e A l c h e m Level 1 2 3 4 5 6 7 E 9 10 11 12 13 14 15 16 17 18 19 20 *
is t
Base
Fort
Ref
Will
Attack +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 + 6/+ 1 +6/+1 + 7 /+ 2 + 7 /+ 2 + 8 /+ 3 + 8 /+ 3 + 9 /+ 4 + 9 /+ 4 + 1 0 /+ 5
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 + 10 + 10 +11 +11 +12
Elixirs per brewing' Special Brew alchem ical elixirs, tom e Alchemical cant M etam agic feat
M etam agic feat Apprentice
M etam agic feat Apprentice
Apprentice, m etam agic feat
0 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
1 1 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3
2
3
4
5
6
7
8
—
—
—
—
—
—
—
1 1 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3
1 2 2 2 2 2 3 3 3 3 3 3 3 3 3
1 2 2 2 2 2 2 3 3 3 3 3 3
— —
— — — — 1 2 2 2 2 2 3 3 3
— — — — — — 1 2 2 2 2 3 3
— — — — — — — — 1 2 2 2 3
1 2 2 2 2 2 2 3 3 3 3
The alchem ist can only brew one type o f elixir at a tim e. This num ber reflects the num ber o f d o ses th at are created in a single brewing.
....■■■■iir. i
, .... ..............C l a s s e s
Class Skills
spell e ffect m u st be c h o s e n at th e tim e o f b rew in g , and
T h e a lch e m is t's cla ss sk ills (an d th e k ey ab ility fo r
ca n n e v e r b e a ltered o n c e th e p ro ce ss has b egu n . F o r
e a ch ) a re A lc h e m y (In t), A p p raise (In t), B lu ff (C h a ),
e x a m p le , m a k in g a p r o te c ti o n fro m
C o n c e n tra tio n (C o n ), C raft (In t), D e cip h e r S crip t (In t),
req u ires th e a lch e m is t to select th e e le m e n t at th e tim e o f
e le m e n ts e lix ir
D ip lo m acy (C h a ), D isable D evise (In t), F o rg e ry (In t),
b rew in g . T h e c o s t o f raw m aterials is equal to th e spell
G ath er In fo rm a tio n (C h a ), H eal (W is), In n u e n d o (W is),
level x c a s te r level x 2 5 g p .T h e a lch e m is t is free to ch o o s e
K now ledge (all skills, tak en in d ivid u ally) (In t), P rofession
th e e lix ir’s “c a s te r level,” as lo n g as it is equal to o r less th an
(W is), S cry (In t), S earch (In t), S en se M o tiv e (W is ), Spell
his o w n . A ll 0-level e lixirs c o st 15 gp, n o m a tte r th e level.
C raft (In t), Spot (W is), U se M ag ic D evice (C h a).
D u rin g th is tim e, th e a lch e m is t ca n b rew a n u m b e r o f
S k ill P o i n ts a t 1 s t L e v e l: (6 + In t m o d ifier) X 4
e lixirs o f a p a rticu la r typ e u p to h is m a x im u m , p rovid ed
S k ill P o i n ts a t E a c h A d d i ti o n a l L e v e l: 6 + In t
he has th e raw m a terials req u ired. I f th e c h e c k fails, th e tim e is lost, alo n g w ith o n e h a lf o f th e gp valu e o f th e raw
m odifier.
m aterials.
Class Features
E lixirs c a n n o t b e cre a te d co n cu rre n tly . T h e alch e m ist
All o f th e fo llow in g a re class featu res o f th e a lch em ist. W e a p o n a n d A r m o r P r o f i c i e n c y : A lch e m ists are p ro ficien t w ith all sim p le w eap o n s, and w ith lig h t arm o r. T h ey are n o t p ro ficie n t w ith m ed iu m o r h eavy a rm o r, n o r
m u st fo cu s all h is a tte n tio n o n o n e task, u sin g all o f h is lab e q u ip m en t. F o r e x a m p le , h e c a n n o t m ak e a co u p le o f 2n d level e lixirs w h ile b rew in g a 7 th level o n e. To c re a te th ese elixirs, th e alch e m ist req u ires a fu n c tion al laboratory. T h e m o re p ow erfu l th e e lix ir effect, th e
w ith shields. B r e w A l c h e m i c a l E l i x i r : A t first level, th e alch e m ist
m o r e c o m p l e x th e c r e a tio n
p ro c e s s . T h e r e f o r e , th e
learn s h ow to b rew sp ecial p o tion s. T h e se p o tio n s are
alch e m ist is req u ired to in v est 1 0 0 g p in to h is lab fo r each
m ad e fro m
level o f e lix ir h e in ten d s to cre a te (in ad d itio n to th e base
n o n -m a g ic a l in g re d ie n ts, su ch as m etals,
sto n es, oils, e x tra c ts , and o th e r n atu rally o c c u rr in g sub stan ces. As su ch , th ey are c o m p le te ly n o n -m ag ical. T h ey ca n n o t be d e te cte d by a n y th in g th a t d e te c ts m a g ic, and
ALCHEMY
th ey c a n n o t be disp elled . A n ti-m a g ic e ffects d o n o t w ork
Alchemists are known for making hundreds of concoctions that no one has ever seen before; exot ic elixirs and unguents that restore old people to youthful vigor or protect a home from rats. And while that would certainly make for an interesting addition of 50-100 new spells and elixirs, it is also unfeasible. In the end, most of these potions and creams merely duplicate the effects of the spells in the PHB, with such a minor variation, that noting it would be superfluous. Instead, the alchemist class was designed exactly as it appears with the notion of creative design left in the hands of the PC or DM. Slight variations in flavor are all that is required. An alchemist who makes a fungus you smear on your feet to climb better, has just created a potion of spicier climb. An unguent that, when smeared on your arms and legs, helps to conceal you at night is a potion o f silent step. A pill, that when swallowed, makes you smarter is like a potion o f intelligence. And a powder that, when mixed with wine, makes the subject dizzy, is merely a potion of charm person or sleep. Even a dust sprinkled over a door to make it difficult to open is an extension of arcane lock. So while an alchemist may be able to create an extract that allows them to do something the PCs have never seen before, its effects are similar to the spells that already exist in the d20 environment.
on a lch e m ic a l elixirs, n o r d oes sp ell-resistan ce. E lixirs m im ic sp ell effe cts, b u t th ey are n o t co n sid e re d spells fo r any p u rp o se. H ow ev er, e ffe cts su ch as fire ca n still be w arded o ff w ith sp ells su ch as p ro te c tio n fro m fire. T h e ir effects c a n n o t be a ltered b y m e ta m a g ic feats. A ll elixirs co n sist o f liquids o r oils o r p ow d ers in sp ecial co n tain ers. T h e e ffe cts cre a te d by th e se e lix irs req u ire n o verb al and so m a tic co m p o n e n ts. M o st o ffen siv e e lix ir e ffe cts are d elivered to th e ta rg e t by th ro w in g th e vial at th e targ et, o r sp lash in g th e m w ith th e a lch e m ic a l su b stan ce. O th e r elixirs, like th o se w ith h ealin g effects, m u st be im b ib ed by the ta rg e t. T h e e x a c t n atu re o f d eliv ery is left up to the DM and th e a lch e m ist. A n y sp ell-listin gs th at h ave an e x te n d e d ran g e h ave th at ran g e red u ced to th e d istan ce th e a lch e m ist ca n th ro w th e vial o f elixir. T h ese vials are all co n sid e re d g re n a d e lik e w eapon s. W h e n an a lch e m is t w ish es to c re a te an elixir, he m u st m ake an A lch e m y ch e ck . T h e D C is equal to 10 + [2 x spell level o f th e e lix ir]. T h e le n g th o f tim e req u ired is equal to 1 h o u r X th e level o f th e e lix ir (m in im u m 1 h o u r). F o r e xam p le, a 4 th level e lix ir req u ires fo u r h o u rs to brew . T h e alch e m ist m u st use a lab o rato ry fo r th is c h e c k . W ith o u t it, the D C raises by 10. E lix irs m ad e w ith o u t a lab o rato ry also take tw ice as lon g and h ave a 1 in 2 0 c h a n c e o f b e co m in g in ert u p o n co m p le tio n . F u rth e rm o re , th e a lch e m is t m ay n ot ‘take 10' o r ‘take 2 0 ' in p lace o f a A lc h e m y ch e ck . W h e n c re a tin g an elixir, th e a lch e m is t m u st h ave th e k n o w led g e o f th e e lix ir in h is to m e (see b elo w ), an d he m u st e x p e n d raw m aterials. A n y o p tio n s g ra n te d by th e
I ■
....C
>
Classes
5 0 0 gp c o s t o f th e A lc h e m is t’s Lab) F o r exa m p le , cre a tin g
n o rm al p lay er ch a ra cte r. H e ad van ces o n e level at a tim e
a 4 th level e lix ir req u ires a 9 0 0 gp A lc h e m is t’s Lab, w h ile
so lo n g as th e c h a ra c te r ad v an ces as an a lch em ist. H e ca n
an 8 th level e lix ir req u ires a 1 ,3 0 0 gp lab. O n c e th e first lab
n o t w ork u n su p erv ised , yet.
is p u rch a se d , h e n eed n o t b uy n ew o n es. H e m u st o n ly in vest th e ad d itio n al gp in to th e e x istin g lab.
W h e n th e a lch e m is t reach es 1 6 th level, he g ain s a se c o n d 1st level a p p re n tice w h o ca n n ow w o rk w ith th e first
As an e x a m p le o f th e b rew in g p ro cess, a 1 0 th level
a p p ren tice u n su p erv ised . So lo n g as th e PC p ro v id es ade
a lch e m is t w ish es to cre a te a clo u d k ill elixir. T h is is a 5th
q uate in stru ctio n , h e ca n w ork fo r tw o w eek s ( 8 0 h o u rs)
level e lix ir re q u irin g 12 5 g p in raw m aterials and five
u n su p erv ised . I f th e a lch e m is t h as th e L e ad ersh ip feat
h o u rs o f b re w in g tim e w ith an A lc h e m is t’s Lab w o rth
th is tim e in crease to th re e w eek s (1 2 0 h o u rs).
1 ,0 0 0 gp. T h e D C o f th e A lch e m y c h e c k is 2 0 , and he
A t 2 0 th level, th e a lch e m is t g ain s a n o th e r 1st level
re ce iv e s a +2 c irc u m s ta n c e b on u s fro m h is Lab, in addi
a p p re n tice and m ay n ow start a w ork sh o p . W o rk in g in
tio n to an y o th e r b on uses.
tan d em , all fo u r alch em ists m ay p ro d u ce sev eral e lix irs at
In a d d itio n to th e e lix irs listed in C h a p te r 7, an
o n c e .T h e 10th level ap p ren tice ca n n ow su p erv ise th e 5th
a lch e m is t m ay b rew any p o tio n listed in th e D M G , so
and 1st level ap p ren tices. In ad d itio n , b ecau se th e y all
lo n g as h e pays th e ap p ro p riate co sts to m ak e it. In addi
h ave a cce ss to ad d itio n al help, b rew in g e lixirs takes 1 /2
tio n , h is level is co n sid e re d 4 levels h ig h e r th an n o rm al
the tim e fo r e v e ry o n e in th e w ork sh o p .
w h e n b re w in g a p o tio n th at is n o t a m o n g his listed
S t a r t i n g A l c h e m i s t s : A 1st level c h a ra c te r w h o c h o o s es to be an a lch e m is t sta rts p lay w ith 3 0 0 g o ld p ieces
E lixirs. T h e se e lix irs retain th e ir p o te n c y ind efinitely, u n til
w o rth o f elixirs. A c h a ra c te r w h o ad van ces a level and
th e y a re u sed. F u rth e rm o re , a n y o n e ca n u se th e m . Lastly,
b e co m e s a 1st level alch e m ist d o es n o t receiv e th is b onus.
an a lc h e m is t’s e lix ir d oes n o t rad iate m ag ic. T o m e : A lch e m ists req u ire th e u se o f th e ir to m e s to c r e ate elixirs. A n alch e m ist c a n n o t p rep are an y e lix ir th at is n o t in h is to m e. A n alch em ist b eg in s play w ith a tom e
___________________ GUARDIAN
co n ta in in g all 0-level elixirs, plus th re e 1st level elixirs o f
W h ile m an y apply at w izards’ acad em ies and u n iversities
th e p la y e r’s c h o ic e . F o r e ach p o in t o f In te llig e n ce b onus,
as w ell as sm aller cells aro u n d a handful o f w izard-m agis-
th e to m e co n ta in s o n e ad d itio n al 1st lev el elixir. T h is is
ters, th e vast m ajo rity o f w ould-be stu d en ts find th e m
an alo g o u s to w izard spells. E a ch tim e th e a lch e m is t gains
selves ca st o u t fo r lack o f talen t. T h o u g h cap able o f castin g
a n e w level he m ay add tw o n ew e lixirs o f an y level he
sim p le spells, th e p ro ce ss is to o d ifficu lt to m a s te r fo r
k n o w s h ow to brew , p ro v id ed h e fin d s a n o th e r a lch em ist
th ese u n fo rtu n a te s. Still, ev en th o se w ith o u t th e raw abil
w illin g to te a ch th em to h im . A l c h e m i c a l C a n t : A t 3rd level, th e a lch e m is t learn s th e se cre t A lc h e m is t’s C an t, a sy m b o lic, a lch e m ic a l lan
ities n e ce ssa ry to b e c o m e w izards m ay apply th e ir talen ts else w h e re —
th e se are th e g u ard ian s, w h o c o m b in e
arca n e sp ellcraft w ith m artial prow ess.
gu ag e k n o w n o n ly by alch em ists. T h ey use th is langu age
A d v e n tu r e s : G uardians, as th e ir n a m e im p lies, fre
to tra n scrib e th e p ro ce d u re s n e ce ssa ry fo r cre a tin g th eir
q uen tly h eed th e call o f ad v e n tu rin g by b ein g bodyguards,
elixirs. O n c e th e c h a ra c te r k n o w s A lch e m ica l C an t, he
co u rie rs, and o th e r p ro te c tiv e roles, typ ically fo r w izards
c a n read an y te x t w ritten by a n o th e r a lch e m ist. T h is is th e
and so rc e re rs (w h o p re fe r even th ese “h alf-m ages" to m o re
p re fe rre d m e th o d
c o m m o n ru ffians). M an y guardian s also d rive th em selv es
th e y u se to p ro p a g a te k n o w le d g e
a m o n g th em selv es.
hard to prove th e ir w o rth , even to th e p oin t o f h u n tin g
M e t a m a g i c F e a ts : S ta rtin g at 5 th level, th e a lch em ist
dow n e n e m y sp ellcasters th em selv es. A s m an y an o v er
b eg in s to learn th e a rt o f im b u in g h is e lixirs w ith the
co n fid e n t w izard finds, a g u ard ian ’s w eak m a g ic still
p o w e r th a t M e ta m a g ic feats p rovid e. E a ch feat added to
m ak es th e m m o re th an equal to su ch a task.
th e e lix ir in cre a se s th e spell's level (th u s in cre a sin g its
C h a r a c t e r i s t i c s : G uardians are p ro ficie n t w ith all sim
c o st and tim e to c re a te ) ju st as it w ou ld a sp ell cast by a
ple w eap on s an d all w eap o n s o f M ed iu m o r sm aller sizes,
W izard . A t 5 th , 1 0th , 1 5 th an d 2 0 th level, th e a lch em ist
as w ell as w ith ligh t arm or. C u n n in g w arrio rs as w ell as
ch o o s e s a M e tm a g ic feat fro m the list o f available feats
m ag ician s, g u ard ian s also sp ecialize in m o re tactical c o m
th a t he ca n n ow use w ith elixirs. F o r o b v io u s reason s, feats
bat than m e re frontal assaults. G uardians are fully aw are
su ch as S ilen t Spell and Still Spell have n o e ffect on an
that th ey are n e ith e r as adept at arm s as fig h ters are, n o r as
e lixir, b ut M a x im ize Spell o r E x te n d S pell does.
m ag ically cap able as o th e r sp ellcasters, and e n d e a v o r to
A p p r e n t i c e : A t 11th level, an a lch e m is t g ain s e n o u g h
co m b in e th e ir skills to n ew effect.
k n o w le d g e an d e x p e rie n c e to a ttra c t an ap p re n tice . H e
A l ig n m e n t: W h ile g u ard ian s ca n be o f an y a lig n m en t,
fu n c tio n s as a loyal 1st level a lch e m ist. S o lo n g as th e tw o
m o st are a lm o st obsessively law ful and d iscip lin ed . T h ey
w o rk to g e th e r to b rew an elixir, th e tim e is c u t in half. T h e
w ork to b e tte r th e ir skills, an d fro w n u p o n laziness. G ood
a lch e m is t is 1st level in all re s p e cts and is g e n e ra te d as a
and n eu tral g u ard ian s s o m e tim e s find em p loy in th e very
Classes
a c a d e m ie s
th a t
d e n ie d
th e m
e n tr a n c e ,
w h ile
ev il
guardian s seek to a u g m en t th e ir spells in d an g ero u s ways. T h e rare c h a o tic gu ard ian is lik ely sim p ly too ca re fre e to stud y as h e sh o u ld , and a b itte r irrita n t to h is m o re p rac ticed co lleag u es. R e l ig i o n : G u ard ian s w o rsh ip p rim arily m a g ic-o rie n te d gods, b ut a large m in o rity b itte rly refu se to w o rsh ip any deity, b eliev in g in steadfast self-relian ce. T h o se w h o do w orsh ip m ay take on an alm o st fan atical ed g e, d riv in g th e m se lv e s to p ro v e th e ir w o rth to th e god s as w ell as m ortals. B a c k g r o u n d : G uardians are th o se stu d en ts d en ied a wizard's le a rn in g , as o ften th ro u g h lack o f fu n d s as no p oten tial. T h o u g h m o re cap ab le o f m a g ic th an th e laym an, th ey o n ly slow ly p ro g ress in skill at ca stin g , esp ecially w ith o u t p ro p e r tu telag e. Still, o n ly th e m o st fo o lh ard y d isco u n ts th e g u ard ian ’s u n iq u e b len d o f talen ts, an d so m e gu ard ian s train alo n g sid e b o th classes. R a c e s : M o st g u ard ian s are h u m an s, h alf-elves, and e lv e s, th e c o m m o n
ra c e s w ith th e m o s t fo rm alized
sch o o ls o f m ag ic. E qually at ease in th e h alls o f acad em ia and co m b a t tra in in g , th ese races are th e m o st a c c e p tin g o f th ese “lesser" w izards, a ck n o w le d g in g th e co h esiv en ess o f the cla ss’ d isp arate ab ilities as useful in th e ir o w n rights. A m o n g d w arves and h alf-o rcs, th e g u ard ian s are less a cce p te d , d u e to th e stig m a asso ciated w ith arcan e m ag ic, and h alflings and g n o m e s h ave little c a re fo r gu ard ian s e ith e r way. O t h e r C l a s s e s : So lon g as n e ith e r look d o w n upon him , th e g u ard ian u n d erstan d ab ly feels m o st co m fo rta b le in th e c o m p a n y o f fig h ters and w izards. R an gers, dru id s, paladins, and cle ric s are d ifferen t m a tte rs en tirely ; th o u g h e a ch is sim ila r on m an y levels to th e g u ard ian ’s o w n class, th e n a tu re o f d iv in e sp ellcastin g fain tly b em u ses th e selfreliant g u ard ian . B arb arian s an d bards ch a fe th e g u ard ian w ith th e ir ca re le ssn e ss, b ut it is th e s o rc e re r w h o m th e g u ard ian h old s in low e ste e m as w astrels w h o do n ot value th e ir p ow er.
GAME RULE INFORMATION G uardians h ave th e fo llo w in g g a m e statistics. A b ilitie s : T h o u g h im p o r ta n t
to a n y
S tr e n g th
m e le e -b a s e d
an d C o n s titu tio n
are
cla ss, D e x te r ity
an d
In te llig e n ce are fo re m o st to th e g u ard ian . S in ce gu ard ian s train to ca st sp ells in ligh t arm o r, D e x te rity is im p o rtan t to m ak e up fo r th e relativ ely low A C b on u ses. A s w ith w izards, g u a rd ia n s’ In te llig e n ce reg u lates th e ir m agical p ro w e ss. T o c a s t a sp ell, a g u a rd ia n
m u s t h av e an
I n te llig e n c e s c o r e o f 1 0 + th e spell's le v e l, an d th e g u ard ian also g ain s b on u s sp ells based o n In te llig e n ce . A l i g n m e n t : Any. H i t D ie : d8.
<
^
C
lasses
Class Skills
^
F e a ts : G uardians ca n take b ut n ot use M e ta m a g ic feats
T h e g u ard ian ’s class skills (and th e k ey ab ility fo r each
w h ich allow th e m to ca st spells w ith o u t reag en ts. Should
sk ill) are C lim b (S tr), C o n c e n tra tio n (C o n ), C raft (In t),
th e g u ard ian e v e r m u lticlass in to a n o th e r sp ellcastin g
Ju m p (S tr), K n o w led g e (a rca n a ) (In t), P ro fessio n (W is),
class (see F o rm e r G uardians, b elo w ), he n o lo n g e r su ffers
S cry (In t, e x clu siv e skill), S p ellcraft (In t), and S w im (S tr). S k ill P o i n t s a t 1 s t le v e l: (2 + In t m o d ifier) X 4.
this re strictio n . G uardians m ay learn item cre a tio n feats as th o u g h th e y w ere w izards o f tw o levels lower. S p e llb o o k s : L ik e w izards, g u ard ian s m u st use th e ir
S k ill P o i n ts a t E a c h A d d i t i o n a l L e v e l: 2 + In t
sp ellb ook s to m e m o riz e spells (e x c e p tin g read m a g ic,
m od ifier.
w h ic h
Class Features
all
g u a rd ia n s
can
p re p a re
fro m
m e m o ry ).
G u ard ian s’ sp ellb ook s b eg in play w ith tw o 0-level spells, P r o f i c i e n c y : G u ard ian s are
and a n u m b e r o f ad d itio n al 0-lev el sp ells equal to th e
fam iliar w ith all sim p le and o n e -h a n d e d m artial w eapon s,
gu ard ian ’s In te llig e n ce m o d ifier. T h e y m ay add to th e
A rm o r an d W eap on
and w ith all lig h t arm o rs. G uardians lack p ro ficie n cy in
sp ellb o o k by co p y in g fro m scro lls o r o th e r spellbooks.
la rg e r w eap o n s and sh ields, w h ich req u ire th em to use
W a rrio r M ag ic: G uardians m ay cast spells w ith a S o m a tic
b oth h a n d s (and th e re fo re n ot cast sp ells). H eav y and
req u ire m e n t w ith n o p en alty in lig h t arm o r. B o n u s F e a ts : B e g in n in g at 2n d level, and c o n tin u in g
m e d iu m a rm o r re s tricts sp ellcastin g , as w ell. S p e lls : As w ith w izards, g u ard ian s ca st a rca n e spells,
e v e ry fo u r levels th ereafter, th e gu ard ian g ain s a free
an d are lim ited to a ce rta in n u m b e r th e y m ay ca st p e r day,
b o n u s feat w h ic h m u st b e c h o se n fro m th e fo llo w in g list:
a cco rd in g to class level. G uardians m u st p rep are sp ells by
A le rtn e s s ,
g e ttin g at least a h a lf n ig h t’s sleep and sp en d in g o n e h o u r
Im p ro v ed In itiativ e, L ig h tn in g R eflexes, S crib e S cro ll,
stu d y in g th e ir sp ellb o o k s. W h ile stu d y in g , g u ard ian s
S pell F o cu s*, Spell P e n etratio n ’'1, W eap o n F in esse*, and
d ecid e w h ich sp ells to p rep are as do w izards, an d have
W eap on F o cu s*.
C om bat
R e fle x e s,
D od g e,
Feats m ark ed w ith an asterisk (*) m ay o n ly b e taken
b o n u s spells based o n In te llig e n ce . T h e D ifficulty C lass fo r sav in g th ro w s again st a g u ard ian ’s sp ells is 1 0 + the
B lin d -F ig h t,
o n c e as a b o n u s feat. F a m i l i a r : A t 4 th level, th e gu ard ian m ay h ave a fam il
sp ell’s lev el + th e gu ard ian ’s In te llig e n ce m od ifier. L ik e w izards, g u ard ian s m ay k n o w an y n u m b e r o f
iar as a w izard d oes. H o w ev er, th e gu ard ian ’s fam iliar m ay
spells. U n lik e w izards, h ow ev er, g u ard ian s m ay n o t use
n o t in cre a se its In te llig e n ce above 11. E v e ry tim e its
M e ta m a g ic feats w h ich allow th em to ca st sp ells w ith o u t
In te llig e n ce w ou ld o th e rw ise in crease, it in stead gain s
c e rta in reag en ts. S u ch is b ey o n d th e ir ability.
the T o u g h n ess feat. F o r th e p u rp o ses o f th e fa m ilia r’s
C o m b a t C a s t i n g : T h e gu ard ian g ain s C o m b at C astin g
T a b l e 2-2: T h e G Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
In te llig e n ce and sp ecial ab ilities, th e g u ard ian a cts as a w izard o f th r e e levels low er th an his actu al level.
as a b on u s feat.
u a r d ia n
Base
Fort
Ref
Will
Attack +0 +1 +2 +3 +3 +4
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 + 10 + 10 +11 +11 +12
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 + 10 + 10 +11 +11 +12
+5 +6/+1 +6/+1 + 7 /+ 2 + 8 /+ 3 + 9 /+ 4 + 9 /+ 4 + 1 0 /+ 5 + 1 1 /+ 6 /+ 1 + 1 2 /+ 7 /+ 2 + 1 2 /+ 7 /+ 2 + 1 3 /+ 8 /+ 3 + 1 4 /+ 9 /+ 4 + 1 5 /+ 1 0 /+ 5
Spells per Day Special Com bat casting Bonus feat Sum m on familiar Bonus feat Coax Empower Bonus feat Empower Bonus feat Empower Bonus feat Empower
0 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4
1
2
3
4
5
6
0 1 2 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4
0 1 2 2 3 3 3 3 3 3 3 3 4 4 4 4 4
— — —
— — — —
— — — —
— — — —
— — 0 1 2 2 3 3 3 3 4 4 4
— — — —
— — — —
0 1 2 2 3 3 4 4
— — — — 0 1 2 3 4
0 1 2 2 3 3 3 3 3 3 4 4 4 4
Classes
C o a x : A t 7 th level, th e g u ard ian m ay use m ag ical item s
th e s tre n g th s o f th e ra n g e r in th e ir versatility and skills.
as th o u g h he w ere a w izard. A dd itionally, w h e n e v e r u sin g
As guerillas gain s e x p e rie n c e , th ey b e c o m e m o re ad ep t at
a m agic item w ith a n u m b e r o f c h a rg e s th a t are n ot set at
u sin g the terrain to best ad van tage, s e ttin g traps, and m ak
the item's cre a tio n (i.e. rin g o f th r e e w ish es h as a set n u m
ing th e e n e m y flee so as to avoid a fight alto g eth er.
b er o f ch a rg e s), th e g u ard ian m ay u se an u n ch a rg e d item
A l ig n m e n t: G uerillas ca n be any alig n m e n t. Law ful o r
as th o u g h it h ad o n e ad d itio n al c h a rg e left in it. D oin g so
good guerillas are fig h te rs for a g re a te r cau se, stru g glin g
irrevo cab ly d e stro y s th e d ev ice as it cru m b le s to d ust.
again st a la rg e r en em y. C h a o tic gu erillas are m o re likely to
E m p o w e r : A t 8 th level th e gu ard ian m ay ch o o s e to
be m e rce n a rie s th an freed o m fig h ters, and evil o n es will
spend o n e w eek p ra ctic in g w ith a m u n d a n e w eap on .
fight fo r w h a te v e r side pays th e m o st, h avin g little regard
A fterw ard s, th e w eap o n is e n ch a n te d (+ 1, w ith an addi
fo r any in n o c e n ts c a u g h t in th e m iddle.
tional +1 fo r e v e ry fo u r levels p ast 8 th ). T h is e n c h a n tm e n t
R e lig io n : Like fig h ters, gu erillas rev ere th e go d s o f
o n ly lasts so lo n g as th e gu ard ian is n o m o re th an 1 0 ft.
stre n g th , re trib u tio n , an d valor. A gu erilla m ay be fig h tin g
from th e item , a fte r w h ich h e m u st start again . W eap on s
fo r so m e religiou s ca u se o r ideal, o r he m ay sim p ly pray to
e n ch a n te d in th is m a n n e r d o n o t rad iate m a g ic and can
th e g o d fo r s tre n g th and co u ra g e o n th e eve o f battle.
only be d e te cte d (cf. detect m a g ic) by c h a ra c te rs o f h ig h e r
B a c k g r o u n d : G uerillas c o m e from n early an y b ack
level th a n th e g u ard ian . I f th e w eap o n has a n o rm al
gro u n d . T h ey m ay h ave g ro w n up as farm ers o r p easants,
e n c h a n tm e n t o n it, it rad iates m a g ic as n o rm al.
b u t s o m e o n e m u st h ave train ed th e m . G uerillas often
F o r m e r G u a r d i a n s : W h ile g u ard ian s ca n m u lticlass
c o m e fro m w a r-to rn areas, w h e re frien d s o r fam ily m e m
n orm ally w ith m o st o th e r classes, th is is n o t tru e o f o th e r
b ers w ere fo rce d in to p o sitio n s w h e re th ey w ere fo rced to
sp ellcastin g classes. G uardians c a n n o t m u lticlass in to an
d efen d th e ir h o m e s fro m a ty ra n n ica l ru le r o r an invad in g
arca n e sp e llca stin g class as th ey are th e “b o u n c e rs” o f the
enem y. S u ch c h a ra c te rs m ay h ave lost loved o n e s to w ar,
m ag ical w orld . C o n v ersely , a sp ellcaster m ay n ot m u lti
in stillin g th e m w ith th e fe rv e n t d esire to rig h t w ro n g s
class in to th is class, as d o in g so re p re se n ts a reg ressio n in
and ca st o ff th e yo k e o f op p ressio n . O r th e spark o f th e ir
ability.
go o d n ess m ay h ave b een d im m ed by th e trau m a, tu rn in g th em into am o ra l fig h tin g m ach in es. R a c e s : G uerillas c a n c o m e fro m an y race. A n y ra ce o r
______________ _____G U ERILLA
reg io n is ju st as likely to be su b ject to th e co n d itio n s th at fo m e n t the cre a tio n o f gu erilla bands.
G uerillas are a sp ecial type o f fig h te r th a t en g a g e s in irreg
E lv es are m o re lik ely to b e co m e ra n g e rs th an guerillas
ular w arfare as a m e m b e r o f an in d ep en d en t grou p, spe
b ecau se o f th e elv e n re v e re n ce fo r n atu re. G uerillas see
cializing in d isru p tio n and sabotage. T h e y e x c e l at using
n atu re n o t as s o m e th in g to be p ro te c te d , but as so m e th in g
th e e n v iro n m e n t, w h e th e r it be forest, m o u n tain s, tun dra,
th at ca n be used to ad van tage ag ain st as enem y.
o r even th e co n fin e s o f a city, to fig h t ag ain st th e ir e n e
D w a rf and g n o m e g u erillas c o m e fro m areas co n te ste d
m ies. S o m e lend th e ir skills to th e h ig h est bidder, but
by o th e r u n d e rg ro u n d races w h e re it w as n e ce ssa ry fo r
m o st are fig h tin g fo r a cau se, to th ro w o ff th e yoke o f
th em to fight to p ro te c t th e ir settle m e n ts.
op p ression , o r to slow d ow n an in v ad in g arm y. T h e ir skills
H alf-o rcs w h o c o m e fro m a b a ck g ro u n d o f co n tin u o u s
lie in h arassin g th e e n em y , d isru p tin g his su pp ly lines,
strife m ay b e co m e g u erillas if th ey are able to jo in a g ro u p
atta ck in g from am b u sh , s e ttin g traps, an d d estro y in g the
o r teach er, but g e n e ra lly th e y lack th e d evious n atu re that
e n e m y ’s m o rale. T h e gu erilla is an e x p e rt at stu d y in g the
guerilla ta ctics require.
su rro u n d in g terrain and u sin g it again st th e e n e m y to best advantage.
O t h e r C la s s e s : G uerillas ca n h old th e ir ow n in a fight. H ow ev er, th ey are u n co m fo rta b le w o rk in g w ith an yo n e
A d v e n tu r e s : G uerillas’ p u rp o se is to fig h t. It is w h at
th ey p erceiv e as o u tsid e o f th e ir grou p. T h is is b ecau se
th ey are train ed for, and b est su ited for. S o m e tim e s th ey
guerillas ten d to w ork in s e c re t, w h e re an y possible leak
w ish to leave th e “fig h tin g fo r a ca u se ” b eh in d and strike
age o f in fo rm a tio n to th e e n e m y m ig h t m ean th e d eath o f
o ff to find th e ir ow n fo rtu n es. W h ile th e lure o f w ealth
th e en tire grou p. G uerillas d istru st a n y o n e w h o appears to
holds g reat appeal fo r th e m , they p re fe r to h ave a m ission,
have a loose to n g u e as a th re a t to th e ir ow n safety. T h ey
a p urpose, and a k now n e n e m y to fig h t against. But like
also hold ro g u es in high regard o f ro g u e s’ talen t fo r infil
o th e r fig h ters, th ey o ften d o it ju st fo r th e th rill o f co m b at
tra tio n an d sabotage.
and ad ven tu re. C h a r a c t e r i s t i c s : A gu erilla’s stre n g th lies in th e deadly co m b in a tio n o f his fig h tin g p row ess, h is stealth , and his
GAME RULE INFORMATION G uerillas h ave th e fo llow in g g a m e statistics.
kn o w led g e o f strateg y and ta ctics. W h ile n o t quite as pow
A b ilitie s : D e x te rity is im p o rta n t fo r gu erillas b ecause
erfu l as an all-o u t fig h te r in o p e n co m b a t, guerillas sh are
th ey m u st m o v e quickly, quietly, and strik e fro m a dis ta n ce b efo re fading in to th e terrain . S tre n g th is also
>
<
Classes
im p o rta n t b ecau se any co m b a t g u erillas are in v o lv ed in
th e c h a ra c te r to b e co m e a g u erilla in th e first p lace. Due
o fte n
im p o r ta n t
to h is h atred fo r th is ra c e , and fo llo w in g o th e r g u erillas
b ecau se g u e rillas’ skills m a k e th e m m o re d an g ero u s. L ik e
w h o fo u g h t ag ain st th e m , th e g u erilla g ain s a +2 c ir c u m
fig h te rs, g u erillas also b en efit fro m h ig h C o n s titu tio n
sta n ce b o n u s to Bluff, L isten , S en se M o tiv e, Spot, and
sco res.
W ild e rn e ss L o re ch e c k s w h e n u sin g th ese skills ag ain st a
b ecom e
c lo s e . I n te llig e n c e
is a lso
A l i g n m e n t : A ny
m e m b e r o f th is g ro u p . L ik ew ise, h e g ain s an equal b on us to w eap o n d am ag e rolls ag ain st a m e m b e r o f th is grou p.
H i t D ie : dlO
T h e g u erilla also g ets th is b on u s u sin g ran g ed w eapon s,
Class Skills
b ut o n ly i f th e ta rg e t is w ith in 3 0 ft. (th e g u erilla c a n n o t
T h e g u e rilla ’s class skills (an d th e k ey ab ility fo r e a ch ) are
strik e as a ccu ra te ly b eyo n d th a t ra n g e ). T h e b o n u s d oes
B alan ce (D e x ), C lim b (S tr), C raft (exp lo siv es) (In t), C raft
n o t apply to cre a tu re s th a t are im m u n e to critic a l hits.
(tra p m a k in g ) (In t), D isable D evise (In t), D isguise (C h a),
T r a c k : T h e g u erilla g ain s T rack as a b o n u s feat.
E sca p e A rtist (D e x ), H an d le A n im al (C h a ), H eal (W is),
B o n u s f e a t s : A t 3rd level, a g u erilla g ain s a b o n u s feat.
H id e (D e x ), In tim id a te (C h a ), In tu it D ire ctio n (W is),
T h e g u erilla g ain s a n o th e r b o n u s feat at 5 th level and
Ju m p (S tr), K n o w led g e (n a tu re ) (In t), L isten (W is), M ove
e v ery five levels th e re a fte r (1 0 th , 1 5th , and 2 0 th ). T h e se
S ilen tly (D e x ), O p en L o c k (D e x ), P ro fessio n (W is ), Read
b o n u s feats m u st be d raw n fro m th e fo llo w in g list:
L ip s (In t), R ide (D e x ), S earch (In t), S en se M o tiv e (W is),
A lertn ess, A ll o r N o th in g , A rm o r F o cu s (lig h t), Blind-
S p o t (W is), Sw im (S tr), T u m b le (D e x ), U se R ope (D e x ),
F ig h t, C o m b a t R eflexes, D od ge (M ob ility, S p rin g A tta ck ),
and W ild e rn e ss L o re (W is.)
Im p ro v e d
In itia tiv e , Ir o n W ill, L e a d e r s h ip (R a b b le -
S k ill P o i n ts a t 1 s t L e v e l: (6 + In t M o d ifier) X 4
R o u ser), L ig h t S leep er, L ig h tn in g R eflexes, Point Blank
S k ill P o i n ts a t E a c h A d d i t i o n a l L e v e l: 4 + In t
S h o t (F a r S h o t, P recise S h o t, Rapid S h o t, S h o t o n the R u n ), an d Q u ick Draw, R un.
m od ifier.
S o m e o f th e b o n u s feats available to a g u erilla c a n n o t be
Class Features
acq u ired u n til he h as o b tain ed o n e o r m o re p rereq u isites
A ll o f th e fo llow in g are class featu res o f th e gu erilla.
feats; th ese feats are listed p a ren th etically a lte r th e p re
W e a p o n a n d A r m o r P r o f i c i e n c y : G uerillas are p rofi
req u isite feat. H e c a n s e le ct feats m ark ed w ith an asterisk
cie n t w ith all sim p le and m artial w eap o n s, w ith ligh t
(*) m o re th an o n c e , b u t it m u st b e fo r a d ifferen t w eap o n
a rm o r, and w ith sh ields. T h ey are also p ro ficie n t in th e use
e a ch tim e. H e m u st still m e e t all p rereq u isites fo r a feat,
o f o n e e x o tic w eap o n . T h e y are n o t p ro ficie n t w ith m ed i
in clu d in g ab ility sco re and base attack b o n u s m in im u m s.
um o r h eavy arm o r.
N o te th at th ese feats are in ad d itio n to th e feat th at a c h a r
H a t e d e n e m y : A t 1st level, a g u erilla m ay s e le ct a p ar
a c te r o f an y class gain s ev ery th re e levels. T h e g u erilla is
ticu la r ra ce (su ch as goblin s, h u m an s, o res, o gres, e tc .) as a
n o t lim ited to th e list g iv en h e re w h en c h o o s in g th o se
h ated en em y. It is th e p red atio n s o f th is race th at cau sed
feats.
T a b l e 2-3: T h e G Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
u e r il l a
Base
Fort
Ref
Will
Attack +1 +2 +3 +4 +5 + 6/+ 1 + 7 /+ 2 + 8/+ 3 + 9 /+ 4 + 10 /+ 5 + 1 1 /+ 6 /+ 1 + 1 2 /+ 7 /+ 2 + 1 3 /+ 8 /+ 3 + 1 4 /+ 9 /+ 4 + 1 5 /+ 1 0 /+ 5 + 1 6 /+ 1 1 /+ 6 /+ 1 + 1 7 /+ 1 2 /+ 7 /+ 2 + 1 8 /+ 1 3 /+ 8 /+ 3 + 1 9 /+ 1 4 /+ 9 /+ 4 + 2 0 /+ 1 5 /+ 1 0 /+ 5
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 + 10 + 10 +11 +11 +12
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Special Track, favored enemy Trap m aster Bonus feat Ambush attack +2d4 Bonus feat Ambush Ambush attack +3d4 Evasion Bonus feat Survivalist Sneak attack +4d4 O pportunist Bonus feat Sneak attack +5d4 Improved evasion Woodland stride Trackless step Bonus feat, sneak attack +6d4
T r a p M a s t e r : A t 2n d level, th e g u erilla g ain s th e ability
w h ile th e g u erilla tak es n o d am ag e o n a su ccessfu l R eflex
to build m e c h a n ica l trap s w ith g re a t skill. H e g ain s a +4
save again st sp ells su ch as fireball and b reath w eap o n s, he
c o m p e te n c e b on u s to all C raft (tra p m a k in g ) ch eck s.
n ow takes o n ly h a lf d am ag e o n a failed save.
A m b u s h A t ta c k : i f a g u erilla ca n c a tc h an o p p o n e n t
W o o d l a n d S tr id e : Years o f fig h tin g o n th e ru n , have
u n p rep ared , h e can strik e fo r e x tra d am ag e. A n y tim e the
h o n ed th e g u erilla’s skills fo r su rv iv in g in th e w ild. At
guerilla's o p p o n e n t is d en ied his D e x te rity b o n u s to AC
1 8 th level, a g u erilla m ay m o v e th ro u g h n atu ral th o rn s,
(w h e th e r h e actu ally has a D e x te rity b on u s o r n o t), o r
b riars, o v erg ro w n areas and sim ilar terrain at h is n orm al
w h en th e g u erilla flanks th e targ et, h e d eals e x tra d am age.
speed and w ith o u t su fferin g d am ag e o r o th e r im p a irm e n t.
T h e e x tra d am ag e is + 2d 4 at 4 th level, an d an ad d itio n al
H o w ev er, th o rn s b riars and o v erg ro w n areas th a t are
l d 4 e v e ry fo u r levels th ereafter. S h o u ld th e g u erilla sco re
e n ch a n te d o r m ag ically m an ip u lated to im p ed e m o tio n
a critica l hit w ith a sn eak a ttack , this e x tra d am ag e is n ot
still affect th e guerilla.
m u ltip lied . C re a tu re s im m u n e to sn eak attack s o r c ritic a l h its are
T r a c k le s s S te p : At 1 9 th level, a g u erilla leaves n o trail in n atu ral su rro u n d in g s and c a n n o t be track ed .
n o t affected by th is ability. I f th e h u n te r sco re s a critical h it w ith a d eath a tta ck , d o n o t m u ltip ly th e d am ag e g ra n t ed by th is ability. T h e g u e rilla m ay use h is su rp rise atta ck w ith m issile
_____________________ HUN TER
w eap o n s if th e ra n g e to h is ta rg e t is 3 0 ft. o r less,
T h e b o u n ty h u n ter, th e assassin, th e sh rew d fo re ste r w h o
i f th e g u erilla g ain s the sn eak atta ck ability via m u lti-
stalk s h is p rey an d strik es fro m
classin g , he m ay gain b oth his am b u sh attack and sn eak
stealth y w arrio rs are h u n ters. T h e h u n te r, like a fig h te r
a tta ck d a m a g e o n ly it h e d eals n o rm a l d am ag e w ith his
o r ran g er, sp ecializes in co m b a t. U n lik e his co u n te rp a rts,
h id in g —
all th ese
attack . I f h e ch o o s e s to deal su bd ual d am ag e, h e o n ly
h e learn s to en d fig h ts w ith a sin g le, d ecisiv e strik e.
gain s h is sn eak a tta ck d am ag e if h e uses a sap o r an
T h e h u n te r attack s fro m am b u sh , trailin g h is targ et and
u n a rm e d attack .
p atien tly w aitin g fo r th a t o n e p e rfe c t m o m e n t to u nleash
A m b u s h : A t 7 th level, th e guerilla's e x p e rie n c e w ith a
h is assault.
se ttin g am b u sh es m ak es h im ev en m o re deadly in su ch a
A d v e n tu r e s : In an ad v e n tu rin g party, h u n te rs serv e as
situ atio n . W h e n se ttin g an am b u sh , th e g u erilla’s party
sco u ts and su p p o rtin g fig h ters. T h ey sco rn h eavy a rm o r
re ce iv e s a +4 c irc u m s ta n c e b o n u s w h en d e te rm in in g
th at h in d ers th e ir ab ility to cre e p up o n en e m ie s, and p re
aw aren ess to see if th e e n e m y p erceiv es th e m . T h e b on u s
fer bow s and o th e r m issile w eap o n s. H u n te rs w ork best
applies to H id e o r M o v e S ilen tly rolls, o r w h a te v e r th e
alon e, as o th e rs usually m ak e e n o u g h n oise to ru in th e ir
D M d e e m s ap p ro p ria te in th e situ atio n .
su rp rise attack s. S olo h u n te rs w o rk as assassins, h it m en ,
E v a s i o n : A t 9 th lev el, a g u erilla g ain s ev asio n . I f e xp osed to an y e ffe ct th at n o rm ally allow s a c h a ra c te r to
and b o u n ty h u n ters, u sin g th e ir ability to sw iftly cu t d ow n a ta rg e t and e scap e u n d e te cte d .
a tte m p t a R eflex save fo r h a lf d am ag e (su ch as a fireball),
C h a r a c t e r i s t i c s : H u n te rs learn to take d ow n e n e m ie s
he tak es n o d a m a g e w ith a su cce ssfu l sav in g throw .
w ith as few strik es as p ossib le. T h e ir su rp rise attack abili
E vasion m ay o n ly be used if th e g u erilla is w earin g ligh t
ty d eals tre m e n d o u s d am ag e to u n su sp e ctin g foes, w h ile
a rm o r o r n o n e at all. It is an e x tra o rd in a ry ability. S u r v i v a li s t : A t 1 1 th level, th e g u erilla ca n fen d fo r
th e ir k n o c k o u t s trik e an d im m o b iliz e cla ss fe a tu re s crip p le e n e m ie s w ith a sin gle blow.
h im s e lf in n early an y e n v iro n m e n t. In ad d itio n , h e is so
A l i g n m e n t : H u n te rs fo llow a w id e ran g e o f alig n
u sed to scra p in g by th a t h e ca n su rv ive w ith little o r n o
m en ts. G ood o n e s w o rk as b o u n ty h u n ters, su b d u in g
food and w ater. A g u erilla n eed s h a lf th e food and w a te r
crim in a ls and o th e r m iscre a n ts and b rin g in g th e m to ju s
e a ch day th a t a n o rm a l m e m b e r o f h is race requires. In
tice. E vil h u n te rs w ork as assassins, k illin g a n y o n e if th e
ad d itio n , he g ain s a +4 c o m p e te n c e b on u s to W ild e rn e ss
c o n tr a c t pays e n o u g h and ca rin g little fo r th e re p e rc u s
ch e c k s w h en try in g to fo rag e fo r food and n eed o n ly
sio n s o f th e ir d eeds. N e u tra l h u n te rs w alk a fin e line
sp en d 1 h o u r d o in g so w h en fo rag in g fo r h im self. O p p o r t u n i s t : A t 1 4 th level, o n c e p e r ro u n d , th e g u e ril la c a n m ak e an a tta ck o f o p p o rtu n ity ag ain st an o p p o n e n t
b etw een m u rd e r and w arfare. T h e y a c c e p t c o n tr a c ts fro m crim in a l sy n d icates o n ly if th e targ et is in v o lv ed in c rim e , and m an y p re fe r to w ork p rim arily as b o u n ty h u n ters.
w h o has ju st b een stru ck fo r d am ag e in m elee by a n o th e r
R e lig io n : H u n ters w h o tra ck d ow n c rim in a ls w o rsh ip
ch a ra cte r. T h is a tta ck c o u n ts as th e g u errilla’s attack s o f
g o d s o f ju stice and rev en g e, w h ile assassins and o th e r
o p p o rtu n ity fo r th a t ro u n d . E v en a g u erilla w ith the
h ired k illers p ray to g o d s o f d eath , m u rd e r, an d war.
C o m b a t R eflexes feat can't u se th e o p p o rtu n ist ability m o re th a n o n c e p e r ro u n d .
B a c k g r o u n d : S o m e h u n te rs learn th e ir p ro fessio n stalk in g w ild b easts in th e ir h o m e forests. L ik e b arb arians,
I m p r o v e d E v a s io n : A t 1 7 th level, th e g u erilla’s fin esse
th ese w arrio rs c o m e to th e ir skills as p art o f th e ir cu ltu ra l
at le a p in g c le a r o f d a n g ero u s e ffects b e co m e s ev en m o re
h erita g e and th e d rive to su rv ive in th e w ild ern ess. O th e r
p ow erfu l. T h is ab ility w ork s ju st like ev asion , e x ce p t th at
h u n te rs b e co m e assassin s at an early age, sta rtin g out as
Classes
th u g s and e n fo rc e rs and w o rk in g th e ir w ay up to h igh
attack s and m ak es it h a rd e r fo r his p rey to n o tice his
p ay in g c o n tra cts . S o m e b o u n ty h u n te rs p u rsu e crim in als
ap p ro ach . S tre n g th im p ro v es th e h u n te r’s co m b a t abilities
to a v en g e w ro n g s th e y h ave e n d u re d o r o u t o f a sen se o f
and so m e o f h is sp ecial abilities. A l i g n m e n t : H u n te rs ru n th e full ran g e o f alig n m e n ts.
ju stice , w h ile o th e rs sim p ly see it as an e x citin g w ay to
Law ful o n es o b ey local laws o r follow a rigid co d e o f c o n
e a rn a living. R a c e s : H u m a n s an d h alflin g s are th e m o st co m m o n
d u ct. C h a o tic o n e s p lace m o re im p o rta n ce in a ch ie v in g
h u n te rs. H u m an so cie ty relies on b o u n ty h u n te rs to b rin g
th e ir en d s th an u sin g th e p ro p e r m ean s. A n y th in g th at
c rim in a ls to ju stice , and assassins are alw ays in d em an d
g ets th e jo b d o n e is a ccep tab le, ev en if it ruffles a few
a m o n g st th iev es' guilds. F o r sim ilar reason s, h alflin g w ar
feath ers. G ood h u n te rs seek to b rin g ev ild oers to ju stice
rio rs o fte n b e co m e h u n te rs, p rim arily to co m p e n sa te for
an d w o rk h ard to avoid e n ta n g lin g in n o ce n ts in th e ir
th e ir lack o f s tre n g th in co m b a t. A h alfling's n atu ral abili
w ork , w h ile th e ir ev il co u n te rp a rts tra ck d o w n a n y o n e , if
ty to re m a in u n n o tice d co m e s in v e ry h an d y in the
th e p rice is h ig h en o u g h .
h u n te r’s p ro fessio n . D w arv en b o u n ty h u n te rs are quite
H i t D ie : dlO.
c o m m o n , as th at d o u r race u sually d em an d s th at an y
S t a r t i n g G o ld : 6 d 4 X 10 gp.
crim in a l w h o escap es a clan hold b e track ed d ow n and b ro u g h t to ju stice . O th e r races h ave n o sp ecial b en t fo r o r
Class Skills T h e h u n te r ’s class skills (an d th e k ey ability fo r e a ch skill)
again st b e c o m in g h u n ters. O t h e r C l a s s e s : H u n ters fin d fig h ters, p alad in s, and
are C lim b (S tr), C raft (In t), D isgu ise (C h a ), E sca p e A rtist
cle ric s a n n o y in g , as th eir h eavy a rm o r and d ire ct attack s
(In t), H id e (D e x ), In n u e n d o (W is ), In tim id a te (C h a ),
sp oil th e h u n te r’s c h a n c e s o f a m b u sh in g an en em y. T h e y
Ju m p (S tr), L isten (W is), M o v e S ilen tly (D e x ), P rofession
see ra n g e rs and ro g u es as k in d red sp irits, and en jo y w ork
( W is ), S e n se M o tiv e (W is ), S p o t ( W is ), S w im (S tr),
in g w ith w izards an d so rc e re rs w h o ca n p ro v id e th e m
T u m b le (D e x ), and U se R ope (D ex). S k ill P o i n ts a t 1 s t L e v e l: (4 + In t m o d ifier) X 4.
w ith sp ells th a t h elp h id e th e m fro m th e en em y.
S k ill P o i n ts a t E a c h A d d i t i o n a l L e v e l: 4 + In t
GAME RULE INFORMATION
m od ifier.
H u n te rs have all th e fo llow in g g a m e statistics. A b i l it i e s : D exterity , W isd o m , an d S tre n g th are th e h u n te r’s tw o m o st im p o rtan t attrib u tes. A h ig h W isd o m
Class Features A ll o f th e fo llow in g are class featu res o f th e h u n ter.
im p ro v es th e h u n ter's ability to sp o t an d tra ck d ow n his
W e a p o n a n d A r m o r P r o f i c i e n c y : T h e h u n te r gain s
quarry, w h ile a g o o d D ex te rity aids h is d efen se again st
p ro ficie n cy w ith ligh t arm o r, sh ields, and all sim p le and m artial w eapon s.
T a b l e 2-4: T h e H
unter
Base
Fort
Ref
Will
Level 1
Attack
Save
Save
Save
2
+2
3 4 5
+3 +4 +5
6
+
7
12
+ 7 /+ 2 + 8 /+ 3 + 9 /+ 4 + 1 0 /+ 5 + 1 1 /+ 6 /+ 1 + 1 2 /+ 7 /+ 2
+3 +3 +3 +4
13 14 15
+ 1 3 /+ 8 /+ 3 + 1 4 /+ 9 /+ 4 + 1 5 /+ 1 0 /+ 5
+4 +4 +5
16 17 18 19
+ 1 6 /+ 1 1 /+ 6 /+ 1 + 1 7 /+ 1 2 /+ 7 /+ 2 + 1 8 /+ 1 3 /+ 8 /+ 3 + 1 9 /+ 1 4 /+ 9 /+ 4 + 2 0 /+ 1 5 /+ 1 0 /+ 5
+5 +5
8 9 10
11
20
+1
6/+1
+0 +0
+1
+1
+1 +2 +2 +2
+6 +6 +6
+2 +3 +3 +4 +4 +5 +5
+6 +6 +7 +7
+8 +8
+0
+0 +1 +1
+1
+2 +2
+2 +3 +3 +3 +4
+9 +9
+4 +4 +5
+10 +10
+5 +5
+11
+11 +12
+6
+6 +6
T -
Special 1st specialized foe, stunning blow Im mobilize Surprise attack + ld 8 Bonus feat 2nd specialized foe Surprise attack + 2d8 H unter’s sense Bonus feat Surprise attack +3d8 Ambush Bonus feat, surprise attack + 4d8 H unter’s sen se Knockout shot Surprise attack + 5d6, 3rd specialized foe Bonus feat Surprise attack + 6d8 Eyes o f the hunter 4th specialized foe, bonus feat
<
Classes
Foe
S p e c ia lis t:
H u n te r s
stu d y
th e ir quarry, an aly zin g an ato m y , ten d e n c ie s ,
and
ta c tic s .
The
h u n te r
ch o o s e s a m o n ste r-ty p e fro m th e fol lo w in g list: a b e rra tio n , an im al, beast, d ra g o n , fey, g ia n t, h u m a n o id *, m ag i cal beast, m o n stro u s h u m an o id , and v e rm in . W h e n fig h tin g an o p p o n en t o f h is c h o s e n typ e, th e h u n te r gains sev eral b en efits. H is w eap o n ’s critica l m u ltip lie r in cre a se s by 1, h e m ay deal su bd ual d am ag e w ith o u t th e stand ard - 4 p e n a lty to h it, and h e g ain s a +1 d o d g e A C b o n u s ag ain st th a t c re a tu re ’s attack s. H u n te rs m ay n ot ch o o s e “h u m a n oid" as a fo e, b uy m ay se le ct a m o re n a rro w ly d efin ed typ e o f h u m an o id (su ch as g o b lin o id s, h u m a n s, o r rep til ian h u m a n o id s). S ee th e M M fo r m o re in fo rm a tio n o n cre a tu re typ es. U n lik e ra n g e rs, a h u n te r m ay s e le ct h is ow n ra c e as a fa v o re d e n e m y , w ith o u t b e in g evil. S tu n n in g
B lo w :
I f th e
h u n te r
m ak es a su bd ual strik e ag ain st a c re a tu re th a t h as su ffered a to tal o f n o rm a l a n d /o r subdual d a m ag e equal to m o re th a n
h a lf its to ta l h it p o in ts , th e
h u n te r c a n
a tte m p t
to k n o c k
h is
e n e m y sen se le ss w ith a m elee attack . T h e cre a tu re m u st m ak e a F o rtitu d e save (D C iO + h a lf th e h u n te r’s level + S tre n g th m o d ifie r) o r b e stu n n e d fo r 1
T h e h u n te r m ay u se his su rp rise attack w ith m issile w eap o n s if th e ran g e to h is ta rg e t is 3 0 ft. o r less.
ro u n d . T h e h u n te r m ay use th is ab ility o n c e p e r ro u n d ,
If th e h u n te r g ain s th e sn eak atta ck o r am b u sh atta ck
b u t n o m o re th a n o n c e p e r level p e r day. C re a tu re s
ability via m u lticla ssin g , h e m ay g ain b oth his su rp rise
im m u n e to critic a l h its ig n o re th is ability.
atta ck and sn eak atta ck d am ag e o n ly if h e deals n o rm al
I m m o b i l i z e : S ta rtin g at 2n d level, th e h u n te r can h o g
d am ag e w ith his a ttack . I f h e c h o o s e s to deal subdual
tie a L arg e o r sm a lle r o p p o n e n t th at he o r an ally has
d am ag e, he o n ly g ain s h is sn eak atta ck d am ag e if h e uses
p in n ed . To d o so, th e h u n te r m ak es a grap p le c h e c k as a
a sap o r an u n a rm e d attack .
fu ll-ro u n d a ctio n . I f su ccessfu l, he ties u p h is o p p o n e n t o r
B o n u s F e a t: A t 4 th level, th e h u n te r g ain s a b o n u s feat.
sh ack les h im in ch ain s. M ak e a U se R o p e c h e c k as n o rm al
T h e h u n te r g ain s an ad d itio n al feat at 8 th level and ev e ry
to d e te rm in e th e E scap e A rtist D C th e fo e n e e d s to
fo u r levels th e re a fte r (1 2 th , 1 6th , and 2 0 th ). H e m ay
escap e.
ch o o s e an y feat w h o se p rereq u isites h e m e e ts and th at is
S u r p r i s e A t ta c k : T h e h u n te r e x ce ls at q u ick ly p u ttin g
n o t re s tricte d to a p a rtic u la r class.
d ow n o p p o n e n ts w h o d o n o t see his attack co m in g , i f the
W e a p o n S p e c i a l i z a t i o n : A t 6th level o r h ig h er, the
h u n te r a tta ck s an o p p o n e n t w h o lo ses his D e x te rity
h u n te r g ain s a cce ss to th e W eap o n S p ecializatio n feat. H e
b on u s to A C (e v e n if h e d oes n o t n o rm ally re ce iv e o n e )
m ay n ow c h o o s e it w ith an y o f his o p p o rtu n itie s to select
h e deals ad d itio n al d am ag e. T h is b on u s d am ag e is + ld 8 at
a n ew feat.
3rd level, and in cre ases by an ad d itio n al i d s e v e ry th ree
H u n t e r ’s S e n s e : S ta rtin g at 7th level, th e h u n te r learn s
levels th ereafter. T h e h u n te r m ay o p t to d eal subdual d am
to read a v ariety o f su b tle h in ts, fro m a sligh t w h isp e rin g
age ra th e r th an n o rm al d am ag e w ith this attack .
n oise to an o p p o n e n t’s s c e n t. W h e n a tta ck in g an e n e m y
C re a tu re s im m u n e to sn eak attack s o r c ritic a l h its are not
w h o g ain s a m iss c h a n c e d u e to c o n c e a lm e n t, th e h u n te r
affe cte d by th is ability. I f th e h u n te r sco re s a critic a l hit
su b tra cts 20% fro m h is c h a n c e to m iss. T h e h u n te r s keen
w ith a d eath a tta ck , d o n o t m u ltip ly th e d am ag e g ran ted
sen ses allow h im to zero in on h is foe’s p o sitio n . N ote that
> < C
<
lasses
th is ability fu n ctio n s again st all fo rm s o f c o n c e a lm e n t,
o ften w ear h eavy a rm o r and use large w eap on s. W h e th e r
in clu d in g invisibility. A t 13th level, th e h u n te r su b tracts
th e y use a sh ield is d e p e n d e n t u p o n th e w eap o n th e y use.
30% fro m th e m iss ch a n c e .
Like stan d ard fig h ters, th e m o re e x p e rie n c e th ey gain , th e
A m b u s h : A t 1 0 th level, th e h u n te r's k n o w led g e o f
m o re fo rm id ab le in c o m b a t th e y b e c o m e . T h e y o c c a s io n
a n a to m y allow s h im to m ak e a tru ly d ead ly b lo w again st
ally use h an d -h eld ran g ed w eap o n s, like javelin s, w h ich
u n su sp e ctin g o p p o n en ts, i f th e h u n te r sp en d s 3 o r m o re
th e y use in th e m o m e n ts b efo re clo sin g w ith th e en em y,
ro u n d s o b se rv in g h is foe and th en su ccessfu lly m ak es an
b ut th e use o f b ow s an d cro ssb o w s is u n c o m m o n .
a tta ck again st h im , th e h u n te r m u ltip lies his su rp rise
A l i g n m e n t : L e g io n n a ire s c a n b e o f an y a lig n m e n t, b ut
a tta ck d am ag e o n a su ccessfu l critic a l h it, ju st as if it w ere
sin ce th ey are train ed to fig h t in d iscip lin ed g ro u p s, th ey
re g u la r w eap o n . T h is ab ility e x te n d s fo r a n u m b e r o f
are m o st lik ely law ful. C h a o tic ind ivid u als m ay b e co m e
ro u n d s equal to th e tim e sp en t stu d y in g th e foe, after
leg io n n aires, b u t seld o m last fo r lon g . C h a o tic te n d e n cie s
w h ic h tim e th e b e n e fit is lost.
d o n o t m ix w ell w ith th e n e ce ssitie s o f d rill, p ra c tic e , and
K n o c k o u t S h o t : S ta rtin g at 14th level, o n a co n firm e d
clo se fo rm a tio n fig h tin g .
c ritic a l h it, th e h u n te r m ay ch o o s e to a tte m p t to k n o ck h is
R e l ig i o n : L ik e fig h ters, leg io n n aires rev ere th e g o d s o f
o p p o n e n t u n co n scio u s ra th e r th an deal e x tra d a m a g e .T h e
stre n g th , re trib u tio n , and valor. Evil c h a ra c te rs are likely
h u n te r deals n o rm al, ra th e r th an c ritic a l, su bd ual d am age.
to w o rsh ip th e god o f slau g h ter, o r tyranny. A le g io n n a ire
T h e h u n te r’s o p p o n e n t m u st m ak e a F o rtitu d e save w ith a
m ay fig h t fo r a relig io u s cau se o r ideal, o r h e m ay sim p ly
D C equal to 1 0 + th e d am ag e dealt. O n a failed save, the
p ray fo r th e stre n g th to cleav e h is en e m ie s and d rive th em
h u n te r ’s ta rg e t falls u n co n scio u s fo r 2d 6 m in u tes.
b efo re h im .
E y e s o f t h e H u n t e r : A t 1 9 th level, th e h u n te r ’s sh arp
B a c k g r o u n d : L e g io n n a ire s c o m e fro m
n e a rly an y
e y es allow h im to see th ro u g h ev en th e m o s t co n v in c in g
b a c k g r o u n d . M a n y re n o w n e d
m ag ic. T h e h u n te r ig n o res all illusion s, th e effe cts o f
activ ely re c ru it n ew m e m b e rs in th e areas th ey pass
sp ells fro m th e illu sio n sch o o l o f m ag ic, an d an y m iss
th ro u g h .
c h a n c e d u e to a ta rg e t’s c o n c e a lm e n t.
m e r c e n a r y c o m p a n ie s
A ll leg io n n aires train hard . T h e y sp en d m an y h o u rs m a rc h in g and d rillin g w ith th e ir co m ra d e s , lea rn in g to e x e c u te o rd e rs w ith p re cisio n and tim in g . It is th is tra in
L E G I O N N A IR E
in g th at m ak es th ese fig h ters so form id ab le. T h ey are also train ed to tru st o n e an o th e r, to w a tch th e flan ks o f th e ir
L e g io n n a ire s are train ed to fig h t in h eavy a rm o r, w ith
c o m ra d e s an d to e x p e c t th a t th e ir o w n flan ks will be w ell-
large w eap o n s, in clo se ran k ed fo rm atio n . T h ey are skilled
gu ard ed .
at m a rc h in g and d rillin g in p recisio n fo rm a tio n . W h e n
R a c e s : A n y ra ce ca n b e c o m e a leg io n n aire. I f a ra ce is
fig h tin g w ith th e u n it th ey h ave train ed w ith , th ey m ake
cap ab le o f raisin g a train ed m ilitary fo rce, th ey have n eed
o u tsta n d in g sh o ck tro o p s, usefu l fo r b reak in g e n e m y fo r
o f h eavy in fan try in th e ir ran k s.
m atio n s. T h e y also m ak e e x ce lle n t d efen siv e tro o p s, able
O t h e r C l a s s e s : L eg io n n aires resp ect p h y sical stre n g th
to w ith sta n d a p o w erfu l ch a rg e by lo ck in g sh ield s and
ab ove all else. In d iv id u als p e rce iv e d as w eak, like sp ell
h o ld in g th e ir g ro u n d . M an y arm ies e m p lo y leg io n n aires
c a s te r s an d
fo r th e ir e lite in fan try u nits. In d iv id u als train ed in clo se
H o w ev er, leg io n n aires are b attle-tested en o u g h , re c o g n iz
ro g u e s, a re o fte n
v ie w e d w ith
d isd a in .
fo rm a tio n fig h tin g k n o w th e ir skills are valuable to th o se
in g so rc e re rs and w izards as n ecessary b acku ps, an d th at
g e a rin g up fo r w ar, and it is c o m m o n fo r th e m to fo rm
th e re are o th e r typ es o f stre n g th (o th e r th an p h y sical)
m e r c e n a ry b ands.
w o rth y o f resp ect.
A d v e n t u r e s : L e g io n n a ire s a d v e n tu r e rs a re u su ally tro o p s w h o left th e ir u n it fo r so m e reason , u n less an e n tire g ro u p is a u n it o f h eavy in fa n try seek in g fo rtu n e
GAME RULE INFORMATION L e g io n n aires h ave th e fo llo w in g g a m e statistics.
and glory. T h ey are c o m m o n as m e rce n a rie s. E v en w h en
A b i l it i e s : S tre n g th is th e p rim e req u isite fo r le g io n
n o t fig h tin g w ith th e ir u n its, th ey retain m o st o f th eir
naires, b ecau se it im p ro v es th e ir attack and d am a g e rolls.
tra in in g so lo n g as th ey h ave c o m p a n io n s to w a tch th eir
C o n s titu tio n is also vital, b ecau se its g iv es th e m m o re hit
flanks. L e g io n n aires are a ccu sto m e d to w ar and co n flic t; it
p o in ts and th e stam in a to c a r ry h eavy su its o f a rm o r and
is w h a t th e y d o b est. W ith o u t m ag ical b ack u p o r a tig h t
large w eap o n s fo r e x te n d e d p eriod s. T h e b en efit o f h igh
fo rm a tio n a ro u n d th e m , h ow ev er, th ey are at serio u sly
D exterity is red u ced in im p o rta n ce by th e e ffe cts o f the
d isad vantaged.
h eavy arm o r, w h ich is a n o th e r reason th ese fig h te rs sel
C h a ra c te ris tic s :
L e g io n n a ire s
s h a re
th e
com b at
d om use D exterity -b ased w eapon s.
p ro w ess o f stan d ard fig h ters, but th e ir sp ecialized train in g
A l i g n m e n t : Any.
g iv es th e m ad van tages in ce rta in situ atio n s. T h ey m o st
H i t D ie : dlO .
> Class Skills
<
A
Classes
P a c k M a r c h : A t 2n d level, th e leg io n n aire is so accu s
T h e le g io n n a ire ’s class skills (an d th e k ey ab ility fo r e a ch )
to m e d to m a rc h in g w ith full p ack an d g e a r th at w hen
are C lim b (S tr), C raft (In t), H an d le A n im a l (C h a ), Ju m p
d e te rm in in g ca rry in g cap acity , th e c h a ra c te r is co n sid
(S tr), Ride (D e x ), and S w im (S tr).
e red to h ave a +2 S tre n g th . T h is b on u s in cre a se s to +4 at
S k ill P o i n ts a t 1 s t L e v e l: (2 + In t M o d ifier) X 4
8 th level, an d +6 at 14th level.
S k ill P o i n t s a t E a c h A d d i ti o n a l L e v e l: 2 + Int m odifier.
B o n u s f e a t s : A t 4 th level, a leg io n n a ire g ain s a b on us feat in ad d itio n to an y ad ditional feats g ain ed at th a t level. T h e leg io n n aire g ain s a n o th e r b o n u s feat at 7th level and
Class Features
e v e ry th re e levels th e re a fte r (1 0 th , 1 3 th , 1 6 th , and 19 th ).
All o f th e fo llo w in g are class featu res o f th e leg io n n aire. W e a p o n a n d A r m o r P r o f i c i e n c y : L e g io n n a ire s are
T h ese b o n u s feats m u st be d raw n fro m th e fo llow in g list: A rm o r F o cu s, A ll o r N o th in g , A ssau lt F o rm a tio n , Blind-
p ro ficie n t w ith all sim p le and m artial w eap o n s, w ith all
F ig h t, C o m b at R eflexes, E x o tic W eap o n
typ es o f a rm o r (heavy, m ed iu m , an d lig h t), an d w ith
G reat F o rtitu d e , Im p ro v ed C ritic a l*, Im p ro v ed In itiative,
shields.
P ro ficie n cy *,
Iro n W ill (C o n tin u e th e F ig h t), P h alan x, P ow er A ttack
F o r m a t i o n F i g h t i n g : W h e n leg io n aries are fig h tin g
(C leav e, Im p ro v ed Bull R u sh ), S u n d er, G reat C leav e),
in fo rm a tio n , all m e m b e rs o f th e fo rm a tio n g ain +2
T w o -W eap o n F ig h tin g (Im p ro v e d T w o W eap o n F ig h tin g ),
m o ra le b on u s to a tta ck rolls and +2 c irc u m s ta n c e b on u s to
W eap o n F o cu s*, and W eap o n S p ecializatio n *.
A C . F o rm a tio n is d efin ed as an y tim e tw o o r m o re legio n
S o m e o f th e b o n u s feats available to a le g io n n a ire c a n
n aires a re fig h tin g a d jacen t to e a ch o th er. O n a 5 ft. grid
n o t be acq u ired u n til h e h as o b tain ed o n e o r m o re p rereq
m ap, th e y m u st be in ad jacen t squares. W h e n leg io n n aires
uisites feats; th ese feats are listed p are n th e tica lly after the
fig h tin g in fo rm a tio n la u n ch a v o lley o f sp ears o r o th e r
p rereq u isite feat. H e ca n s e le ct feats m ark ed w ith an aster
th ro w n w eap o n , e a ch o f th em receiv es a +2 c irc u m s ta n c e
isk (* ) m o re th an o n c e , b u t it m u st b e fo r a d ifferen t
b o n u s to his ran g ed a ttack roll. T h e ir fa cin g n eed n o t be
w eap o n e a ch tim e. H e m u st still m e e t all p rereq u isites fo r
th e sam e fo r th e m to be co n sid e re d fig h tin g in fo rm atio n ;
a feat, in clu d in g ability sco re and base atta ck b on u s m in i-
th e y are tra in e d to g u ard e ach o th e r ’s flan ks. F u rth e rm o re ,
m u m s.
th e y c a n n o t be flan ked w h en fig h tin g in fo rm atio n . It is p ossib le fo r le g io n n aires to be in fo rm a tio n w ith
N o te th a t th ese feats are in ad d itio n to th e feat th at a c h a ra c te r o f any class g ain s e v ery th re e levels. T h e leg io n
o th e r c h a ra c te r classes, so lon g as th e o th e r c h a ra c te r is an
n aire is n ot lim ited to the list g iv en h ere w h en c h o o s in g
ally. T h e le g io n n a ire ca n use h is ally ’s p re se n ce to m a x i
th o se feats.
m ize h is ow n tra in in g . H o w ev er, th e b on u ses th e ch a ra c
H u m p It: A t 6 th level, th e le g io n n aire is so w ell train ed
te rs re c e iv e fro m fig h tin g in fo rm a tio n are all re d u ce d by
in h eavy a rm o r, th a t h e re d u ce s th e a rm o r c h e c k p en alty
l .T h e a tta ck an d AC b o n u ses are re d u ce d to +1.
by 1. T h is ab ility stack s w ith o th e r ab ilities th at red u ce
E n d u ran ce:
A t 2nd
le v e l, th e
le g io n n a ire g a in s
E n d u ra n c e as a b o n u s feat. T a b l e 2-5: T h e L e c i o
a rm o r c h e c k p en alties. In ad d itio n , th e a r m o r ’s w eig h t is c u t in h a lf fo r d e te rm in in g S w im c h e c k p en alties.
n n a ir e
Base
Fort
Ref
Will
Level
Attack
Save
Save
Save
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
5
—
Special
Formation fighting Endurance, pack march Bonus feat Hump it Bonus feat Pack march Improved charge Bonus feat Leadership Bonus feat Pack march Superior charge Bonus feat
Bonus feat
W e a p o n S p e c i a l i z a t i o n : O n a ch ie v in g 8 th level o r
M ER CEN ARY RANGER
h ig h e r, as a feat, th e le g io n n a ire m ay ta k e W eap o n S p ecializatio n . W eap o n S pecializatio n adds a +2 dam age
T h e to p ic o f w h at m ak es a ra n g e r w h at h e is is h otly d eb at
b o n u s w ith a c h o se n w eap o n . H e m u st h ave a W eap o n
ed. R a th e r th an arg u e p h ilo so p h y and te n e ts o f g a m e
F o cu s w ith th at w eap o n to take W eap o n S p ecializatio n . I f
d esig n , w e h ave p resen ted a n ew fo rm o f th e sam e class, so
th e w eap o n is a ran g ed w eap o n , th e d am ag e b o n u s o n ly
p lay ers an d D M s can d e te rm in e fo r th em selv es w h at best
ap plies if th e ta rg e t is w ith in 3 0 ft., b ecau se o n ly at th a t
fits th e ir cam p aig n s. In ad d itio n , th e g u erilla, h u n te r and
ra n g e ca n h e strik e p re cise ly e n o u g h to h it m o re effec
sco u t all pay h eed to a sim ilar n ich e , e x p a n d in g th e ro le o f
tively. T h e le g io n n aire m ay take th is feat as a b on u s feat o r
th is o fte n m isu n d e rsto o d o r m isre p re se n te d class.
as a re g u la r o n e.
A d v e n tu r e s : M e rc e n a ry ra n g e rs are m an y th in g s to
I m p r o v e d C h a r g e : A t 9 th level, th e leg io n n a ire has
m an y p eop le. T h e y are g u id es and p ro te c to rs, su rvivalists
m a ste re d c h a rg in g in to co m b at. W h e n a tta ck in g u sin g an
and m o u n ta in m en , tra ck e rs and h u n te rs, fo re ste rs and
im p ro v ed ch a rg e , th e leg io n n aire g ain s a +2 m o rale b on u s
m e rce n a rie s, a d v en tu rers and forw ard o b serv ers. In e v ery
to h is a tta ck roll. U n lik e a stan d ard c h a rg e , h e d oes n o t
case, th e ra n g e r is so m e o n e w h o ca n strik e o u t o n h is ow n
su ffer a - 2 A C penalty. F u r th e rm o re , h e m ay m ak e a se c
and su rv ive alon e.
o n d m e le e attack .
C h a r a c t e r i s t i c s : M e rc e n a r y ra n g e rs are c o m p e te n t
L e a d e r s h i p : A t 1 2 th level, th e leg io n n a ire ’s skill at
sw o rd sm en , arc h e rs, and su rvivalists. T h ey ca n su rv ive in
w o rk in g w ith a u n it an d lead in g m e n in sp ires th o se
th e w ild w ith o u t so m u c h as a k nife and a p air o f leggings.
a ro u n d h im . H e g ain s th e L ead ersh ip feat fo r free. I f h e
Yet, th o se a d v en tu ro u s few w h o w ear a rm o r an d c a r ry a
alread y has th e L ead ersh ip feat, h e g ain s a b o n u s feat fro m
bow, h ave b een k n o w n to live o ff th e land fo r years. In so m e in stan ces, ran g ers m ay call u p o n th e fo rce s o f n atu re
h is list o f b o n u s feats. S u p e r i o r C h a r g e : A t 1 5 th level, th e leg io n n a ire can
fo r aid. B u t th is is n o t alw ays tru e.
n o w c h a rg e w ith frig h te n in g fury. A ny o p p o n e n t w h o is
A l i g n m e n t : T h e n o tio n o f m o st ran g ers b ein g g o o d is a
th e ta rg e t o f a leg io n n a ire ’s ch a rg e su ffers a m o rale p en al
fallacy. S o m e are o p p o rtu n ists w h o use th e ir skills to aid
ty to a tta ck rolls, w eap o n d am ag e, and sav in g th ro w s
h u n te rs and p o a c h e rs o r to h u n t d ow n rare beasts. O th e rs
ag ain st th e le g io n n aire equal to h is C h arism a m o d ifie r fo r
take ad van tage o f th e ir k n o w led g e o f trap s and pitfalls to
fo u r ro u n d s. So lon g as th e leg io n n aire ch a rg e s in to c o m
lu re in tru d e rs to th e ir d o o m . O th e rs still b e c o m e elite
b at, h e m ay use th is ability an y n u m b e r o f tim e s p e r day.
tra ck e rs, o r e x p e rt trap p ers sellin g th e ir se rv ice s to th e h ig h est bidder.
T a b l e 2-6: T h e M
ercenary
Ra n g e r
Base
Fort
Ref
Will
Level
Attack
Save
Save
Save
1
+1
+2
+0
+0
2 3 4 5 6 7 8
+2 +3 +4 +5 +6/+1 +7/+2 +8/+3
+3 +3 +4 +4 +5 +5 +6
+0 +1 +1 +1 +2 +2 +2
+0 +1 +1 +1 +2 +2 +2
9 10 11 12 13 14
+9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4
+6 +7 +7 +8 +8 +9
+3 +3 +3 +4 +4 +4
+3 +3 +3 +4 +4 +4
15 16 17 18 19 20
+15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5
+9 +10 +10 +11 +11 +12
+5 +5 +5 +6 +6 +6
+5 +5 +5 +6 +6 +6
Special
Favored enemy, favored terrain, track Ranger option Favored terrain 2 Favored enemy 2 Ranger option Bonus feat Favored terrain 2, ranger option Favored enemy 3 Ranger option Bonus feat Favored terrain 4 Ranger option, favored enemy 4
Bonus feat, ranger op Favored terrain 5 Favored enemy 5 Call of the wild, rangi
J -----------------------
<
C lasses
R e l ig i o n : T h e role o i relig io n in ra n g e r life is h otly
Class Features
d e b ated . S in ce th is is th e b o o k o n m e rc e n a rie s , the
All o f th e fo llow in g are class featu res o f th e m e rce n a ry
ra n g e rs o f th is e n v iro n m e n t d o n o t h ave an y sp ecial alle
ran ger.
g ia n ce to o n e g o d o r a n o th er. M ostly, ran g ers d ep en d on
W e a p o n a n d A r m o r P r o f i c i e n c y : A m e rc e n a ry ra n g e r
th e m se lv e s fo r e v e ry th in g and th u s h ave little use fo r the
is p ro ficie n t w ith all sim p le and m artial w eap o n s, all light
gods, b ut o p in io n s vary.
and m e d iu m a rm o r, an d shields.
B ack g ro u n d :
R a n g e r b a c k g r o u n d s a re n u m e ro u s .
T r a c k : A m e r c e n a ry ra n g e r g ain s T rack as a b on u s feat.
T rain in g , su rvival, sh e e r fo rce o f w ill, and a h u n d red o th e r
F a v o r e d E n e m y : A t 1st level, a m e rc e n a ry ra n g e r m ay
p ath s lead to th is m o st so litary o f lifestyles. D ep en d in g on
s e le c t a typ e o f cre a tu re o r o rg an izatio n as a favored
his ch ild h o o d o r a d o le sce n ce , th e lifestyle o t a ra n g e r can
en em y. D ue to his e x te n siv e stu d y o f h is foes an d train in g
be m an y th in g s.
in th e p ro p e r te ch n iq u e s fo r co m b a tin g th em , th e ra n g e r
R a c e s : E lv es and h u m a n s m ak e g re a t ran g ers, b u t m o st
g ain s +1 to all c h e c k s m ad e ag ain st th a t c re a tu re o r o rg a
any ra ce has its o w n v ariety o f h u n te r, in clu d in g d w arves,
n izatio n . T h e +1 c o u n ts fo r b oth attack an d d am ag e rolls,
b ugbears, o res, and gnolls.
ev en ag ain st c o n s tru c ts , u n d ead , an d o th e r e n em ies. T h e
C l a s s e s : M e rc e n a ry ra n g e rs are used to liv in g alon e.
d am ag e b o n u s c o u n ts fo r ran g ed w eap o n s as w ell, but
T h ey g et a lo n g w ith p eop le w h en th ey h ave to, b ut sh u n
o n ly ag ain st targ ets w ith in 3 0 It. A t 4 th level and e v e ry 5
th o se w h o a re se t in th e ir w ays o r w h o p re a ch a ce rta in
levels th e re a fte r (9 th , 1 4th , 1 9 th ) th e m e r c e n a ry ra n g e r
lifestyle. T h e y re s p e ct th o se w h o ca n take ca re o f th e m
g ain s an ad d itio n al +1 to h is b on u s, o r se le cts a n o th e r
selves an d m o st o fte n en jo y th e co m p a n y o f b arb arians,
fav o red en em y. I f a n o th e r e n e m y is se le cte d , th e b on u s
fig h ters, h u n te rs, ro g u es an d sco u ts. H ig h an d m ig h ty
g ain ed applies o n ly to th a t en em y. F o r exa m p le , a 1 5 th
ind ividu als w ith a s tric t co d e o f e th ics are to be ad m ired
level ra n g e r co u ld e ith e r h ave a +3 vs. d rag o n s, o r a +1 vs.
— at a d ista n ce . R an gers h ave n o use fo r th o se w h o h id e
g o b lin o id s, g ian ts, and b easts, o r a +2 vs. fey an d a +1 vs.
b eh in d m o ra lity and le t o th e rs d o th e ir d irty w ork .
v erm in . A m e rc e n a ry ra n g e r’s favored e n e m y ty p es follow th e
GAME RULE INFORMATION
sam e ru les as th e PHB, e x c e p t th at h e n eed n o t be evil to
M e rc e n a ry ra n g e rs have all th e fo llow in g g a m e statistics. A b i l it i e s : D e x te rity and W isd o m are im p o rta n t fo r
c h o o s e h is o w n typ e o r race as a favored en em y. A h u m an r a n g e r w h o learn s to h u n t h u m a n s m ig h t be a b o u n ty
ran g ers. T h e ir lig h t a rm o r req u ires th a t th e y b e agile and
h u n te r o r tra c k e r w h o re c o v e rs crim in a ls as easily as an
the n eed to be aw are o f th e ir su rro u n d in g s req u ires a k een
assassin o r th u g p rey in g u p o n th e w eak.
in sig h t. B e ca u se th is v ersio n o f th e ra n g e r d oes n o t alw ays ca st spells, th e re is n o W is d o m sco re req u irem en t. A l i g n m e n t : M e rc e n a ry ran g ers c a n be an y alig n m en t. H ow ev er, th e m isco n ce p tio n th at ra n g e rs w h o h u n t th e ir o w n are evil is n ot alw ays tru e. E v e ry ru le w as m ad e to be b ro k en . H i t D ie : dlO.
Class Skills T h e m e rc e n a ry ra n g e r’s class skills (an d th e key ability fo r each sk ill) a re A n im al E m p a th y (C h a , ex clu siv e skill), C lim b (S tr), C o n c e n tra tio n (C o n ), C raft (In t), H an d le A n im al (C h a ), H eal (W is), H id e (D e x ), In tu it D irectio n (W is), Ju m p (S tr), K n o w led g e (n a tu re ) (In t), L iste n (W is), M o v e S ilen tly (D e x ), P ro fessio n (W is), R id e (D e x ), S earch ( I n t), S p o t (W is ), S w im (S tr), U se
R o p e (D e x ), and
W ild e rn e ss L o re (W is ) S k ill P o i n ts a t 1 s t le v e l: (4 + In t M o d ifier) x 4 S k ill P o i n ts a t E a c h A d d i t i o n a l L e v e l: 4 + Int m od ifier.
%
T a b l e 2-7: M
ercenary
Type Aberrations Animals Beasts Constructs Dragons Elementals Fey Giants Humanoid type Magical Beasts Oozes Organizations Outsider type Plants Shapechangers Undead Vermin
Ra n g e r Fa v o r e d E n
e m ie s
Examples Beholders Bears (includes all dire animals) Owl bears Golems Black dragon, dragonne, chimera Elementals of all types, xorns Dryads Ogres * Displacer beasts Gelatinous cubes
it * Shambling mounds Werewolves Zombies Giant spiders
* Mercenary rangers may not select ‘humanoid,’ 'organization' or 'outsider’ as a favored enemy, but they may select a more narrowly defined type of humanoid (such as goblinkind, humans, or reptilian humanoids), organization (church of the sun, order of the knights of white tower, or zenik’s grey mages) or outsider (such as demons and devils, slaadi, genie-kind, etc.) A mercenary ranger may select his own race as a favored enemy, no matter his alignment.
Classes
F a v o r e d T e r r a i n : A t 1st level, a m e rc e n a ry ra n g e r m ay se le ct o n e typ e o f te rrito ry as h is Favored T errain fro m th e list below. D ue to h is e x te n siv e k n o w led g e o f h is ‘h o m e g ro u n d ’ and th e q uirks o f th e ‘lay o f th e land ’ th e m e r c e n ary ra n g e r g ain s a +2 c irc u m s ta n c e b on u s to C lim b , H id e, In tu it D irectio n , L iste n , M o v e S ilently, S earch , S p o t, an d W ild e rn e s s L o re c h e c k s m a d e w ith in h is favored k ind o f terrain . A t 3rd level and e v e ry 5 levels th e re a fte r (8 th , 1 3 th , 1 8 th ) th e m e rc e n a ry ra n g e r gain s m o re k n o w led g e ab ou t h is favored te rra in and b e co m e s m o re ad ep t at o p e ra tin g w ith in it. A t 3rd level, th e m e r c e n a ry ra n g e r is h a rd e r to tra ck w ith in h is n ativ e terrain . T h o se a tte m p tin g to tra ck th e m e rc e n a ry ra n g e r o r a p arty led by h im th ro u g h th e te rra in add 5 to th e D C. A t 8 th level, th e m e rc e n a ry ra n g e r g ain s in creased m o v e m e n t w ith in his fav o red terrain . O v erlan d m o v e m e n t by th e m e rc e n a ry ra n g e r o r a p arty led by h im im p ro v es th e terrain m o d ifie r by o n e step th ro u g h his favored terrain . T rack less is co n sid e re d road m o v e m e n t fo r a m e rc e n a ry ran g er, an d road m o v e m e n t is co n sid e re d highw ay. I f alread y o n th e high w ay, th e re is n o ad d itio n al benefit. A t 1 3th level, th e m e rc e n a ry ra n g e r g ain s th e T rack less S tep ability w ith in h is fav o red terrain ; h e ca n n o lo n g e r be track ed th ro u g h h is ‘h o m e g ro u n d .' A t 18th level, the m e rc e n a ry ra n g e r g ain s a + 2 c irc u m s ta n c e b on u s to all In itiativ e ch e c k s w h ile in h is fav o red terrain . T a b l e 2-8: M
ercena ry
Ra n c e r
F a v o r e d T e r r a in T y p e s
Type Aquatic Desert Forest Hill Marsh Mountains Plains Underground Urban
Example
Coral reef Sand dunes Woodlands, jungles Foothills Swamp, bog Alpine reaches Farmland Caverns, dungeons Cities, backalleys
R a n g e r O p t io n : A m e rc e n a ry ra n g e r ca n s e le ct o n e R a n g e r O p tio n at 2n d level, a n o th e r at 5th level, and ev e ry 3 levels th ereafter. (1 1 th , 1 4 th , e tc.). T h e o p tio n s are listed b elow an d u n less o th e rw ise stated , th e sam e o p tion m ay be c h o se n m o re th an o n c e . Option 1: T h e m e rc e n a ry ra n g e r ch o o s e s o n e feat fro m th e list o f feats below. H e m ay take th is o p tio n m o re th an o n c e , h ow ev er, e ach tim e he m u st c h o o s e a n ew feat fro m th is list. T h is feat ca n o n ly b e u sed , so lo n g as th e ra n g e r w ears lig h t o r n o arm o r. T h e m e rc e n a ry ra n g e r m u st c h o o s e fro m th e fo llow in g list o f b on u s feats: A lertn ess, A m b id e x te rity (app lies to d ou b le w eap o n s), B lin d -F ig h t, C o m b a t C astin g (o n ly after c h o o s in g o p tio n 9, b e lo w ), C o m b a t R eflexe s, D od ge (M ob ility, S p rin g A ttack ), E n d u ra n c e , E x p e rtise , G reat
- L
i t
<
> < C
lasses
F o rtitu d e , Im p ro v e d In itiativ e, L ig h tn in g R eflexes, Poin t
level sp ells and so on, u sin g th e sam e p ro g ressio n . T h e
Blan k S h o t (F a r S h o t, P recise S h o t, Rapid S h o t, S h o t on
m e rc e n a ry ra n g e r m u st have a W is d o m sco re o f at least 10
th e
D raw , R u n , T w o -W e a p o n F ig h tin g
+ th e sp ell’s level. M e rc e n a ry ra n g e r b o n u s sp ells are
(ap p lies to d o u b le w e a p o n s) (Im p ro v e d T w o -W eap o n
R u n ), Q u ic k
based o n W isd o m an d sav in g th ro w s ag ain st th ese sp ells
F ig h tin g (app lies to d ou b le w eap o n s)), W eap o n F in esse *,
h ave a D ifficu lty C lass o f 10 + sp ell level + W isd o m m o d i
W eapon F o c u s *
fier.
S o m e o f th e b on u s feats available to a m e rc e n a ry ra n g e r
A m e rc e n a ry ra n g e r casts an d p rep ares sp ells ju st as a
c a n n o t be acq u ired u n til th e m e rc e n a ry ra n g e r has gain ed
cle ric d oes, th o u g h h e c a n n o t use sp o n ta n e o u s castin g ,
o n e o r m o re p rereq u isite feats; th ese feats are listed p ar
u n less he ch o o s e s th e sp o n tan eo u s ca stin g ra n g e r op tion .
e n th e tic a lly a fte r th e p re re q u isite feat. A m e r c e n a ry
A ra n g e r’s ca stin g level is o n e -h a lf h is class level.
ra n g e r m ay c h o o s e a feat m ark ed w ith an asterisk (*) m o re th a n o n c e , b ut it m u st b e fo r a d ifferen t w eap o n e ach tim e. O p tion 2: T h e m e rc e n a ry ra n g e r b en efits fro m 1 0 ft. e x tra b ase m o v e m e n t so lo n g as h e w ears lig h t o r n o a rm o r, ju st like a b arb arian, and so lo n g as h e is in a Favored T errain typ e. T h is b on u s stack s w ith e x tra m o v e m e n t g ra n te d fro m o th e r classes, su ch as th e b arb arian o r m onk. T h is o p tio n m a y n o t b e c h o s e n m o re th a n o n ce. O p tio n 3: T h e m e r c e n a r y ra n g e r m a y in c re a s e h is Fav o red E n e m y sco re by 1.
T a b l e 2-9: M
ercenary
Level
Ra n c e r S p e l l P r o g r e s s io n
Spells per Day
X X+1 X+2 X+3 X+4 X+5 X+6 X+7 X+8 X+9 X + 10 or m ore
O p tion k: T h e m e rc e n a ry ra n g e r m ay ch o o s e a se co n d Fav o red T errain , h ow ev er, he o n ly g ain s th e 1st level abil ity in th is n e w terrain . O ption 5: T h e m e rc e n a ry ra n g e r g ain s a n u m b e r o f h it p oin ts equal to h is ra n g e r level (m in im u m 3). O p tion 6: T h e m e r c e n a ry ra n g e r m ay in cre a se h is n a tu r al a rm o r by 1. O p tion 7: T h e m e r c e n a ry ra n g e r g ain s an an im al c o m
O ption 10: T h e m e rc e n a ry ra n g e r g ain s sp o n tan eo u s castin g , so lon g as h e has alread y c h o se n o p tio n 9. A m e r c e n a ry ra n g e r follow s all th e sam e ru les as a c le ric fo r sp o n tan eo u s castin g . C a ll o f t h e W i l d : A t 2 0 th level, th e m e r c e n a ry ra n g e r b e co m e s a m a s te r o f th e w ood s. H e g ain s th e L ead ersh ip feat fo r free. H e has a p e rm a n e n t L ead ersh ip sco re o f 10
p an io n o f n o m o re th a n 2 H D . It is assu m ed th at th e
th at ca n o n ly be m o d ified by h is C h arism a. C irc u m
ra n g e r has b efrien d ed th e c o m p a n io n and g ain ed its tru st.
stan ces and ran k n e v e r in cre a se th is ability. In ad d itio n ,
T h e m e rce n a ry ra n g e r d evelo p s a relatio n sh ip w ith th e
all fo llow ers and c o h o rts are an im als c h o se n by th e D M ,
co m p a n io n as a s o rc e re r d oes w ith a fam iliar. H o w ev er,
m e rc e n a ry ran g er, o r b o th . T h e se an im als g o e v e ry w h e re
the ra n g e r’s p ro g re ssio n w ith th e c o m p a n io n b eg in s at th e
th e ra n g e r g o es and ca n be ta u g h t trick s like an y o th e r
level h e tak es th is o p tio n . T h e cre a tu re b esto w s n o b o n u s
an im als. A n an im al th at d ies fig h tin g alo n g sid e th e ra n g e r
to th e ra n g e r, b ut d oes h ave an e m p a th ic lin k and so
is o n ly rep laced if th e ra n g e r sp en d s 1 ,0 0 0 X P p e r h it die.
o n , based o n level. F o r in sta n c e , a ra n g e r w h o takes th is o p tio n at le v e l 5 g a in s a c o m p a n io n w ith a le rtn e ss, im p ro v ed evasion , and an e m p a th ic lin k. I f th e ra n g e r can ca st spells, h e m a y sh are sp ells w ith th e co m p a n io n .
MYRMIDON
W h e n th e ra n g e r re a c h e s level 9, h is c o m p a n io n m ay n ow
F ig h te rs an d w izards are h eld at o p p o site e n d s o f th e
speak w ith h im as a fa m iliar w ith a 5 th level m aster.
ad v en tu rin g s p e ctru m . F ig h te rs stand at th e fo re fro n t o f
T h e c o m p a n io n c a n n o t be o f an o p p o sed a lig n m e n t to the m e r c e n a ry ran g er.
an y b a ttle , re ly in g o n t h e i r h e a v y a rm o r, p o w e rfu l w eap o n s, and p h y sical s tre n g th to c a r ry th e m to victo ry.
O p tion S: T h e m e rc e n a ry ra n g e r g ain s th e ab ility to
T h e fig h te r is firm ly e n tre n ch e d in th e p h y sical w orld.
sn eak a tta ck as a ro g u e. H e g ain s sn eak atta ck + ld 6 , w h ich
T h e w izard lo ath es m e le e co m b a t. H e relies o n o th e rs to
ca n o n ly be in cre a se d by tak in g th is o p tio n again. O p tion 9: T h e m e rc e n a ry ra n g e r g ain s th e sp ellcastin g ability ex p la in e d below. S p e lls : I f th e m e rc e n a ry ra n g e r c h o o s e s th e sp ellcast
sh ield h im fro m th e en em y , and h e is frail an d o ften d efen seless. H o w ev er, h e calls u p o n p ow erfu l e n c h a n t m e n ts th a t allow h im to d eal far m o re d am ag e in a sin gle atta ck th an ev en th e stro n g e s t w a rrio r ca n m u ster. T h e
ing o p tio n , h e m ay ca st 1st level spells, fo llo w in g th e p ro
w izard ’s to o ls are m ag ical en e rg ie s, a rca n e train in g , and
g ressio n listed below , w h ere X is th e level th a t th is o p tio n
o th e r n eb u lo u s c o n c e p ts a ccessib le o n ly w ith tra in in g
is ch o se n . I f h e ch o o s e s th is o p tio n again , h e m ay cast 2n d
an d d ed icatio n to th e m y stic arts.
>
Cla
sses
S o m e c u ltu re s m eld th ese tw o d isp arate trad itio n s in to
B a c k g r o u n d : M o st m y rm id o n s sp en d years in tra in in g
a sin g le, p ow erfu l b od y o f k n o w led g e. T h e m y rm id o n is
to m a s te r th e ir art. L ik e w izards, m y rm id o n s a p p re n tice
th e m o st c o m m o n o f th e w arrio r-m ag es, a co m b in a tio n o f
th em selv es to a cco m p lis h e d sp ellcasters w h o te a ch th em
th e fig h te r’s skill at arm s w ith th e w izard's a rca n e p row ess.
th e b asics o f th e m y rm id o n ’s u n iq u e b ran d o f m ag ic.
M y rm id o n s stu d y a u n iq u e b ran d o f m a g ic th a t allow s
S o m e m y rm id o n s b eg in th e ir tra in in g as fig h te rs o r w iz
th e m to ca st sp ells w h ile w e a rin g ev en th e h eaviest arm o r.
ards and g ro w in to th e ir ro le after b e co m in g dissatisfied
T h e y train w ith b ow s, sw ord s, sh ield s, and o th e r tools
w ith th e in itial taste o f th e ir train in g .
alien to m o st a rc a n e sp ellcasters. T h is train in g c o m e s at
R a c e s : E lv es h ave a v e ry s tro n g trad itio n o f p ro d u cin g
a p rice , as th e m y rm id o n learn s sp ells at a slo w er rate
p ow erfu l m y rm id o n s. As a ra ce th a t e m b ra ce s arca n e
in c o m p a ris o n to w izard s an d s o rc e re rs . M y rm id o n s
m ag ic, th e elv es p ro d u ce m o re m y rm id o n s th an m o st
also learn a sp ecialized set o f spells, lim ited p rim arily to
o th e r races in te rm s o f raw n u m b e rs, ev en th o u g h th ey
e n c h a n tm e n ts th at im p ro v e th e ir co m b a t ab ilities, p ro
typ ically are few in n u m b e r co m p a re d to h u m an s and o th
vid e d efen se ag ain st e n e m y sp ells and attack s, and sup
ers. G n o m e m y rm id o n s are also ra th e r c o m m o n , as th e ir
p o rt th e ir allies in battle.
in n a te ability fo r illusion m ag ic p ush es m an y o f th e ir w ar
A d v e n tu r e s : M y rm id o n s ad v e n tu re to im p ro v e th e ir
rio rs to m ix th e m artial and m ag ical arts. T h e dw arves'
fig h tin g and a rc a n e skills. Like w izards, th ey seek arcan e
relia n ce o n m ilitary skill p ro d u ces a few m e m b e rs o f this
k n o w le d g e an d h u n t fo r lost m ag ical item s an d lon g fo r
class, and in so m e stro n g h o ld s m y rm id o n s o u tn u m b e r
g o tte n spells. S im ilar to fig h ters, th ey fin d co m b a t and
w izards by a h ealth y m arg in . O f co u rse , th e ever-adap t-
o th e r d a n g e ro u s situ atio n s e xh ilaratin g . O th e r m y rm i
able h u m an s p ro d u ce so m e m y rm id o n s, th o u g h rarely in
d o n s a d v e n tu re o u t o f a sen se o f duty, v ie w in g th e ir
n u m b ers th a t ap p ro ach w izards o r fig h ters. H alf-elves
un iq u e c o m b in a tio n o f m artial and m y stical talen ts as an
raised in e lf c o m m u n itie s c o m m o n ly b e c o m e m y rm i
im p o rta n t g ift th ey m u st use to h elp d efen d th e ir p eop le.
don s. H alflin gs an d h alf-o rcs ca n b e co m e m y rm id o n s, but
C h a r a c t e r i s t i c s : M y rm id o n s o c c u p y a m id d le g ro u n d
v ery few d o so. H alflin gs p re fe r su b tlety to co m b a t, and
b e tw e e n w izards an d fig h ters. T h e y are a n o tc h below
few h alf-o rcs have th e m en tal cap acity to h an d le a rcan e
fig h te rs in te rm s o f co m b a t skill, an d tak e a b ack seat to
sp ellcastin g .
w iz a rd s in a c o m p a ris o n o f raw s p e llc a s tin g ability.
O t h e r C l a s s e s : A s a class th a t stra d d le s th e lin e
H ow ev er, th e ir u niqu e m ix o f a rca n e sp ellcastin g and
b etw een tw o sp ecialists, m y rm id o n s g e t alo n g w ell w ith
co m b a t ab ilities m ak e th e m m o re effectiv e th an e ith e r
all th e o th e r classes. T h ey are n o t as skilled in th e fig h te r’s
class in so m e situ atio n s. M y rm id o n s w o rk b est w h e n th ey
o r w izard ’s sp ecialties and alw ays ap p reciate h avin g m e m
h ave a c h a n c e to cast a few spells b efo re e n te rin g co m b at.
b ers o f th o se classes aro u n d . R o g u es an d cle ric s fill the
T h e ir m a g ic c e n te rs o n sp ells th a t im p ro v e th e ir fig h tin g
few gap s in th e ir ab ilities, an d m o st m y rm id o n s have the
ab ility and b o lster th e ir d efen ses.
ta ctica l an d stra te g ic skills n e ce ssa ry to realize th e y ca n
A l i g n m e n t : M y rm id o n s m ay s e le ct an y a lig n m en t.
n o t th riv e w ith o u t aid fro m o th ers.
G ood o n e s are cru sa d e rs an d d efen d ers o f th e realm . T h ey c o n g re g a te in to ch iv alro u s o rd e rs d ed icated to a god o r n atio n and sw ear to use th e ir m ag ic fo r th e b e tte rm e n t o f
GAME RULE INFORMATION M y rm id o n s h ave all th e fo llo w in g g am e statistics.
all. O th e r g o o d m y rm id o n s are free-sp irited ad v en tu rers
A b i l it i e s : S tre n g th and In te llig e n ce are th e m y rm i
w h o use th e ir skills to d efen d th e w eak. N eu tral m y rm i
don's tw o m o st im p o rta n t ability sco res. In te llig e n ce c o n
d o n s w ork fo r th e ir o w n b e tte rm e n t o r act as m e rce n a rie s,
tro ls h ow m an y sp ells th e y ca n cast, w h ich spells th e y can
p u ttin g th e ir skills to use fo r the h ig h est bidder. E v il m y r
m aster, and h o w d ifficu lt it is to resist th e ir m ag ic. A h ig h
m id o n s take w h at th ey w an t fro m th o se w eak er th an
S tre n g th im p ro v es a m y rm id o n ’s c o m b a t skills an d g ra n ts
th e m se lv e s, rely in g o n th e ir m ag ic to strik e fear in to th e ir
h im b on u s d am ag e w ith h is attack s.
en e m ie s. Law ful m y rm id o n s fo rm in stitu tio n s sim ilar to
A l i g n m e n t : Any.
w izards’ g u ild s o r k n ig h tly o rd ers, w h ile c h a o tic o n es are
H i t D ie : d8.
lon e w a n d e re rs w h o pass th e ir k n o w led g e d ow n to pupils
S t a r t i n g G o ld : 6d4 X 10 gp.
w h o c a tc h th e ir fancy. R e l ig i o n : M y rm id o n s e m b ra c e a w id e ran g e o f d eities. S o m e w o rsh ip g o d s o f m ag ic, o th e rs c h o o s e god s o f war.
Class Skills T h e m y rm id o n ’s class skills (an d th e k ey ability fo r e a ch
In areas o r cu ltu re s w h e re m y rm id o n s are c o m m o n , th ey
skill) are C lim b (S tr), C o n c e n tra tio n (C o n ), C ra ft (In t),
o fte n h ave th e ir o w n p atro n d eity o r saint. E vil m y rm i
Ju m p (S tr), K n o w led g e (a rca n a ) (In t), P ro fessio n (W is),
d on s also look to god s o f ty ran n y and d eath , w h ile good
Ride (D e x ), and S p ellcraft (In t).
o n e s p ray to g o d s o f war, p ro te c tio n , an d ju stice .
S k ill P o i n ts a t 1 s t L e v e l: (2 + In t modifier) X 2. S k ill P o i n ts a t E a c h A d d i ti o n a l L e v e l: 2 + In t
modifier.
Classes
Class Features A ll o f th e fo llo w in g are class featu res o f th e M y rm id o n .
_____________________
NOMAD
W e a p o n a n d A r m o r P r o f i c i e n c y : As train ed w arrio rs,
F o r th e c o m m o n m an , life is a sim p le (if h arsh ) affair: ris
m y rm id o n s g ain p ro ficie n cy w ith sim p le and m artial
in g in the m o rn in g , lab o rin g at th e ir c h o s e n trad e, and
w eapon s, sh ields, and lig h t and m e d iu m arm o r.
re tu rn in g h o m e to th e family. W h ile cele b ra tio n s in te r
S p e lls : T h e m y rm id o n uses a sp ecialized se le ctio n o f spells th a t elim in a te s all so m a tic c o m p o n e n ts, allow in g h im to ca st sp ells w h ile w e a rin g a rm o r o r c a rry in g a
sp erse th e lo n g p erio d s o f b o red o m , m o st fin d c o m fo rt in th e fam iliar. N o m ad s d o n ot.
sh ield. T h e se sp ells o b ey all o th e r ru les fo r arcan e spells,
W h ile m a n y o n ly u n w illin g ly b egan th e ir lives as w a n
but th e y fo rm th e ir o w n sp ecial sp ell list. L ik e a w izard,
d erers, th e w a n d e rlu st c o m m o n to all th e ir k in d took
th e m y rm id o n p rep ares sp ells ah ead o f tim e an d follow s
hold . T h o u g h th ey m ay be b rigan d s o r sim p le w an d erers,
all ru les fo r p re p a rin g sp ells th at ap ply to th a t class. To
th ey c a n n o t resist th e call o f th e far side o f th e h orizo n .
learn , p rep are, o r ca st a spell, a m y rm id o n m u s t h ave an
T h e road is e v e r th e ir m a s te r and th e ir c o m p a n io n . It is
In te llig e n ce sco re o f at least 10 + th e spell's level. A m y r
the o n ly life m an y e v e r know , and th e o n ly o n e th ey e v e r
m id o n ’s b o n u s spells are based o n In te llig e n ce . T h e save
w ant.
D C fo r a m y rm id o n ’s sp ells equals 1 0 + th e sp ell’s level + th e m y rm id o n ’s In te llig e n ce m od ifier. S p e llb o o k s : Ju st like w izards, m y rm id o n s k eep sp ell b o o k s in w h ic h
th e y re c o r d
A d v e n tu r e s : N o m ad s c o n s id e r th e m se lv e s th e best, p u re st ad v en tu rers, seek in g th e jo u rn e y fo r its o w n sake. T h ey freely atta ch to an y g ro u p am u sin g o r in terestin g
th e sp ells th e y know .
e n o u g h fo r th e ir tro u b les, an d m ak e th e ir d e cisio n s tro m
M y rm id o n sp ellb ook s follow all ru les fo r a w izard ’s books,
th ere. T h e n o m a d s’ skills and u n u su al ab ilities lend th e m
in clu d in g ru les fo r ad d in g n ew sp ells to th em . A m y rm i
selves w ell to th e a d v e n tu rin g lifestyle.
d o n b egin s play w ith a sp ellb o o k c o n ta in in g a n u m b e r
C h a r a c t e r i s t i c s : N o m ad s are fam iliar w ith all sim p le
o f 0-lev el sp ells equal to 3 + th e m y rm id o n ’s In te llig e n ce
and lig h t w eap o n s, as w ell as all ligh t arm o r. As m e n and
b onus. W ith e a ch level g ain ed in th is class, th e m y rm id o n
w o m e n o f g u ile, n o m a d s p re fe r to talk th e ir w ay o u t o f
g ain s tw o n e w sp ells o f th e levels h e m ay ca st to his book.
tro u b le. T h is d o es n o t m e a n th e y are u n w illin g to fig h t,
F o r e x a m p le , a 3rd -lev el m y rm id o n m ay add tw o lst-le v e l
ra th e r th at th ey p re fe r n o t to kill p o ten tial c u s to m e rs o r
spells to h is b ook , but he m ay n o t add an y 2n d -lev el o n es
m arks.
as h e c a n n o t y e t ca st spells o f th a t level.
A l i g n m e n t : N o m ad s p re fe r to live by th e ir w its than
B o n u s F e a ts : A t 1st level an d e v e ry fo u rth level, th e
by th e laws o f th e land , th o u g h m an y ind ividu al trib es
m y rm id o n g ain s a b o n u s feat. T h is feat m ay b e any feat
m ay follow th e ir o w n ru les. N o m ad s m ay n o t be lawful,
available as a b o n u s feat to th e fig h te r class, an Item
b u t m ay p ick an y o th e r a lig n m e n t w ith o u t re s trictio n .
C re a tio n feat, o r a M e ta m a g ic feat.
R e l ig i o n : N o m ad s w o rsh ip e ith e r p rivately o r as a trib e, fav o rin g d eities o f trav el, lu ck , a n d /o r p ro te c tio n
T a b l e 2-10: T h e M
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
y r m id o n
Base
Fort
Ref
Will
Attack +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Spells per Day Special Bonus feat, spells
Bonus feat
Bonus feat
Bonus feat
Bonus feat
Bonus feat
0 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4
1
2
3
4
5
6
0 1 2 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4
0 1 2 2 3 3 3 3 3 3 3 3 4 4 4 4 4
— — — 0 1 2 2 3 3 3 3 3 3 4 4 4 4
— — — — — — 0 1 2 2 3 3 3 3 4 4 4
— — — — — — — — — 0 1 2 2 3 3 4 4
— — — — — — — — — — — — 0 1 2 3 4
■ *
C
Cla
sses
NOMAD HONOR
d om ain s. T h e y reflexiv ely h id e th e ir ritu als fro m o u t
Though nomads hold others’ laws in flagrant disre gard, and indeed only have the faintest guidelines themselves, a nomad’s honor is sacrificed only in the direst of circumstances. As a people, nomads hold no allegiances with latger societies, and only other nomads will likely come to their aid in a time of need. A nomad without honor finds even this ten uous support failing. Nomad honor, in contrast with the more staid stylings of paladins or samurai, is one of inclusive tolerance and aid. While not all nomads follow the strictures of nomad honor, almost all nomad tribes pay at least lip service to their code. The five most common and important strictures are as follows, as well as the common methods unscrupulous nomads warp them: • Accountability. A nomad does not allow others to suffer unduly for his actions. While he can expect aid in fleeing or combating enemies (see Hospitality, below), if doing so would send others to certain death, he must either accept his fate or flee, in both cases on his own. Similarly, a nomad has no quarrel with an enemy’s allies or subordi nates, and should not attack them without need. Dishonest nomads use this to eliminate rivals with impunity; as long as a nomad is not proven to be directly behind another’s misfortunes, other nomads are honor-bound to protect him. • Debt. A nomad must always offer payment for a service. This can be anything from the usual mon etary or bartered exchanges to the offer of stories or directions to a safer location. This stricture is the most mutable of all, and nomads commonly believe a fool’s trade is still valid. • Hospitality. A nomad must grant hospitality to any who ask of it. If the nomad cannot aid the supplicant, he must instead point the way to someone who can. Nomads have no tolerance for those who abuse this privilege, and a nomad who is an ungracious guest had best leave quickly. Bards, children, and elders receive hospitality with little question; others had best prove they need it. • The Tale. The tale is a formalized mix of story telling and diplomacy, with the speaker (usually a prominent bard within one tribe of nomads) recit ing tales of great and terrible men the tribe has met. While most outsiders consider this a colorful trait in nomads, in actuality it is a very effective method of communicating between nomad tribes. Malicious talespinners slant the stories to their favor, disrupting the flow of communication.
siders, and c o n s id e r it a g reat h o n o r to in vite a n o th e r (o r to be in v ited ) to take p art in su ch a cerem o n y . B a c k g r o u n d : N o m ad s are th o se ind ividu als w h o fre q u en tly trav el th e land, w illfully o r o th e rw ise , and rely less o n th e ir skill at arm s th a n in th e ir o w n cu n n in g . A ctin g s o m e th in g like th e ru ral eq u iv alen t o f rogu es, n o m ad s sh are a sim ilar stig m a, and m an y find th e m se lv e s fleein g arm ed m o b s fo r th e slig h test tran sg ressio n s. R a c e s : N o m a d s d raw th e ir n u m b ers equally fro m all th e su rface races, an d trad e a m o n g o r p rey u p o n th e se races w ith little fav o ritism . S u b terran ean races, in c o n trast, p ro d u ce v e ry few n o m ad s, as th e lim ited re so u rce s fo r su rvival fo rce s ev en th e m o st to le ra n t so cie tie s to ca st o u t n om ad s. W ith so m u c h o u tsid e p reju d ice (ju stifiab le o r o th e r w ise), n o m ad s ten d to treat each o th e r v ery w ell, an d it is n o t u n h eard o f fo r n om ad s to re ce iv e aid fro m b lood e n e m ies (th o u g h th is rep resen ts a terrib le loss o f face). O t h e r C l a s s e s : U n su rp risin g ly , n o m ad s b e st en jo y th em selv es aro u n d bards an d ro g u es, classes w ith sim ilar o u tlo o k s an d m e th o d s to t h e i r o w n . N o m a d s tre a t ran g ers, d ru id s, and cle ric s w ith rev ered aw e (at least pub licly ), b ut find th e p alad in s’ co d e too sto d g y to to le ra te for lon g . B arb arian s and fig h ters ca n e x p e ct a d istan t a p p re ci atio n o f th e ir m artial talen ts, w h ile so rc e re rs an d w izards m ay face e x cite d a c c e p ta n c e o r fearfu l av o id an ce, d e p e n d in g o n p erso n al and tribal e x p e rie n ce s. As a w h o le , h o w ev er, n o m ad s tre a t p eop le as individuals.
GAME RULE INFORMATION N o m ad s have th e fo llow in g g a m e statistics. A b i l it i e s : T h e tw o m o st im p o rtan t ab ilities fo r a n om ad are In te llig e n ce and C h arism a. M o st o f a nom ad's class featu res w o rk o ff o n e of th ese tw o ab ilities, as d o th e ir skills. N o m ad p lay ers m ay also w ish to h ave a h igh S tre n g th , to b e tte r e xp lo it th e n o m a d ’s G reat H eft ability. A l i g n m e n t : N o n o m ad m ay b e o f law ful a lig n m e n t. H i t D ie : d6.
Class Skills T h e n o m ad ’s class skills (an d th e k ey ability fo r e a ch skill) are A n im al E m p a th y (C h a ), A pp raise (In t), B lu ff (C h a ), C ra ft (I n t), D e c ip h e r S crip t ( I n t) , D ip lo m a cy (C h a ), D isguise (C h a ), F o rg e ry (In t), G a th e r In fo rm a tio n (C h a ), H a n d le A n im a l (C h a ), H id e (D e x ), In n u e n d o (W is ), In tim id a te (C h a ), In tu it D irectio n (W is), L iste n (W is), P erfo rm (C h a ), P ick P o ck e t (D e x ), P ro fessio n (W is ), Read Lips (In t), R ide (D e x ), S en se M o tiv e (W is), S pot (W is), U se R o p e (D e x ), an d W ild e rn e ss L o re (W is). S k ill P o i n ts a t 1 s t le v e l: (8 + In t m o d ifier) X 4 S k ill P o i n ts a t E a c h A d d i ti o n a l L e v e l: 4 + In t m od ifier.
Class Features
W o r l d l y : S tartin g at 3rd level, th e n o m ad ch o o s e s o n e
All o f th e fo llow in g are class featu res o f th e n om ad .
cro s s-c la ss skill, w h ich b e co m e s a class skill th ereafter.
A r m o r a n d W e a p o n P r o f i c i e n c y : N o m ad s are p ro fi
T h e n o m ad g ain s a n y ad d itio n al cro ss-cla ss skill, w h ich
cie n t w ith all sim p le and m ed iu m o r sm a lle r w eap on s.
b e co m e s a class skill at 6 th level and e v e ry th re e levels
T h e y are also p ro ficie n t w ith light arm o r.
th e re a fte r (9 th , 1 2th , e tc.,). A ltern ately , th e n om ad m ay
H id d e n B la d e s : N o m ad s m ay c o n c e a l item s o n th e ir p erso n to g re a te r d e g re e th an m o st. B ecau se o f th e m an y
c h o o s e a skill th at is co n sid e re d train ed only. T h is skill b e co m e s a cro s s-c la ss skill.
layers o f c lo th in g th e y w ear, a n o m ad g ain s a c o m p e te n c e
H e f t : S ta rtin g at 5 th level, a n o m a d su ffers fe w e r p en al
b on u s to his H id e c h e c k equal to h is In te llig e n ce m o d ifi
ties fo r e n c u m b ra n c e . H e ca rrie s a h eavy load as if it w ere
e r fo r th e p u rp o se o f h id in g an o b ject. A t 8 th level, a
m ed iu m , and a m e d iu m load as if it w ere ligh t. A t 1 5 th
n om ad w ith th e Q u ick D raw feat m ay d raw an u n d isco v
level, h e ca rrie s a h eavy load as if it w ere a lig h t load.
ered S m all o r T in y w eap o n as a free a ctio n , g ain in g a free
T i r e l e s s : S ta rtin g at 7th level, th e n o m ad s c o n sta n t
su rp rise a tta ck and c a tc h in g his o p p o n e n t(s) flat-footed .
travels p rep are h is b od y fo r th e co n sta n i rig o rs o f ad ven
T h e n om ad m ay o n ly do th is b efo re co m b a t b egin s and
tu rin g . H e n o lo n g e r req u ires th e n o rm a l h o u rs o f sleep as
o n ly if h is o p p o n e n ts d o n o t e x p e c t co n flict.
a n o rm al m e m b e r o f h is race. In stead th is tim e is cu t in
L a n g u a g e s : A n o m ad k n o w s o n e ad d itio n al langu age
h a lf (ty p ically to 4 h o u rs). In ad d itio n , h e g ain s th e b en e
o f his c h o ic e b eyo n d th o se g ain ed by h ig h In te llig e n ce .
fits o f th e E n d u ra n c e feat, w h ich stack s if h e alread y has
O dd Jobs: N o m a d s a re fam iliar w ith a s m a tte rin g o f c o m
th e feat.
m o n trad es. U n le ss a C raft o r P ro fessio n skill is p a rticu
A t 1 3 th level, h is sleep tim e is again cu t in half. A t 19th
larly u nu sual (d ra g o n sm ith in g o r autopsy, fo r in sta n ce ),
level, th e nom ad's req u ired sleep is o n c e again cu t in h a lf
n om ad c h a ra c te rs re ceiv e n o p en alty fo r u nsk illed ch e ck s
and his C o n s titu tio n s co re in cre a se s by 2.
in an y use o f th o se skills.
E lv en n om ad s (an d o th e r races th at d o n o t sleep ) cu t
B o n u s F e a ts : A t 2 n d level, th e n o m ad g ain s a b on u s
th e ir m ed ita tio n in h a lf at 7 th level an d again at 1 3 th
feat. T h e n o m ad g ain s an ad d itio n al feat at 6 th level and
level. T h e y d o n o t re d u ce th e ir m e d ita tio n tim e at 1 9 th
e v e ry fo u r levels th e re a fte r (1 0 th , 1 4 th , and 1 8 th ). B ecau se
level, b ut d o g ain th e C o n s titu tio n b on us.
a n o m a d sees th e w orld and learn s fro m v ariou s cu ltu res,
C a ll t h e T r ib e s : O n c e p e r year, a n o m ad o f 1 0 th o r
th ese b o n u s feats m ay be d raw n fro m an y list so lo n g as he
g re a te r level m ay call u p o n the n om ad trib es fo r a c o n fe r
m e e ts th e p rereq u isite fo r it and it is n o t re s tricte d to a
e n ce . T h is is an e x tre m e ly d an g ero u s p ro p o sitio n fo r th e
p a rticu la r class.
trib es, w h o w ill n o t risk attack to r a d ish o n o rab le n o m ad (se e N o m ad H o n o r, sid eb ar). O n c e th e trib es g a th e r (a
T a b l e 2-11: T h e N o m a d
Level 1
Base Attack +0
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5
Fort
Ref
Will
Save +0
Save +2
Save +2
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+3 / " +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Special Hidden blade, languages, odd jobs Bonus feat Worldly Heft Bonus feat, worldly Tireless Hidden blades Worldly Bonus feat, call the tribes Worldly Tireless Bonus feat Heft, worldly Heart of the stag Strength of the boar Bonus feat, worldly Tireless Master of the tribe
p e rio d o f up to six w eek s), th e c h a r a c te r h as a n u m b e r o f
F o r m e r N o m a d s : N o m ad s w h o b e c o m e law ful m ay
days equal to h is C h a rism a m o d ifie r to c o n v in c e th e o th e r
n ot ad v an ce in th e class again u n til b e co m in g n on law ful
trib es o f a goal o r d a n g e r w h ich th re a te n s th em all. T h e
and m ay n o t use th e C all th e T ribes o r M a ste r o f th e T ribes
d ifficu lty o f th is act d ep en d s on th e n atu re o f th e c h a ra c
effects.
te r ’s a rg u m e n t, and th e N P C s lead in g th e trib es, all o f w h ich are d e te rm in e d by th e D M . I f th e n om ad c o n v in ce s th e trib es, he g ain s th e L ead ersh ip feat fo r fre e and b egin s h is o w n trib e. H e m ay o n ly g ain th is feat o n c e and th u s m ay o n ly cre a te o n e trib e. H e a r t o f t h e S ta g : S tartin g at 1 6 th level, th e n om ad n ow rolls a d 12 w h en d e te rm in in g h it p oin ts.
_______________________SCOUT S co u ts ran g e ah ead o f th e ir frien d s, seek in g o u t safe p ath s and w arn in g o f an y d an g ers ahead. T h e y train as w arrio rs, but th ey sp ecialize in ran g ed w eap o n s th a t allow th e m to
S t r e n g t h o f t h e B o a r : A t 1 7 th level, th e n o m ad ca n n o t
sn eak u p o n e n e m ie s , la u n ch attack s, an d d isap p ear
be m ag ically h eld o r im m ob ilized . Spells th a t slow o r h in
b efo re th e ir targ ets h ave a c h a n c e to resp o n d . U n lik e
d e r his m o v e m en t are also in effectiv e. T h e n om ad effec
fig h ters, sco u ts rely o n stealth m o re th a n a sto u t sh ield
tively g ain s th e b en efits o f th e spell freed o m o f m ov em en t.
and h eavy a rm o r to su rv ive battles.
M a s t e r o f t h e T r ib e : A t 2 0 th level, th e n o m ad gain s
A d v e n tu r e s : S co u ts ad v en tu re to te st th e ir ab ilities and
th e b e n e fits o f th e L ead ersh ip feat. I f h e alread y possesses
to d efeat th e ir en e m ie s. M a n y sco u ts in itially learn th e ir
th e feat, its e ffe cts d ou b le. T h e n o m ad b e co m e s ren o w n ed
skills in th e arm y, b u t as tim e p asses th ey g ro w b ored o f
and so d oes h is trib e (w h ic h h e g ets to n am e).
th e d aily toil o f m ilitary life and strik e o u t o n th e ir ow n . A s c o u t’s jo b is b o th d ifficu lt and d an g ero u s, d raw in g th o se w h o love to take risk s an d test th e ir bravery. C h a r a c t e r i s t i c s : T h e s co u t is an a cco m p lish e d arch er. W h e n firin g fro m a h id in g p lace, h is sh o ts zero in o n his o p p o n e n t's m o s t v u ln e ra b le p o in ts . H e a im s h is arro w s w h e re p lates o f a rm o r m e e t, at h is o p p o n en t's eyes, k id n ey s, o r o th e r v ital p oin ts, an d sim ilar p laces w h e re a sin g le sh o t can crip p le o r kill h is e n em ies. T h e s co u t is also aw are o f h is e n v iro n m e n t. H is p rim a ry d u ty is sp o ttin g an d o b serv in g e n e m ie s, an d h e has a stro n g sen se fo r h is su rro u n d in g s th a t allow h im to avoid am b u sh es and sp ot invisib le creatu res. A l i g n m e n t : S co u ts m ay se le ct an y a lig n m e n t. M o st are c h a o tic , as sco u ts o p e ra te I
fo r lo n g p erio d s o f tim e o n th e ir o w n , c r e atin g th e ir o w n ta ctics an d strate g ie s to d eal w ith p ro b le m s w ith o u t w o rry in g ab ou t a n y o n e else b u t th em selv es. T h e sco u t's ab ilities and tra in in g are useful fo r all arm ies, m ak in g th e m equally c o m m o n am o n g st h u m an s, dw arves, and elves as th ey are in h o rd e s o f g o b lin s, k obolds, o res, and gnolls. R e l ig i o n : S co u ts o ften p ray to g o d s o f lu ck and stealth . W h e n on a m issio n , th e sco u t relies o n his skills to see h im th ro u g h . H e c a n n o t afford to stand to e -to -to e w ith an o g re , fig h ter, o r o th e r skilled w a rrio r. L u ck
p lay s at le a st a
m in o r ro le in a s c o u t’s su cce ss. I f h e ap p ro ach es an e n e m y ca m p at th e w ro n g tim e, h e m ay be ca u g h t
by a p atrol sw eep o r a sk irm ish p ick et. M o st sco u ts c a rry g ood lu ck c h a rm s an d o th e r to k en s m e a n t to w ard aw ay
GAME RULE INFORMATION S co u ts h ave all th e fo llo w in g g am e statistics.
m isfo rtu n e .
A b i l it i e s : D e x te rity and W is -d o m are th e s c o u t’s tw o
B a c k g r o u n d : A ny a rm y o n th e m a r c h n eed s sco u ts,
m o st im p o rta n t ab ility sco res. D e x te rity im p ro v es his abil
and m o st m e m b e rs o f th is class sp en d at least a few
ity w ith b ow s and o th e r ran g ed w eap o n s, th e c o re arsenal
m o n th s o r e v e n y ears in se rv ice to a m e rc e n a ry o u tfit, a
o f th is class. W is d o m sh arp en s h is sen ses, allo w in g h im to
local m ilitia, o r a ro y al arm y. F ew sco u ts m a s te r th e ir skills
d e te ct a p p -ro a ch in g fo es and d e te rm in e th e ir in ten tio n s.
w ith o u t th e tu te la g e o f an e x p e rie n c e d sco u t w h o sh ow s
A l i g n m e n t : S co u ts ten d tow ards c h a o tic alig n m en ts. T h e y o p erate b est w h en alo n e, an d th e n atu re o f th e ir
th e m th e rop es. R a c e s : E lv e s are c o m m o n ly sco u ts, as th ey m ak e g reat
w ork n o rm ally req u ires th e m to ran g e fa r ahead o f th e ir
u se o f th e m in th e ir a rm ie s an d w h e n trav elin g across
co m p a n io n s. H o w ev er, h ig h ly d iscip lin ed , lawful sco u ts
th e ir g re a t forests. H alflin g m e rc e n a ry w arrio rs also o ften
are valued by c o m m a n d e rs fo r th e ir o b e d ie n ce and ability
b e c o m e sco u ts, as th e ir stealth an d skill w ith ran ged
to clo se ly follow o rd ers. T h u s, sco u ts m ay ch o o s e an y
w eap o n s m ak e th e m a g o o d fit fo r th is class. D w arf and
a lig n m en t.
g n o m e sco u ts o p e ra te u n d e r th e ea rth , s co u rin g m in es
H i t D ie : d 8.
and n atu ral ca v e rn s fo r signs o f g o b lin , k ob o ld , o r ore
S t a r t i n g G o ld : 5 d 4 x 10 gp.
activity. H a lf-o rcs rarely h ave th e p a tie n ce and agility n e c e ssary to b e c o m e sco u ts, and m o st w ou ld ra th e r use th e ir
Class Skills
g reat stre n g th in m e le e ra th e r th an h a n g b ack and snipe
T h e s c o u t’s class skills (and th e k ey ab ility fo r e a ch skill)
fro m a d istan ce.
are C lim b (S tr), C ra ft (In t), H an d le A n im al (W is), H id e
O t h e r C l a s s e s : L ik e ro g u es, sco u ts th in k th e o th e r
(D e x ), In tu it D ire ctio n (W is ), Ju m p (S tr), L isten (W is),
classes m ak e far to o m u ch n oise th an is g o o d fo r th em .
M o v e S ilen tly (D e x ), P ro fessio n (W is ), R id e (D e x ), Spot
T h e y o p e ra te w ell w ith ra n g e rs and ro g u es, b o th o f w h o m
(W is), S w im (S tr), and W ild e rn e ss L o re (W is). S k ill P o i n ts a t 1 s t L e v e l: (4 + In t m o d ifie r) x 4
are q u iet e n o u g h to avoid ru in in g th e s c o u t’s cover.
S k ill P o i n ts a t E a c h A d d i ti o n a l L e v e l: 4 + In t
W izard s, cle rics, so rce re rs, and d ru id s o ffe r spells th at can
m odifier.
help p ro te c t a sco u t and k eep h im h id d en . F ig h ters, pal ad in s, and b arb arian s h ave th e skill at arm s n e ce ssa ry to su p p o rt a sco u t and m ak e use o f th e in fo rm a tio n he learns. So lo n g as th o se classes k eep b ack and let th e sco u t
Class Features A ll o f th e fo llo w in g are class featu res o f th e sco u t. W e a p o n a n d A r m o r P r o f i c i e n c y : T h e s c o u t gain s p ro
o p e ra te , h e ’s h ap p y to w o rk w ith th e m .
ficie n c y w ith lig h t a rm o r and all sim p le an d m artial w eapon s.
T a b l e 2-12: T h e S c o u t
Level 1 2 3 4 5 6
Base
Fort
Ref
Will
Attack +1 +2 +3 +4 +5 +6/+1
Save +0 +0 +1 +1 +1 +2
Save +2 +3 +3 +4 +4 +5
Save +0 +0 +1 +1 +1 +2
7 8 9 10 11 12
+7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2
+2 +2 +3 +3 +3 +4
+5 +6 +6 +7 +7 +8
+2 +2 +3 +3 +3 +4
13 14 15 16 17 18 19 20
+13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5
+4 +4 +5 +5 +5 +6 +6 +6
+8 +9 +9 +10 +10 +11 +11 +12
+4 +4 +5 +5 +5 +6 +6 +6
Special Bonus feat, sniper shot+1d6 Scan area Bonus feat, sniper shot +2d6 Forward observer Sniper shot +3d6 Bonus feat, uncanny dodge (Dex bonus to AC) Sniper shot +4d6 Bonus feat, sniper shot +5d6 Rapid advance Sniper shot+6d6 Bonus feat, uncanny dodge (can’t be flanked) Sniper shot +7d6 Dead-eye shot Bonus feat, sniper shot+8d6 Fast movement Sniper shot+9d6 Bonus feat Sniper shot+10d6 Improved scan area
Classes
B o n u s F e a ts : A t 1st level, th e sco u t g ain s a b o n u s feat
A t 1 2 th level, th e s co u t c a n n o t be flanked. H is aw are
in a d d itio n to th e feat th a t an y 1st level c h a ra c te r gain s
n ess allow s h im to re a c t to o p p o n e n ts fro m all sides.
an d th e b on u s feat g ra n te d to h u m an s. T h e sco u t g ain s an
H o w ev er, a ro g u e o r sco u t w h o is 4 levels h ig h e r th a n the
ad d itio n al feat at 3rd level and e v e ry th re e levels th e re
sco u t ca n flan k an d sn eak attack h im .
afte r (6 th , 9 th , 1 2th , e tc .) H e se lects his b o n u s feats fro m
R a p id A d v a n c e : W h ile stealth is th e s c o u t’s g re a te st
th e fo llow in g list: A lertn ess, A rm o r F o cu s (lig h t), D odge
ally, h e m u st also use speed to clo se w ith th e en em y , evad e
(M ob ility, S p rin g A tta ck ), Im p ro v ed C ritica l11, Im p ro v ed
p u rsu ers, an d k eep up w ith h is quarry. A t 1 0 th level, th e
In itia tiv e , M o u n te d C o m b a t (M o u n te d A rch e ry , T ram p le,
sco u t n o lo n g e r su ffers a - 5 p en alty to H id e a n d M ove
R id e-B y A ttack , S pirited C h a rg e ), Poin t Blank S h o t (F ar
S ilen tly ch e c k s w h en h e m o v es m o re th an o n e -h a lf up to
S h o t, P e rfe ct S h o t, P recise S h o t, Rapid S h o t, S h o t o n the
h is full n o rm a l sp eed. T h ro u g h p ra ctic e and tra in in g , th e
R u n ), Q u ick Draw, Q u ick L oad , Q u ick S h o t, R un, T rack
s co u t learn s to m ask h im s e lf ev en d u rin g a rapid ad van ce.
(S c e n t o f th e B east), and W eap o n F o cu s*. A sco u t c a n s e le ct a feat m ark ed w ith an asterisk (*)
N o te th at th e - 2 p en alty w h en ru n n in g o r c h a rg in g still applies.
m o re th an o n c e , b u t it m u st b e fo r a d ifferen t w eap o n
D e a d -E y e S h o t : T h e s c o u t’s m a s te ry o f h ittin g his
e a ch tim e. In ad d itio n , su ch feats ca n o n ly b e c h o s e n fo r
e n e m y ’s m o s t v u ln erab le sp o ts fro m a d istan ce im p ro v es
ran g ed w eap on s.
as h e g ain s e x p e rie n c e and p ractice. A t 1 4 th level, h e m ay
S n i p e r S h o t : T h e sco u t tra in s to fire o n th e e n e m y
n ow g ain h is s n ip e r sh o t b on u s d am ag e ag ain st targ ets
fro m h id in g , carefu lly p ick in g o u t w eak p o in ts, vital areas,
th at are up to 6 0 ft. away. N orm ally , sn eak a tta ck and
an d o th e r v u ln erab le sp o ts fo r a w ell-aim ed sh o t. T h e
sn ip e r sh o t d am ag e o n ly ap plies to a ran g e o f up to 3 0 ft.
sco u t g ain s a m od ified v ersio n o f th e ro g u e s sn eak attack
F a s t M o v e m e n t: A sco u t is e x p e cte d to re p o rt back
ability. H e follow s all th e ru les fo r sn eak attack s e x ce p t he
w ith lig h tn in g speed. As su ch , h is su refo o ted n e ss g ran ts
m ay o n ly m ak e th e m w ith ran g ed w eap o n s. T h e sco u t
h im ad d itio n al speed b eyo n d his racial n o rm . S ta rtin g at
tra in s to avoid m e le e b attles, p re fe rrin g to strik e fro m a
1 6 th level, w h ile w e a rin g n o a rm o r o r lig h t a rm o r, th e
d ista n ce th e n fade aw ay in to cover. T h e e x tra d am ag e is + ld 6 at 1st level and an ad d itio n al l d 6 e v e ry tw o levels th ereafter.
s c o u t’s base sp eed is in creased b y + 1 0 ft. T h is ability stack s w ith fast m o v e m e n t o f o th e r races. I m p r o v e d S c a n A r e a : A t 2 0 th level, th e s co u t is a h ard
I f a sco u t gain s th e sn eak atta ck ability fro m a n o th e r
e n ed v e te ra n w h o lets little, if a n y th in g , evade h is sight.
class, su ch as by tak in g levels in ro g u e, h e stack s his
T h e sco u t m ay n o w tak e 2 0 w ith a L isten o r S pot c h e c k by
s n ip e r sh o t an d sn eak a tta ck d a m a g e w h e n m a k in g
s p en d in g a full ro u n d a c tio n d o in g n o th in g b ut sca n n in g
ra n g e d attack s. H e d oes n o t co m b in e th e tw o w h e n u sin g
h is su rro u n d in g s, seek in g o u t an y sig n s o f th e en em y. H e
th e sn eak a ttack ab ility in m elee. S c a n A re a : T h e s c o u t’s d u ty is to seek o u t th e e n e m y
m ay d o th is ev en if stress o f d istra c tio n s w ou ld o th e rw ise p rev en t it.
and stu d y h is m o v e m e n ts. S o m e tim e s th e sco u t m u st m a k e o b se rv atio n s w h ile b ein g ch ased by sk irm ish ers o r u n d e r th e fire o f e n e m y a rc h e rs . E v e n in th e m o st e x tre m e situ atio n s, h e ca n k eep h is c o o l an d stu d y his
TATTOO M AGE
su rro u n d in g s. S tartin g at 2n d level, as a full ro u n d a ctio n ,
W h ile m o st sp ellcasters e sch e w th e p h y sical, fo cu sin g
th e s co u t m ay take 10 o n S pot and L iste n ch e c k s (th o u g h
u p o n th e m en tal, th e re are e x ce p tio n s. A sm all g ro u p o f
n o t b oth at th e sam e tim e ) ev en if stress o r d istra ctio n s
a rca n e sp ellcasters ad m ired th e d iscip lin e and p ro w ess o f
w ou ld n o rm ally p re v e n t h im fro m d o in g so.
th e m o n k , and b egan to e xp lo re th e relatio n sh ip b etw een
F o r w a r d O b s e r v e r : O n e o f th e s c o u t’s p rim a ry fu n c
th e p h y sical b od y and th e sp iritu al c e n te r o f it. T h e result
tio n s is to k eep an eye o n th e e n e m y an d re p o rt w h at he
a sto n ish ed th e m . T atto o m ag es, by fo cu sin g th e ir p o w e r
sees. As a resu lt, th e s co u t h as k een vision and sig h t
in to th e ir o w n b od ies, d o n o t use spells, b u t b e c o m e th e m .
b eyo n d h is co m p a n io n s. S tartin g at 4 th level, th e sco u t
T attoo m ag es literally ca rry th e ir spells w ith th e m at all
g a in s th e b e n efit o f low -lig h t v isio n , if h e d oes n o t alread y
tim es, as th ey c o v e r th e m ag e’s body. W h ile th e y are far
h ave it. I f h e alread y has low -lig h t v isio n , th e s co u t ca n see
less v ersatile th a n so rc e re rs o r w izards, th e p o ten tial
th re e tim e s as far as a h u m a n in starlig h t, m o o n lig h t,
p o w er at th e ir fin g ertip s in sp ires aw e.
to rc h lig h t, an d sim ilar co n d itio n s o f p o o r illu m in atio n . U n c a n n y D o d g e : T h e s c o u t’s aw aren ess o f h is su r
A d v e n tu r e r s : T attoo m ag es ad v en tu re fo r a co m b in a tio n o f th e reason s m o n k s and w izards do: e n lig h te n m e n t,
ro u n d in g s an d his m ilitary tra in in g m a k e it v ery d ifficu lt
p o w e r, a n d k n o w le d g e o f th e w o rld a ro u n d
to c a tch h im o ff h is g u ard . A t 6th level, th e sco u t d oes n o t
F u r th e rm o re , as th e y gain p ow er, th e m aterials req u ired to
lose h is D e x te rity b o n u s to A C w h e n fla t-fo o ted o r
cre a te th e ir tatto o s g ro w m o re rare and m o re exp en siv e.
a tta ck e d by an invisible o p p o n e n t. H o w ev er, h e still loses
M an y ad v en tu re in o rd e r to fu n d th e ir g ro w th as ta tto o
h is b on u s w h en im m o b ilized , su ch as by a h old p erso n spell.
th e m .
<
>
<
Cla
<
sses
m ages. Still o th e rs seek a rca n e se c re ts th a t m ig h t h elp
fro m less p h y sically s trin g e n t re g im e n ts, th e ir bodies
th em b e tte r u n d e rsta n d th e relatio n sh ip b etw een th e
o ften so rely o u t o f sh ap e. T h e first y ears o f tra in in g in the
spiritual and th e m u n d an e.
e n clav e are d ed icated to o v e rc o m in g th is im b alan ce, e x e r
C h a r a c t e r i s t i c s : T a tto o m ag es ten d to be m o re p h y si
c isin g th e b od y as w ell as th e m in d .
cally cap ab le th a n th e ir a rca n e co u n te rp a rts, o w in g to
O n c e an ap p ren tice has ad eq u ately train ed h is m in d
th e ir b e lie f in th e b alan ce b etw een th e dual asp ects o f
and body, h e is read y to u n ite th em . T h e a p p re n tice stu d
b ein g, th o u g h th e ir u n iq u e p o in t-o f-v iew m ak es th e m
ies, but d oes n o t use, as m an y fo rm s o f m ag ic h is e n clav e
seem odd , d e ta ch e d , an d e c c e n tr ic to less p h ilo so p h ical
k n o w s of, u n til th e p a tte rn fo rm s in his m in d . A cco rd in g
beings.
to m a s te r ta tto o m ag es, e ach ind ividu al u n d e rsta n d s and
T h e stre n g th o f a ta tto o m ag es lies in th e m e rg in g o f his
uses m a g ic in a d ifferen t way. O n c e th e stu d en t learn s and
m ag ic w ith h is body. A ta tto o m ag e d oes n o t cast a spell,
u n d erstan d s h is o w n v iew o f m a g ic, h e is read y fo r his
but in te g ra te s it in to h is o w n liv in g flesh. O n c e em b la
first tattoo.
zon ed in to his skin, th e sp ell is p art o f h im , h e m ay acti
A ta tto o m ag e alw ays ta tto o s h im self, u sin g th e p attern
vate it at w ill. W h ile a w izard o r so rc e re r m ig h t have m o re
th at h as fo rm ed in his o w n m in d . F ro m g a th e rin g th e ink
m ag ic at th e ir d isposal th an a ta tto o m ag e, h is ad van tage is
co m p o n e n ts to c a rv in g th e n eed le, e a ch step is essen tial
in th e p e rm a n e n c y o f h is ow n .
to th e lin k b etw een m an an d m ag ic. O n c e h e h as finally
A l i g n m e n t : T a tto o m a g e s m u s t u n d e rg o rig o ro u s
co m p le te d th e tatto o , th e ap p ren tice is a full ta tto o m age.
tra in in g and d iscip lin a ry e x e rc ise s in o rd e r to fo cu s th eir
R aces: T h e vast m a jority o f ta tto o m ag es are h u m a n . E lv es
m in d s an d sou ls to th e m ag ic. W h ile th e ir d iscip lin e is
and half-elves o cca sio n a lly fo llow th e p ath o f th e ta tto o
n ot as strin g e n t as th at o f a m o n k , it is still co n sid erab le.
m ag e, b ut are m o re c o m fo rta b le w ith th e trad itio n al trap
A s a resu lt, a ta tto o m a g e c a n n o t be ch a o tic.
p in g s o f w izardry. D w arves, h alf-o rcs, an d h alflings rarely
R e l ig i o n : T atto o m ag es are as self-relian t as m o n k s, but
have th e talen t fo r n o rm al a rc a n e ability, m u ch less th e
th e ir a rca n e p o w e r o ften b rin g s th e m in to c lo s e r c o n ta c t
rarified m in d se t ap p ro p riate to ta tto o m a g ic, and g n o m e s
w ith th e d e e p e r m y ste ries o f th e u n iv erse. A ta tto o m ag e
d istru st so lim ited a sch o o l o f m ag ic.
is n ot req u ired to follow an y g o d s, an d in d eed m an y do
O t h e r c l a s s e s : M o st ta tto o m ag es ten d to sp ecialize in
n ot, b ut th o se w h o d o h ave p atron d eities m o st o ften w o r
o n e p a rticu la r area, su ch as stealth o r co m b at. T h ey re c o g
sh ip th e p ow ers o f m a g ic, m y stery, o r ord er.
nize th at o th e r talen ts are equally n ecessary , and are w ill
B a c k g r o u n d : A ta tto o m a g e u su ally le a rn s in an
in g to w o rk w ith o th e rs as th e y n eed to. M o st tatto o
e n cla v e , a p p re n tice d to a m o re e x p e rie n ce d p ra ctitio n e r
m ag es h ave an in d e p e n d e n t streak , and th ey p re fe r n ot to
u ntil th e tim e o f his first tatto o . D u rin g th is tim e , h e is
rely o n o th e rs m o re th a n th e y m u st, th o u g h th e y en jo y
tau g h t th e p h ilo so p h y o f th e craft, and to see th e w orld in
th e c o m p a n y o f o th e r m o n k s.
a d ifferen t way, w ith th e sp iritu al and p h y sical as e x te n sions o f th e sam e e sse n ce . S in ce m a n y ta tto o m ag es c o m e T a b l e 2 -13: T h e T a t t o o M
X
ace
Base
Fort
Ref
Will
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Attack +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11
19
+14/+9/+4
+11
+6
+11
-
+71+2
m m qm
Tattoos Special
Bonus Feat
Bonus Feat
Bonus Feat Touch of the Master Bonus Feat
Bonus Feat Heart of the Master Bonus Feat
m m W
1 1 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 5 5
2 — — 1 1 2 2 3 3 3 3 3 3 4 4 4 4 4 4
3 — — — — — 1 1 2 2 2 3 3 3 3 4 4 4 4
4 — — — — — — — — 1 1 1 1 1 2 3 3 3 4
5 — — — — — — — — — — — 1 1 1 2 3 3 4
6 — — — — — — — — — — — — — — 1 1 2 3
7 — — — — — — — — — — — — — — — — — 2
S — — — — — — — — — — — — — — — — —
5
4
4
4
4
3
3
—
m
J L
—
C
Classes
GAME RULE INFORMATION T atto o m ag es h ave th e fo llo w in g g a m e statistics. A b i l it i e s : C o n s titu tio n is th e p rim ary ability fo r a tat to o m ag e, sin ce h is p h y sical ro b u stn ess d e te rm in e s th e am o u n t o f b on u s tatto o s he m ay have. H o w ev er, sin ce tat too m ag es c a n n o t w ear a rm o r, D ex te rity is im p o rta n t. F u rth e rm o re , w h ile a ta tto o m ag e’s b on u s spells are d e te r m in ed by C o n s titu tio n , his m a x im u m spell level is based u p o n h is W isd o m . Finally, sin ce a ta tto o m ag e cre a te s his o w n tatto o s, th e In te llig e n ce b on u s fo r th e C raft skill is h ig h ly valued. A l ig n m e n t: A n y n o n -c h a o tic H it D ie : d 6
Class Skills T h e tatto o m ag e’s class skills (and th e k ey ability fo r e a ch skill) are A lch e m y (In t), C o n c e n tra tio n (C o n ), C ra ft (In t), D ip lo m acy (C h a ), K n o w led g e (a rca n a ) (In t), P ro fessio n (W is ), S cry (In t), and S p ellcraft (In t). S k ill P o i n ts a t 1 s t L e v e l: (2 + In t m o d ifier) x 4 S k i ll P o i n t s a t E a c h
A d d i t i o n a l L e v e l : 2 + In t
m od ifier.
Class Features A ll o f th e fo llo w in g are class featu res o f th e ta tto o m age. W e a p o n a n d A r m o r P r o f i c i e n c y : T atto o m ag es are p ro ficien t w ith th e clu b , cro ssb o w (h eav y and lig h t), dag g er, m ace (lig h t and h eavy), q u arterstaff, and slin g. T h e ta tto o m ag e m ay also c h o o s e an y o n e w eap o n (sim p le, m artial, o r e x o tic ) an d g ain p ro ficie n cy w ith th at w eapon . T atto o m ag es are n ot p ro ficie n t w ith an y typ e o f arm o r, n o r w ith sh ields. A rm o r o f an y typ e p rev en ts a ta tto o m ag e’s ta tto o s fro m w o rk in g , in ad d itio n to th e n o rm a l c h e c k p e n a ltie s a s so cia te d w ith a r m o r h e a v ie r th a n leath er. A ta tto o m ag e is h ig h ly train ed at d o d g in g blow s, just like a m o n k , and g ain s a b o n u s to d efen se s te m m in g from h is h e ig h te n e d
a w a re n e ss. A
ta tto o
m a g e ad d s h is
W isd o m m o d ifie r ( if a n y ) to A C , in ad d itio n to his n o rm a l D ex te rity m o d ifier. T h e ta tto o m ag e d o es n o t lose th is b o n u s in situ atio n s w h e re h e w ou ld lose h is D e x te rity m o d ifier d u e to b ein g u n p rep ared , am b u sh ed , stu n n ed , and so o n . T attoo m ag es d o lose th is b on u s w h en im m o b i lized. S p e lls : A tatto o m ag e d oes n o t learn m ag ic in th e sam e w ay as a trad itio n al arcan e sp ellcaster. R ath er, w h e n he has an available sp ell slot, th e ta tto o m ag e g iv es h im s e lf a ta tto o (d etailed b elo w ), w h ic h he c a n activ ate o r d e a cti vate as a partial a ctio n . T h e ta tto o m ag e d o es n o t n e e d to stu d y o r p rep are in o rd e r to activ ate a tatto o , and th e re is n o lim it o n h o w m an y tatto o s c a n be activ e. H o w ev er, if th e m ag e is in a stressfu l situ atio n , he m u st m ak e a C o n c e n tra tio n c h e c k , ju st like a s o rc e re r o r w izard, to a cti vate o r d e activ ate a tattoo. N o c o m p o n e n ts o f any kind are
> <
Cla
sses
req u ired to use a ta tto o , o n ly in its cre a tio n (see b elo w ). A ta tto o c a n n o t be a ctiv e fo r lo n g e r th an 2 4 h o u rs at a tim e,
an d o n c e d e a ctiv a te d , c a n n o t be reactiv ated fo r 2 4 hou rs. T h e ta tto o m a g e m ay o n ly activ ate exp o sed tatto o s; even n o rm al c lo th in g re n d e rs tatto o s u seless. T h e e x ce p tio n is sp ells th at h ave n o d u ratio n , b ut ra th e r are in sta n ta n e o u s. As tatto o s, th e y h ave n o d u ratio n and o n ly w o rk o n c e , b ut o n c e activ ated , c a n be activ ated again in 1 2 h ou rs. T attoo s th at ta rg e t a p a rticu la r o b ject, b ein g , o r fo rce m ay re -ta rg e t e a ch tim e th e m ag e activ ates th e m . T h e tat to o m a g e m ay n e v e r a ctiv ate his sp ells fo r so m e o n e else’s use. H e c a n n o t, fo r in sta n ce , activ ate th e sp id er clim b ta t to o an d g iv e s o m e o n e else th e sp id e r clim b ability.
TATTOOS The tattoos presented here are merely a sample of those available to a tattoo mage. The DM is encour aged to create more tattoos for characters to use; however, the nature of the magic makes “tattoo abuse” a considerable factor. Because there are few limits on their use, a DM must be careful when choosing which spells to allow as tattoos. Consider the following when determining a spell's usefulness in your campaigns:
H o w e v e r, he co u ld a ctiv ate m essag e and speak w ith sev eral p eop le at o n c e , so lo n g as all o f th e m w ere p resen t w h en th e ta tto o w as activ ated . T attoo s m ark ed w ith an asterisk (*) o n ly affect th e ta tto o m ag e, d esp ite th e fact th a t m u ltip le ta rg e ts co u ld be affected . D espite th e d iffe re n t m e d iu m , tatto o ed sp ells are still spells, and n o t spell-like abilities. As ta tto o s are alw ays e m b le m a tic o f th e p o w e r th e y rep re se n t, a su cce ssfu l S p ellcraft c h e c k (D C equal to triple th e spell level) reveals th e sp ell ( if an y) co n ta in e d in any ta tto o . A fain t m a g ica l n im b u s m ark s a ctiv e ta tto o s, th o u g h this m ay n o t alw ays b e ev id en t, su ch as w ith im p ro v ed invisib ility tattoos. T attoo s available to th e m ag e are listed in C h a p te r 7. B o n u s F e a t s : B e g in n in g at 3rd level, an d e v ery 3 levels a fterw ard , ta tto o m a g e s g ain a b o n u s feat, as a result fro m th e ir d iscip lin e and train in g . T h is b o n u s feat m u st be o n e o f th e follow ing: A le rtn ess, B lin d -F ig h t, D od g e (M ob ility, S p rin g A tta ck ), E n d u ra n c e , Im p ro v ed U n a rm e d S trik e (D e fle ct A rro w s), an d T o u g h n ess. T a t t o o s : A ta tto o m ag e g ain s ta tto o s as h e g ain s e x p e ri e n ce , m o d ified by h is C o n s titu tio n . H o w ev er, th e h ig h est level ta tto o a ta tto o m ag e c a n u se is d e te rm in e d by his W isd o m (W is d o m m u st be at least sp ell lev el + 10). A tat
• Spells with instantaneous effects. Such spells are usually powerful events which are limited by the amount of times the caster can use them, and unlimited use of them is unbalancing. Be careful which you allow into your campaign. • Spells with durations measured in rounds. Remember, a tattoo can be active for up to one day, and spells with such short time limits usual ly have them for a good reason. • Spells that directly deal damage. Such spells, when used unlimited times for extended duration, can be unbalancing. You will notice that none exist on this list for a reason. • Abjurations. Spells that protect the tattoo mage are perfectly suited, but abjuration spells that remove curses or restore subjects may come into question. It is in the spirit of the tattoo mage to heal others to some degree, but there was a con scious decision not to allow them to remove mag ical curses. If it does not unbalance the campaign, spells like atonement, remove curse, and the like are perfectly in the range of a tattoo mage’s power.
too m a g e b eg in s play w ith all o f h is available ta tto o s (as d e te rm in e d by th e ta tto o m ag e a d v a n ce m e n t table and his C o n s titu tio n m o d ifie r). W h e n g a in in g a n ew tatto o , th e ta tto o m ag e m u st d ev o te a g re a t d eal o f tim e and e ffo rt in to ta tto o in g h im self. First, h e m u st acq u ire th e n e ce ssa ry su p p lies by h and , p rim arily ink and n eedles. T h ese su pp lies sh ould b ear sig n ifica n ce to th e m a g e o r sp ell b ein g ta tto o e d , su ch as u sin g b ull’s b lo o d fo r a B u ll’s S tren g th tatto o . T h e ritual o f ta tto o in g c o n s u m e s th ese m aterials, alo n g w ith an y m a te rial c o m p o n e n ts th e spell n o rm a lly requires. I f th e re is a gp o r X P c o st to ca stin g th e spell, it is sp en t
Ideally, the spells most suitable for conversion into tattoos are those which grant new or enhanced powers or abilities. As a tattoo, such a spell can only be used on the tattoo mage, who compensates for such powers by having relatively few other abilities. Finally, remember that tattoo magic is basically the equivalent of harnessing raw magic into the caster's flesh. If a particular tattoo or combination causes imbalance, it may also have dangerous side effects, such as attracting magical predators, causing loss of sleep, or driving the mage into fits of hysteria.
now d u rin g th e ta tto o in g p ro cess. W h e th e r th e ta tto o h old s o r n o t (see b elo w ), th e co m p o n e n ts are co n su m e d and th e co sts paid. In ad d itio n , th e ta tto o in g p ro cess req u ires o n e full day (u n in te rru p te d ) p e r spell level.
<
>
Classes
O n c e th is is co m p le te d , th e m ag e m ak es a C raft (ta tto o )
su ccessfu l, th e tatto o and his flesh h old th e spell, read y to
c h e c k (D C 1 0 + th e sp ell’s level). I f h e is su ccessfu l, th e tat
b e activ ated at w ill. I f h e fails, h e su ffers 1 d 4 d am a g e /sp e ll
to o and h is flesh hold th e spell, read y to be activ ated at
level (F o rtitu d e save D C 10 + sp ell level fo r h a lf), c a n n o t
w ill. I f h e fails, h e su ffe rs
g ain a n o th e r ta tto o fo r a m o n th , and ca n n e v e r again
ld 4
d a m a g e /s p e ll level
a tte m p t th a t sp ecific tatto o .
(F o rtitu d e save D C 1 0 + sp ell level fo r h a lf), c a n n o t gain
T h e ta tto o m u st be applied to o p en sk in , as a rm o r o r
a n o th e r ta tto o fo r a m o n th , and c a n n o t a tte m p t th a t sp e
c lo th in g b lo ck th e m ag ic. F o rearm s, h an d s, and n e ck s are
c ific ta tto o u n til h is n e x t level: It is c ritic a l th at th e ta tto o m ag e n o t be d istu rb ed o r
c o m m o n p laces fo r tatto o s fo r n o n -m ag es. N o n e ta tto o
in te rru p te d d u rin g th is p ro cess, lest th e ta tto o be lost as if
m ag es c a n n e v e r have m o re th an o n e tatto o . T h e su b ject
h e failed h is cra ft c h e c k — a lth o u g h n o d am ag e is d ealt if
m u st follow all o f the sam e ru les o f a ctiv atio n th at a ta tto o
a ta tto o is sp oiled by an in te rru p tio n .
m ag es does.
T o u c h o f t h e M a s t e r : S tartin g at 1 0 th level, th e ta tto o
F o r m e r T a t t o o M a g e s : T atto o m ag es m ay m u lticlass
m a g e m ay n o w use a p o rtio n o f h is p o w e r to aid o th ers.
b etw een th is and the m o n k class w ith o u t re s trictio n . H e
A n y C o n ju ra tio n (H e a lin g ) ta tto o s th e m age p ossesses
m ay also m u lticlass in to any a rca n e sp ellcastin g class, but
ca n n ow be used to th e b en efit o f o th ers. By layin g his
o th e rw ise c a n n o t re tu rn to th e tatto o m ag e class if he
h an d s u p o n th e b od y o f a co m ra d e , a ta tto o m ag e w ith
c h o o s e s a n o th e r p ath . T attoo m ag es w h o b e c o m e c h a o tic in a lig n m e n t m ay
a c u re w o u n d s o r re m o v e afflictio n sp ell can n o w aid
n o t ad van ce fu rth e r in th is class, u n til th e ir a lig n m e n t is
o th e rs. H e a r t o f t h e M a s t e r : T h ro u g h slow b re a th in g and
rectified . In ad d itio n , th e m a g e su ffers a - 1 0 p rofan e
m e d ita tio n , th e tatto o m ag e d oes n o t see tim e m o v e as w e
p en alty to all C o n c e n tra tio n ch e c k s in v o lv in g th e ir tat
do. A t 1 6 th level, h e g ain s a n u m b e r o f ab ilities, all o f
toos, as th ey can n o lo n g e r ch a n n e l th e ir m ag ical e n e rg ie s
w h ich are a d ire ct relatio n to h is staid w ay o f life.
safely and accu rately.
F irst, h e g ain s im m u n ity to all p o iso n s and diseases e x ce p t m ag ical diseases an d no lo n g e r su ffers th e effects o f age. H e n o lo n g e r su ffers ability p en alties fo r ag in g and c a n n o t be m a g ically aged. B o n u ses still a c c ru e and th e tat to o m ag e still d ies o f old age w h en his tim e is up. S eco n d ly , th e ta tto o m a g e ’s sk in h ard en s an d h is b od y to u g h e n s to th e rig o rs o f h is lifestyle. H e p e rm a n e n tly g a in s a +2 n a tu ral a rm o r b on us. Lastly, so lon g as th e tatto o m ag e ad van ces in th is class o r as a m o n k , he no lo n g e r rolls h it p oin ts, b ut ra th e r re c e iv e s th e m a x im u m
p o s sib le fo r th e cla ss w h e n
ad v a n cin g a level. T a t t o o M a s t e r : U p o n re a c h in g 2 0 th level, th e tatto o m ag e m ay ta tto o o th e rs w ith m ag ical tattoos. T h e p ro cess, h ow ev er, is le n g th y and c o stly fo r th e re cip ie n t. F irst, the su b je ct m u st be n o n -c h a o tic . Ju st as a ta tto o m ag e, his m in d m u st be c le a r o f co n fu sio n and if h e e v e r stray s and b e c o m e s c h a o tic h e loses th e b en e fits o f th e ta tto o u ntil h e b e co m e s n o n -c h a o tic in a lig n m e n t again. N e x t, th e su b ject m u st m ed ita te and p rep are fo r o n e w eek , cle a n sin g his b od y o f to x in s an d im purity. T h is p ro ce ss req u ires a F o rtitu d e save (D C 2 0 ) and a W ill save (D C 2 0 ). I f he fails e ith e r, h e c a n n o t re ce iv e a tatto o u ntil he co m p le te s a level and tries again. i f su ccessfu l, th e su b ject e n te rs th e final stag e o f th e tat to o in g p ro ce ss. H e sp en d s 1 0 0 X P p e r level o f th e spell, p lu s an y o th e r co sts asso ciated w ith th e spell. T h e ta tto o m a g e n eed n o t have th e tatto o , b ut it m u st be fro m h is list o f available ta tto o s up to 3rd level. T h e ta tto o req u ires o n e full day p e r level o f th e spell, at w h ich tim e th e su b ject m ak es a n o th e r W ill save (D C 10 + th e spell's level). I f he is
M
1
—
—
C
r- V % ave j o r m o re ran k s in K n o w led g e(lo cal)
N E W USES ANIMAL EMPATHY ((H A : TRAINED ONLY) N o r m a l U s e : You can im p ro v e rh e altitu d e o t an an i m al, k e e p in g g u ard dogs and th e like fro m m au lin g you. N e w U s e : R ead A n im a l. You can g au g e an a n im al’s
gy b on u s to rev iew a c o n tr a c t.
LANCE (D EX) N o r m s il U s e : You are skilled at stan d in g an d m o v in g on n arro w su rfaces, su ch as tig h tro p es, w alls, o r planks. You ca n w alk o n a ro p e o r ledge w ith o u t fear o f falling.
n eed s o r c o n c e rn s by th e p itch o f its y elp s, g ro w ls and
N e w U s e : Juggle. T h e a rt o f ju g g lin g o b je cts in th e air is
w h in es, o r th e m o v e m e n t o f its body. A n an im al that
d e p e n d e n t u p o n o n e ’s h an d e y e c o o rd in a tio n as m u ch as
b elo n gs to so m e o n e m ig h t stro ll in to a village alon e,
th e ir c e n te r o f gravity. I f you h ave 5 o r m o re ran k s in
afraid o f stra n g e rs, and a h o rse u n a tte n d e d is usually an
B alan ce, you gain a +2 sy n erg y b on u s to P erfo rm (ju g
in d icatio n th a t so m e th in g is w ro n g . W ith a su ccessfu l
g lin g ) ch e ck s.
A nim al E m p a th y c h e c k (D C 2 0 , h ig h e r fo r e x o tic an i
N e w U s e : K ip Up. You ca n g e t b ack to y o u r fe e t faster
m als) you ca n d e te rm in e w h y th e an im al h as stray ed ,
th a n m o st. By su cce e d in g at a B alan ce c h e c k (D C 2 5 ) you
w h e th e r o r n o t h e is su fferin g in te rn a l in ju ries, o r th e
c a n stan d up fro m a p ro n e p o sitio n as a free a ctio n . By su c
g en eral c o n d itio n o f it o r its m aster.
c e e d in g at a B alan ce c h e c k (D C 1 5 ) you c a n stan d up fro m
S p e c ia l: I f th e an im al is th e targ et o f an im al frien d sh ip , an im al m e sse n g e r, o r an im al tra n ce , you g ain a +2 c ir cu m sta n c e to y o u r c h e c k to read th e an im al in q u estio n .
a p ro n e p o sitio n as a p artial a ctio n . N e w U s e : S h ip b oard B alan ce. You are ab le to k eep y o u r feet o n a flo atin g v essel, ev en in sto rm y o r tu rb u len t w eath er. W ith a su ccessfu l sk ill c h e c k , yo u are able to
APPRAISE (IN T ) N o r m a l U s e : You can ap praise th e valu e o f o b je cts and
fu n ctio n n o rm ally o n b o ard a sh ip (D C d e p e n d e n t upon th e sev erity o f th e w av es) w ith o u t penalty.
d e te rm in e th e ir w o rth in relatio n to o th e rs o f th e ir kind.
N e w U s e : T a k e a C h a rg e. A lo w er c e n te r o f g rav ity aids
N e w U s e : R ev iew C on tract. By read in g o v e r th e fin e
you w h en h it by a c h a rg in g w arrio r. I f you h ave 5 o r m o re
p oin ts and u n d e rsta n d in g th e g e n e ra l e c o n o m y o f th e
ran k s in B alan ce, y o u g ain a +2 sy n erg y b o n u s to y o u r
area, you ca n d e te rm in e w h e th e r o r n o t a c o n tr a c t is g ro ss
S tre n g th c h e c k w h en resistin g a bull ru sh .
ly in fav o r o f th e p atro n . O n a su ccessfu l A pp raise c h e c k
S p e c ia l: I f y o u h ave 5 o r m o re ran k s in P rofession
(D C 2 0 ) you ca n d e te rm in e th e soft p o in ts in a c o n tra c t.
(sailo r), you gain a +2 sy n erg y b o n u s to y o u r sh ip board
H ow ev er, w ith o u t D iplom acy, it is d ifficu lt to arg u e y o u r
b alan ce c h e c k .
w ay o u t o f th e m .
S k il l s
BLUFF (CHA)
N e w U s e : You h ave th e k n o w led g e to m ak e exp lo siv es (“d ra c o te c h n ic s ”). W ith a sp ecial m ix tu re o f a lch e m is t’s
N o r m a l U s e : You c a n lie and feig n e m o tio n w ith ease. You c a n c o n v in c e o th e rs o f w h a te v e r su b jectiv e tru th you
fire, acid, and bat g u a n o to m ak e early exp lo siv e d evices
p roffer.
fo r m in in g , stru c tu re rem o v al and a n tip erso n n el.
N e w U s e : H id e B ackg rou n d . U sin g th is skill, y o u can c o n c e a l y o u r h is to ry an d p erso n al in fo rm a tio n fro m
•
F in d th e D C listed u n d e r d ra c o te c h n ic s in th e e q u ip m en t se ctio n o r have th e D M set o n e.
in q u isitiv e in d ivid u als. W h e n try in g to c o n c e a l su ch in fo rm a tio n , m a k e a B lu ff c h e c k . I f th e resu lt is h ig h e r
•
Pay o n e -th ird th e item ’s p rice in raw m aterials.
th a n th e n o rm a l D C to d e te rm in e su ch in fo rm a tio n (see
•
M ak e a skill c h e c k re p re s e n tin g o n e w eek ’s w ork .
G a th e r In fo rm a tio n ), it b e co m e s th e n e w D C. N e w U s e : Forgotten Face. You ca n c o n v in c e o th e rs th e y
I f th e c h e c k su cce e d s, m u ltip ly th e c h e c k resu lt by the
k n o w yo u w ith g e n tle p ro d d in g and vagu e su g g estio n s
D C. I f th e resu lt tim es th e D C equals th e p rice o f th e item
and h in ts at th e ir past, c re a tin g a B lu ff c h e c k o p p o sed by
m u ltip lied b y 1 0, th e n th e c h a ra c te r has c o m p le te d the
y o u r o p p o n e n t’s S en se M o tiv e c h e c k . I f su ccessfu l, y o u r
item . ( I f th e resu lt tim es th e D C equals d ou b le o r trip le
v ic tim “re m e m b e rs ” y o u , th o u g h it is p ossib le h e has a ctu
th e p rice o f th e item (m u ltip lied by 10 ), th e n th e c h a ra c
ally m ista k e n yo u fo r so m e o n e h e actu ally did know.
te r has c o m p le te d th e task in o n e -h a lf o r o n e -th ird th e
S p e c ia l: T h e m o re you k n o w ab ou t y o u r m ark , th e b et
tim e, an d so o n .) I f th e re su lt tim es th e D C d oesn ’t equal
te r y o u r od d s o f su ccess. A t th e D M ’s o p tio n , G ath er
th e p rice m u ltip lied by 10, th e n it rep resen ts p ro g ress the
In fo rm a tio n , L isten , S en se M o tiv e, Spot, and ev en c e rta in
c h a ra c te r has m ad e th is w eek . R e co rd th e re su lt and m ak e
K n o w le d g e ch e c k s m ay aid yo u in h av in g a ‘fo rg o tte n
a c h e c k fo r th e n e x t w eek. E a c h w eek th e c h a ra c te r m ak es
face.’ W ith a su ccessfu l c h e c k alo n g th e se lin es, you m ay
m o re p ro g ress u n til th e c h a r a c te r ’s total re a c h e s th e p rice
add th e lo w e r o f y o u r In te llig e n c e o r W isd o m m o d ifiers
o f th e ite m m u ltip lied by 10.
( if p o sitiv e) to th e F o rg o tte n F ace ch e ck .
I f th e c h a ra c te r fails th e c h e c k , th e c h a ra c te r m ak es n o
D ro p p in g an y in fo rm a tio n th a t is to o sp ecific, o r reveal in g to o m u ch , w ill su rely b low y o u r cover.
p ro g ress th is w eek . I f th e c h a ra c te r fails by 5 o r m o re , roll o n th e ch a rt below.
I f y o u have 5 o r m o re ran k s in G a th e r In fo rm a tio n , you T a b l e 3-1: E x p l o s i v e s T a b l e
gain a + 2 sy n e rg y b o n u s to c o n c e a l y o u r b ack g ro u n d , sin ce you k n o w th e usual m e th o d s o f av o id in g su ch c o n c e a lm e n t.
1d20 roll 1-4 5-9
CONCENTRATION (CON) N o r m a l U s e : C o n c e n tra tio n is m o st o ften a re fle ctio n o f a m a g e ’s ability to ca s t a sp ell w h ile d istra c tio n s and
10-16
d a n g e rs e ru p t a ro u n d h im . N e w U s e : Puzzle S olvin g. B ecau se o f y o u r m e n ta l ad ep t n ess you ca n fig u re o u t tin y d etails ab ou t a p uzzle th at co u ld be m issin g o r ju st lin g e rin g b en eath th e su rface. O n
1 7 -2 0
a su cce ssfu l C o n c e n tra tio n c h e c k (D C d e te rm in e d by th e D M ), you u n c o v e r a m issin g p iece o f a p uzzle o r i f y o u r roll is e x ce p tio n a l, solve it o u trig h t. R e t r y : N o. T h in k in g to o lo n g o n a p uzzle m ak es it th at
Failed Results Explosive is poor quality. Damage and blast of item is reduced by half. Immediately detonates into a large cloud of white smoke. The character also ruins all the raw materials and has to pay the original raw material cost again. Immediately detonates to create a stinking cloud similar to the spell cast by a 5th level sorcerer. The character also ruins all the raw materials and has to pay the original raw material cost again. Immediately creates a small explosion doing ld IO fire damage in a 10 x 10 burst. The character also ruins all the raw materials and has to pay the original raw material cost again.
m u ch h a rd e r to solve. S p e c ia l: I f you h ave 5 o r m o re ran k s in A lch e m y o r
R e t r y : Yes, b u t e a ch failure ru in s all th e raw m aterials
D e cip h e r S crip t yo u g ain a +2 sy n e rg y b o n u s to y o u r
n eed ed , and th e c h a ra c te r h as to pay th e raw m ateria l co st
C o n c e n tra tio n c h e c k to so lve a puzzle. T h e se b on u ses
again (an d roll o n th e m ish ap s table above).
stack .
S p e c ia l: H av in g 5 o r m o re ran k s o f A lch em y , you g e t a + 2 sy n erg y b o n u s to all C raft: E xp lo siv es skill ch eck s.
CRAFT: EXPLOSIVES (IN T ; TRAINED ONLY) N o r m a l U s e : T h e b asic fu n ctio n o f th e C raft sk ill is to
*
CRAFT: TRAPMAKING (IN T )
allow th e c h a ra c te r to m ak e an item o f th e ap p rop riate
You h ave a w o rk in g k n o w led g e o f h ow to d esig n and
typ e. T h e D C d e p en d s o n th e d ifficu lty o f th e item c r e a t
build sim p le traps.
ed . T h e D C , th e c h a ra c te r’s c h e c k resu lts, and th e p rice o f
C h e c k : W ith an h o u r’s w o rth o f w ork and th e p ro p e r
th e ite m d e te rm in e h o w lo n g it tak es to m ak e th e item .
m aterials, you ca n build sim p le trap s th at w ork o n trip
T h e item ’s fin ish ed p rice also d e te rm in e s th e c o st o f raw
w ires and o th e r b asic m e c h a n ica l trig g ers. You m ay n ot
m aterials. a
M
<
Sk
build elaborate traps that require extensive engineering know ledge and w ork (such as stone pressure plates) w ith this skill. The result o f this skill check is the saving throw DC necessary to avoid this trap, to detect it using the Spot o r Search skills, and to disarm it using Disable Device. For traps that make an attack, such as a rigged crossbow, the trap’s attack bonus is +1 for every 5 points above 10 that you roll w hen using this skill. O n a result o f less than 10, the trap fails to function w hen triggered. O n a 5 or less, the trap springs on you w hile setting it, dealing damage as normal. W h en designing a trap, you m ust provide your DM w ith a diagram — even a rough one — show ing how the trap works and a full list o f the materials you need to cre ate it. If the DM feels your design is unw orkable or that you lack the proper tools and materials to build it, he may either declare the attem pt an autom atic failure or assess a penalty to your skill check DISGUISE (CHA) R e g u la r U se: You can alter your appearance to look like a m em ber of another race or gender, or a specific per son. N ew U se: B lend In. Rather than trying to m im ic som e one, you take precisely th e opposite approach and try to blend into the crowd. You need an appropriate outfit (i.e. royal or noble outfit for court, peasant’s outfit for a ham let, etc.), and you still need to be familiar w ith local cus toms (Knowledge (local)) or be good at improvisation (Bluff) to m aintain the subterfuge if questioned. Make a Disguise check, and others m ust succeed w ith a Spot check (with a DC equal to your check result) to notice you are out o f place. However, at a glance, you gain a +2 cir cum stance bonus to your Disguise check if no one is out right looking for you. S pecial: This use o f Disguise gives a +2 synergy bonus to Forgotten Face Bluff checks. DIPLOMACY
il l s
can now talk your way past these roadblocks, even into places you m ight not norm ally be allowed. This use o f the skill requires an opposed Diplomacy check w ith the gov ern m en t official you are trying to skirt. If you expend 100 gp or m ore (dependent upon the cam paign) you gain a +2 circum stance bonus to your check. N ew U se: Bureaucracy. A lm ost as aggravating as dealing w ith governm ent officials is the red-tape that is som etim es throw n in your path. Using Diplomacy can help you navigate seas of civic power. You can also solicit the help o f clerks and paper pushers in com pleting paper work, as well as being able to understand it, or even search through records for specific inform ation. Generally, it takes 4 hours to dig through a sizeable load o f paperwork. I f you attem pt to move through it quickly you suffer
>
<
Skills
significant penalties. This use o f the skill requires a Diplomacy check, w ith a difficulty set by the DM, but generally DC 15 or higher. I f you have 5 or m ore ranks in G ather inform ation, you gain a +2 synergy bonus to Diplomacy checks involving bureaucracy. N ew Use: Renegotiation. At times, circum stances render established contracts useless, forcing parties to draw up new ones. You are skilled in convincing other parties of the necessity o f such renegotiations and arranging such m eetings favorably. Each party makes a separate Dip lomacy check or checks for each stage o f the renegotia tion: the initiation, duties, pay, and grounds for dism iss ing the contract. Each party proposes a stipulation, w hich the other(s) may attem pt to refuse or argue a m odification for, resulting in opposed checks. If a party successfully refuses any stipulations past the first o f each stage, that stage o f renegotiation ends. T he DM assigns circum stance benefits or penalties to the stipulations as he sees fit, depending on present circum stances and the rationality o f any specific dem and (i.e. a cut in a w eek’s wages from 20 gp to 10 gp m ight inflict a - 5 circum stance penalty to the patron's check, but a m ercenary volunteering such a cut w ould garner a +5 bonus). R etry: Generally retries do n ot work. If a bribe attem pt fails it can do m ore harm than good and a m ountain of paperw ork only gets bigger w hen you dig through it a sec ond tim e. I f the DM allows a retry attem pt the DC should increase by at least 10 each time. S pecial: A successful Bluff or Sense M otive check before any stipulation gives a com petence bonus to the w in n e r’s stipulation's check, equal to th e ranks o f w hichever skill he used. FORGERY (IN T) N o rm a l U se: Forge docum ents and papers, or discover forgeries. N ew U se: Forge Signet Rings and Seals. In larger nations, and w ith nations at war, signet rings and seals render doc um ents official w hen th e leadership itself cannot person ally travel about at w ill to inform all its subjects o f such. A forged ring or seal can, therefore, seriously disrupt opera tions. The prim ary obstacle for would-be saboteurs is that official seals and signet rings are virtually impossible to get hold of, and in m ost nations unlaw ful possession of either is grounds for treason. To fu rth er protect against forgeries, m ost nations have a variety o f seals w ith subtle details, each o f w hich is only appropriate for certain types o f docum ents or declarations. Lastly, signet rings are almost impossible to get hold and forge copies of, with perhaps two dozen people in large kingdom s having ever set eyes on them . Not that any o f this stops the dedicated subversive.
>
C onsult th e following tables to determ ine how easy it is to create a forged seal or ring. Furtherm ore, the h igher the DC, the less likely the forged docum ent is to be recog nized (add th e DC o f the forged seal to the DC o f detect ing the forgery on the item). O f course, the rarer the seal, the fewer the people that recognize it, but some rogues w ould call this an advantage. T a b l e 3-2: F o r g i n g S e a l s DC
5 15 20 25 30
Frequency o f Seal
Basic seal (public postings o f common laws and news) Common seal (private licenses for guilds and businesses, publicly-available documents Uncommon seal (messages between lesser nobles and/or officials) Rare seal (messages between high nobility and/or officials) Signet rings (personal messages from the highest authorities, usually containing sensitive information)
GATHER INFORMATION (CHA) N o rm a l U se: You are skilled at learning rum ors and inform ation about general goings-on in an area. You have good contacts, and can learn useful tidbits from them . N ew Use: Background Checks. You can use this skill to learn about a person’s past history, contacts, resources, and other goings-on. W ith a successful check, you can learn about a person’s background, habits, and contacts. The DC depends upon the depth o f the check. T a b l e 3-3: G a t h e r I n f o r m a t i o n DC
Depth
15
Common knowledge. Registered residence, usual appearance, well-known acquaintances, occupation. Ulred used to wait tables at the Leering Lion Tavern. Difficult information. Daily routines, friendly contacts, recent history. Ulred quit the tavern at the suggestion o f one o f his friends. Personal information. Close friends, family, unregistered homes. The friend was a woman named Seriah, a noted rogue. Secret information. Hidden past, secret identity, secret lairs. Seriah blackmailed Ulred into leaving the tavern, as he was stealing from it.
20
25
30
S pecial: I f you have 5 or m ore ranks in Bluff, you gain a +2 synergy bonus to make a background check, since you know the usual m ethods o f hid in g one’s background.
r
<
Sk
il l s
> HIDE (DEX) N o rm a l Use: You can approach unseen and avoid detection, using Spot as the opposed skill. N ew Use: Conceal Item . By using your talents to stay hidden you can also conceal item s in pouches or boots w here people may otherw ise not see them . You can con ceal an item one size sm aller than yourself or three items two sizes sm aller than yourself, by m aking a single H ide check. This total is used as an opposed DC (Spot or Search check, w hether active or passive) for the purposes o f spot ting the item. If the roll fails, your opponent has no idea an item is hidden. If they are not actively looking for it, they suffer a - 2 circum stance penalty to the check. R etry: Yes. However, you m ust remove the item from its hidden location and place it again som ew here on your person. O ne cannot keep rolling until they get a check they like, however. Each additional check suffers a cum u lative - 2 circum stance penalty. INNUENDO (WIS: TRAINED ONLY) You can give secret messages w hile appearing to speak about oth er things. N ew Use: Sign Language. T hrough years o f traveling together, you have developed a language that only you and your m ercenary brothers understand. I f both you and the subject o f the sign language succeed at an Innuend o check (DC 20), a short message (less than 7 words) is sent w ithout a single word being spoken. For every 2 points beyond 20 that both o f you succeed by, an additional word is transm itted. Sign language allows a team to be silent and still com m unicate to one another. H and gestures and oth er com m ands are often im plem ented over tim e to m ean entire sentences and it is up to the DM how m uch can be com m unicated w ith a single “com m on” hand gesture. S pecial: The person giving the signal m ust w rite out his message first and th e DM interprets th e message as the recipient receives it in the case o f long messages. INTUIT DIRECTION (WIS: TRAINED ONLY) N o rm a l Use: Intuit direction allows you to determ ine true n orth in relation to yourself. N ew U se: I n tu it Distance. By c o n c en tra tin g for 1 m inute, you can determ ine the distance betw een two points w ithin your line o f sight (DC 15). I f the check fails, you cannot determ ine the distance. If you succeed, the DM tells you the distance in a reasonable u n it o f measure; you cannot determ ine the distance betw een two tow ns down to the nearest foot, but you can judge how many miles separate them. You may determ ine the size and dim ensions o f a sub terranean cham ber th a t you cannot fully see, using echoes and telltale rock form ations (DC 20).
N ew U se: In tu it Depth. By concentrating for five m in utes, you can gauge your current depth beneath the earth’s surface. If the check is successful (DC 20), you correctly deduce your depth. I f not, you are unable to determ ine how far u n d erground you have traveled. O n a roll o f 1, you badly err. The DM adds or subtracts (at his option) ldtOO from the current depth and reports that as the result o f your check. The DM makes your check secretly so you don’t know w h eth er you rolled a successful result or a 1. R etry: You may only judge the distance betw een any two given points once per day. You may only gauge your depth once per day. S pecial: Races b o rn beneath the surface have a better u n d ersta n d in g o f th e rock fo rm atio n around them . Dwarves and the like have a +2 racial bonus to Intuit Direction checks w hen d eterm in in g depth. PICK POCKET (DEX) N o rm a l Use: You can steal small objects and m oney from unsuspecting passersby w ithout g ettin g caught. Your slight o f hand allows you to produce and remove objects from nearly anywhere. N ew U se: Plant Object. Just as you can secretly lift an object from som eone’s person, you can also drop a small item no larger th an your hand and w eighing no more than 5 lbs. O n a successful check (DC 20), your victim is com pletely unaw are that he now carries the item you placed on him. Just as picking a pocket, the opponent is allowed a Spot check to detect the attem pt. O n a failed check or if the Spot check exceeds the Pick Pocket check, he notices the item and realizes you tried to place it in his pocket. R etry: No. O nce you are spotted, you can’t attem pt to place the same item in the same pocket. PROFESSION: DETONATOR (WIS: TRAINED ONLY) D etonators are a catchall group o f trained mercenaries w ho are skilled at the application and uses for dracotech nics (explosives). A group to be both feared and trusted, having detonators in your com pany m eans you have a po ten t force on your side w ho can solve many an obstacle w ith a bom b and tindertw ig. At the same tim e, the item s in question have been know n to be unstable, and it’s your group w ho is carrying the detonator’s materials! This skill also allows the detonator to accurately gauge fuse length. A standard DC for telling how m uch explo sive would be appropriate is 10. L ighting an explosive for detonation is a standard DC of 10. C h eck : T here are two different uses for the skill: appli cation and execution. Application involves know ing the correct am ount o f explosive to use in a given circum stance. Too little w on’t get the job done and too m uch *
- i .
y~
<
S
m ight cause m ore destruction than intended, perhaps harm ful to the detonator and any crew nearby! The sec ond, even more im portant use is execution, in w hich the detonator successfully lights and deploys an explosive w ithout backlash. R e tr y : Second-guessing the application use is allowed, w ith the standard penalty for retrying (-2). For the execu tion use, a successful check m eans the explosive is alight and ready to use, a failure m eans the explosive did not light and the d etonator may retry w ith the standard penal ty. A natural roll o f 1 means disaster, w ith the unstable explosive going off early, usually w ith the detonator at the center o f the blast. T a b l e 3 -4 : F a i l u r e R e s u l t s , D i s a s t e r ld 20
Effect
I-2
Fuse fails to light and is ruined, must be replaced Early explosion, dracotechnic goes o ff immediately but deals half damage Early explosion, dracotechnic goes off immediately, dealing regular damage Early explosion, dracotechnic goes off immediately, dealing double damage and doubling its blast radius.
3-10 II-1 5 16-20
SENSE MOTIVE (WIS) N o rm a l Use: You can tell w hen you are being bluffed or w hen a person is hiding som ething. You have learned how to read w hat people do not say. N ew Use: Job Pricing. Your ability to read people gives you a better idea o f an em ployer's situation, allowing you to accurately price your services. This skill also allows you to make inferences about aspects o f a task that an em ploy er m ight not advertise, such as danger level, expenses, or extenuating circum stances. O n a successful Sense Motive check (DC 20,15 during stressful situations), you accurately gauge how m uch m oney th e p atron can spend for your services. Conversely, you can use this to hire m en for less than w hat they are w orth, if you know they are hun g ry for work. R e tr y : No. Generally, the first im pression you have o f a patron's wealth sticks, preventing you from digging deep er into his pockets. SPELLCRAFT (INT) N o rm a l U se: T hrough familiarity w ith magic, you can identify spells and magic effects in place or currently in effect. N ew Use: Disrupt Magic. If som eone is casting a spell d uring one o f your actions in a com bat (including held actions), you may m ake a Spellcraft check and an attack roll to disrupt the spell if it has a Verbal, Somatic, or Focus com ponent (in the last case, the target drops the focus if you are successful). You m ust first m ake a Spellcraft check V
............. - I ................................................
k il l s
to tim e your attack properly, (DC 10 + caster’s level). I f you succeed w ith this check and the subsequent attack roll, the caster m ust m ake a C oncentration check w ith a DC equal to your Spellcraft check plus any damage you inflicted (if the attack hit, b ut inflicted no damage, the caster m ust still m ake his check to avoid distraction). If th e caster is successful, he casts the spell as normal. O therw ise, the spell fails, and counts against the caster’s spells per day. In order to effectively use Spellcraft in this m anner, you m ust ready your action, w aiting for the right m om ent to strike. N ew U se: Magical Weakness. If you study a creature or fortification for at least 3 rounds, you can discern its weak point in relation to magic. O n a successful Spellcraft check (DC 20), you gain a +2 circum stance bonus to cast er level checks to beat a creature’s spell resistance or to deal m axim um dam age in one (and only one) strike w ith a damage dealing spell to a fortification. Creatures w ithout spell resistance take full damage from non-area effect damage dealing spells (such as magic missile or shocking grasp). WILDERNESS LORE (W IS) N o rm a l U se: W ilderness Lore allows you to h u n t wild game and survive in the wild, avoiding hazards o f the wild. N ew U se: M ake C am p. M aking a proper cam p is not only im portant to a party’s survival, it is essential. M aking cam p allows you to rest properly before adventuring again the next day. A poorly m ade cam p or a cam p built on rocky ground may result in a tired and restless group the following day, w hile a well made cam p protects the party from attack and the environm ent, allowing them to rest easier. DC
Task
20
Find an easily defendable site. A site that is easily defendable provides a +2 circumstance bonus to Spot checks while on guard. Find high ground. A site that is high ground provides an extended 5 ft. reach to everyone defending there. Find a hard point site. A site that is a hard point provides a +1 circumstance bonus to AC while defending there. Find good ground. A site that is good ground provides the party with a full day’s rest in only8 hours. PCs sleeping on this ground gain hit points back as if they had rested a full day. This increases to complete bed rest if the DM already utilizes this rule. Find peaceful ground. A site that is peaceful ground provides good rest, allowing you and your party members to wake up refreshed and alert. For the entire next day, you gain a +1 circumstance bonus to all Listen and Spot checks so long as you slept for 8 hours.
25
25
20
25
S
k il l s
C om bining tasks is possible, but each requires a sepa rate W ilderness Lore check and the DC increases by 5 for each subsequent addition. For instance, finding a hard point that is also high ground requires two W ilderness Lore checks. The first roll for the hard point is DC 25 and the second to find a hard point that is also high ground is a DC 30 (25 + 5). I f you also sought ground that is peace ful, a third roll would be necessary at DC 35 (30 + 5 + 5). O n a natural roll o f a 1, you have m ade cam p on rocky or uneven ground. As a result, the party's sleep is restless. For the entire next day, everyone suffers a - 2 circum stance penalty to all Listen, Spot, and Search checks and your attack rolls suffer a - 1 morale penalty. N ew Use: M im ic. You can reproduce anim al sounds that you have heard, such as an ow lbear’s growling, a w olf’s howl, or a bird’s song. You accom plish this w ith your natural voice and training. You can trick others into believing that they have heard w hatever creature you choose to mim ic. You m ust hear the sound you w ant to m im ic and spend at least a day practicing to m aster it. A ttem pting to m im ic a creature causes a - 5 circum stance penalty to your check. You may not attem pt to m im ic creatures you have never heard before. A nyone hearing your m im icked call m ust make an opposed Listen check to detect it as false. If the Listen check does not beat your W ilderness Lore check, they believe they heard the creature you chose to mimic. R etry: Retries to m im ic a sound do not often work. Once a target has determ ined they are not hearing a real creature, any more attem pts o f that particular creature fail automatically against him, and all other attem pts suffer a - 2 penalty. Special: These DCs do not reflect searching for a cam p site at night, w hich suffers standard penalties for poor lighting. A druid, guerrilla, hunter, m ercenary ranger, ranger, or scout gains a +2 synergy bonus to m ake camp. i f you have 5 or m ore ranks in Animal Em pathy you gain a +2 synergy bonus to W ilderness Lore checks to mim ic a sound.
_________
STEALTH
C rouching just 20 ft. away from the campfire, the m erce nary unit's elven scout T’Reth w atched the barbarians eat, laugh quietly and drink. H ere was the target o f his unit, a band o f hirelings them selves w ho m eant to cause unrest in the kingdom ’s borderlands. H e noted their weapons, d runken state, and num bers. This w ould be easy pickings for his w ell-trained band. H e turned to rise from his posi tion, only to w ince he stepped on a brittle twig. The bar barians seem ed to rise as one, grabbing torchlights from their fire. T’Reth's eyes were dazed as th e darkness around him suddenly vanished!
V
*
<
The concept o f Stealth can be sum m ed up by th e skills H ide and Move Silent from the Core Rulebook. In an exciting sneaky scene before combat, it’s rarely handy or even desirable to ask for a series o f different die rolls. The process o f asking for both H ide and Move Silent checks from the player w hile com puting for, th en rolling, oppos ing Spot and Listen checks and th en com paring them can take an otherw ise quick-m oving scene and turn it into a num bers exercise. Hide or Move Silent Frequently, it’s only necessary to use one skill o r the other during the game, not both. I f a group of m ercenaries is trying to infiltrate a banquet hall during a rowdy dinner, there is a lot o f background noise. It is perfectly logical for the DM to call for only a H ide check against the guards' Spot checks, as even a small noise by the culprits is likely to be ignored. Likewise, in a room o f alm ost com plete darkness, or in a w ooded area w ith lots o f foliage it's pret ty easy to hide, b ut a tiny noise could easily give som e one’s position away. Exam ples o f w hen H ide only is appropriate: • W h en sneaking into a large celebration or gathering. • Trying to sneak around an area w here m elee com bat is raging. • A ttem pting to infiltrate a position w hen you have the silence spell cast on you or a sentry has the silence spell cast on him. • Sneaking up on som eone com pletely underw ater not native to the environm ent. • A loud distraction passing by the guarded area (usually set up by the stealthy one’s friends, like a group laugh ing loudly, d rin k in g and stom ping about). Examples o f w hen Move Silent only is appropriate: • W hen m aneuvering around a maze w hen there is no clear line o f sight (providing n in e-ten th s or greater concealm ent or Total cover). • W hen the guards are standing in torchlight w ithout darkvision or nightvision, and you are outside the range o f the light. • Sneaking up on som eone sleeping. • Sneaking up on a guard from behind. • A visual distraction is keeping the guards eyes trans fixed to a single area (like w hen the stealthy one’s part n er does a gypsy belly dance for the guards). • An invisible creature may be required to Move Silently, b ut rarely needs to hide. Quick and Dirty Stealth Situations often arise w hen b oth skills seem appropriate. To avoid unnecessary die rolling, quickly scan th e Spot and Listen checks o f the guards and assume that average,
<
alert sentries or guards are taking 10 on their duty, and set those as the DC for the one doing the sneaking. After all, they have all th e tim e in th e world, and are rarely dis tracted. Also, unless som ething drastic happens during the action that could be cause for a re-roll, lim it the sneak ing rolls to one each p er encounter. E x am p le: T here are two guards at the front gate to Castle Aaghr, each w ith a Spot check o f +2 and a listen check o f +1. The sneaking character’s H ide m ust beat a DC 12 and his Move Silent m ust beat a DC 11. A nother option could be to com pare th e scores o f a M aster sneaker vs. a bored or lax guard. If one score is 10 or more ranks higher than the opposition, th en th e DM can rule an autom atic success w ith no die rolling at all. When it's Necessary Som etim es it's necessary or even fun to com pute all the rolls. A fter all, characters take these skills for a reason and they want a chance to use them . W hen circum stance renders one of the skills unnecessary (like in a few o f the above situa tions), a sneaky character may wish to show off his skills anyway, relishing the challenge. It’s also sim ply n o t p ru d e n t to have the Im perial H igh Guards sim ply taking 10 on th eir watch, or assum ing that the great dragon sleeping ‘soundly’ doesn’t get a spot check based off o f the super natural affinity he has to his sur roundings! In this case it’s fine to call for and com pare all the rolls. Spaced o ut and described with precision and care it can even be a great scene-setter for the entire group to enjoy. The Stealth System There’s an o th er way for a detailed gam e to be ru n w ithout all the hassles o f extra die rolls, creating a way to use the skills but m inim ize the work, keeping it quick and simple. Two new “attributes” are created: Stealth and Perception. A Stealth attribute is the average o f your H ide and Move Silent scores. A Perception attribute is the average o f your Spot and Listen scores. Each tim e a sneaky encounter calls for a general use o f all skills in play, the opposing sides could roll th eir scores and compare. E x am p le: T ’Reth has scores o f +7 in H ide and +4 in Move Silent. H is Stealth attribute is +5 (7 + 4 /2 rounded down). T he cam pfire sentinel has scores o f +6 in Spot and +10 in Listen, for a Perception attribute o f +8 (6 + 10 / 2 round down)..
(HEAVY) [GENERAL FIGHTER] for hours in armor, learning to bend Feats marked w ith an asterisk (*) rected from Dungeons. ALL OR NOTHING [GENERAL] You can sacrifice your own safety, and throw yourself into an all-out, last ditch m elee attack. P re re q u isite s: Base attack bonus +4 or higher. B en efit: W henever you m ake a full attack, you can make it an all or nothing attack. You receive an additional melee strike at your highest base attack bonus. However, you lose one full action on your next initiative turn, and suffer a - 4 circum stance penalty to AC until you are able to perform another action. AMBUSH [GENERAL] You know how to set am bushes for greatest effect. P re re q u isite s: Wis 13+, base attack bonus +4 or higher. B en efit: W hen setting an am bush, you receive a +4 cir cum stance bonus to your Initiative check, and also in determ ining awareness to see if the enem y perceives you. The bonus applies to H ide o r Move Silently rolls, or w hat ever the DM deem s appropriate in the situation. AMPHIBIOUS ASSAULT [GENERAL] You are well trained in am phibious fighting, not only in the water, but on boats and ships as well. B en efit: W hen m aking any attack w hile in w ater deeper than your thighs, or w hen fighting aboard a boat or oth er seagoing vessel, you ignore any circum stance penalties for fighting on uneven terrain.
A rm or Proficiency (heavy), gain a +1 dodge bonus to AC w hile wearIn addition, th e arm or check penalty for reduced by one, to no less th an zero. A - 6 arm or check penalty becomes a -5 . ARMOR FOCUS (LIGHT) [GENERAL, FIGHTER] You have trained for hours in armor, learning to bend w here it bends. P re re q u isite s: A rm or Proficiency (light). B en efit: You gain a +1 dodge bonus to AC w hile wear ing light armor. In addition, the arm or check penalty for light arm or is reduced by one, to no less than zero. A - 2 arm or check penalty becom es a -1 . ARMOR FOCUS (MEDIUM) [GENERAL, FIGHTER] You have trained for hours in armor, learning to bend w here it bends. P re re q u isite s: A rm or Proficiency (m edium ). B en efit: You gain a +1 dodge bonus to AC w hile wear ing m edium armor. In addition, the arm or check penalty for m edium arm or is reduced by one, to no less than zero. A - 4 arm or check penalty becom es a -3 . ASSAULT FORMATION [GENERAL] You have learned how to fight alongside your com rades in close combat, taking advantage o f special formations. You form the point, and you can lead your com rades into battle w ith a particularly effective charge.
>
in
<
Feats
P re re q u isite s: Base attack bonus +4, Power Attack, Im proved Bull Rush. B en efit: To use this feat, you m ust form a wedgeshaped form ation w ith at least two other characters, w ith yourself at the point o f the wedge. W hen using a 5 ft. grid map, each o f the characters adjacent to you m ust stand 5 ft. behind you to either side. O th er characters may form up to the left or right o f those and 5 ft. behind, so that your form ation is an inverted “V”. Each character m ust charge in th e same round, and the charge m ust begin w ith your initiative turn. To make a sim ultaneous charge, each character in the form ation m ust either delay or ready his action such that you charge first, followed by the char acters im m ediately to your left or right (your choice w hich one), followed by the characters on their left or right, and so on. In the first tu rn o f combat, every charac ter in the form ation receives a +2 circum stance bonus to their attack rolls and their AC, no character in the form a tion can be considered flanked, and they do not provoke attacks o f opportunity by moving into an enem y’s reach. After each character in the form ation com pletes his attack, he may attem pt to push his target back 5 ft., as per an Im proved Bull Rush. ASTONISHING REFLEXES [GENERAL] Your reflexes are alm ost beyond belief. P re re q u isite s: Lightning Reflexes. B en efit: You get a +2 bonus to all Reflex saving throws. This feat stacks w ith L ightning Reflexes. ATTUNEMENT [GENERAL] It is som etim es necessary for m ercenaries to keep their skills hidden. Spellcasters in harm ony w ith the natural order o f things are m ore difficult to detect. P re re q u isite s: Spellcaster level 3rd+, W is 13+. B enefit: Your spells are m ore subtle, your colors a little m ore dull, and your explosions quieter. Because o f the natural resonance o f your magic, it is m ore difficult to notice against the am bient natural background of the world. Anybody attem pting to target a spell you have cast w ith detect magic m ust succeed at a Spellcraft (DC 15 + 2x your caster level) check, or detect nothing. BATTLE CRY [GENERAL] You know how to inspire your com rades in battle. P re re q u isite s: Cha 13+, base attack bonus +4 or higher. B en efit: As a free action, you can voice a thunderous battle cry. It affects all allies w ithin 50 ft. You and your allies gain a +1 morale bonus to all attack rolls and to all saves against fear effects for ld 6 rounds. You can perform this feat a n um ber o f tim es per day equal to 1+ your Charism a m odifier (if positive). Special: Battle Cry cannot be used in conjunction w ith any bard special ability or any spells requiring a somatic com oonent.
BLIND CASTING [GENERAL]* You are adept at casting spells against unseen opponents. Specialized training has taught you how to target spells using non-visual cues. P re re q u isite s: Blind-Fight. B en efit: W h en casting a spell that requires an attack roll, every tim e you miss because o f concealm ent you can reroll your miss chance percentile roll once to see if you hit. The target o f the spell m ust be w ithin 15 ft. o f you. i f the target is fu rth er away than that, you do not get the chance to reroll your miss chance. BLOOD FRENZY [GENERAL] You have learned to channel your battle rage. P re re q u isite s: Base attack bonus +8 or higher, Blood Lust. B e n efit: You can choose to initiate Blood Frenzy at any tim e during combat. You tem porarily gain a +2 natural arm or bonus to AC and damage reduction 2 / - for a n u m ber o f rounds equal to 3 + your C onstitution modifier. At the end o f th e Blood Frenzy you suffer id s points o f dam age as a result o f heavy fighting and you are considered fatigued. Blood Frenzy and Blood Lust may be entered at the same time. E ntering a Blood Frenzy is a free action. BLOOD LUST [GENERAL] You have learned that the thrill o f com bat is a real, palpa ble, physical thing, and you know how to channel that rush into fighting strength. P re re q u isite s: Base attack bonus +4 or higher, Iron Will, Toughness. B en efit: You can en ter a Blood Lust a n um ber o f tim es per day equal to 1+ your Charism a m odifier (if positive). You tem porarily gain +2 Strength, +2 Constitution, and a +1 m orale bonus on W ill saves, but you suffer a -1 penal ty to AC and lose your D exterity m odifier for th e duration o f the Blood Lust. The increase in C onstitution increases your hit points by 1 point p er level, but these h it points go away at the end of the Blood Lust, w hen the C onstitution score drops back to normal. W hile Blood Lusting, you cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. You can use any o th er feat you have except Expertise, item creation feats, metamagic feats, and Skill Focus (if it’s tied to a skill that requires patience or concentration). The frenzy lasts for a num ber o f rounds equal to 3 + your new ly im proved C onstitution modifier. You cannot end the Blood Lust voluntarily. E ntering a Blood Lust is a free action.
>
J
l
Feats
BODY TACKLE [GENERAL] You know how to throw yourself at th e feet o f an enem y in an attem pt to knock him off his feet. P re re q u isite s: Dex 13+, Power Attack. B enefit: W hen m aking a trip attack, you gain a +4 com petence bonus to the m elee touch attack roll and to your opposed Strength check. W hen the attem pt is resolved, w hether or n o t you are successful, you end up w ithin 5 ft. of the target, and you may choose any facing you wish. If you fail, the defender may not try to trip you. N o rm al: Characters w ithout this feat gain no bonus to trip attack rolls and are subject to being tripped by the defender if the attem pt fails. BREAK CHARGE [GENERAL] You know how to set yourself against a charging enem y and attack them before they can h u rt you. P re re q u isite s: Base attack bonus +4 or higher. B enefit: W hen attacked by a charging enemy, you may take an attack o f opportunity against the charging enem y with a +1 com petence bonus to your attack roll. In addi tion you gain a +1 circum stance bonus to your AC against the charging enemy. If you are using a weapon that can be set against a charge, such as a trid en t or shortspear, you no longer need a ready action to use it, and you can use it w hile taking the attack of opportunity. U sing this type o f weapon, you deal double damage against a charging enemy. N o rm al: W ithout this feat, you m ust use a ready action to set your w eapon against a charge, and you do not get an attack o f opportunity. Special: This ability can only be used against one enem y per round. CHOKE HOLD [GENERAL) You know how to grapple an opponent and choke him into submission. P re re q u is ite s : Base attack b o nus +4 o r higher, Improved U narm ed Strike. B en efit: W hen attem pting to subject an enem y to a choke hold, you m ust grab and hold the enem y as normal, but you gain a +2 com petence bonus to the grapple check. You are not subject to the - 4 penalty on your grapple check for attem pting to deal norm al damage. You inflict double damage, and the damage can be either norm al or subdual damage, at your option. N o rm al: W ithout this feat, you do not inflict double damage in a grapple, and the damage you inflict is subdual damage. CONTINUE THE FIGHT [GENERAL] Your strength o f will allows you to accom plish things beyond the strength of norm al people. P re re q u isite s: Iron Will.
B en efit: By expending 1 hit point, you gain an addi tional partial action for one round. This action m ust be taken directly after your standard action, on your initia tive. N ote that you gain no additional move before or after this action, n o r can you use it to begin or continue a fullround or previous partial action. It m ust be a single, iso lated partial action directly following your norm al one. You cannot use this ability if stunned or imm obilized. No m ore th an one partial action may be taken in a round, but this ability can be used in a surprise round so long as you can norm ally act in that round. CONTORTIONIST* [GENERAL] T hrough practice, you have developed improved flexibili ty in all o f your limbs. P re re q u is ite s : Dex 13+. B en efit: You can attem pt to squeeze yourself into a pas sageway m eant for creatures one size rank lower th an you. N o rm al: Passageways built for Small creatures are usu ally too confining for M edium-size characters. S p ecial: U sin g th is feat allows you to squeeze into tight spaces w hile moving at y o u r n o rm al rate and w ithout having to remove y o u r arm or. You m ust remove your arm or to fit in to spaces b u ilt for sm aller th an norm al spaces, b u t tig h t fits such as a 2 ft. wide crack are tra versable.
>
<
Feats
CONTROLLED BREATHING [GENERAL]* You can hold your breath for m uch longer than m ost m em bers o f your race. B e n e fit: You receive a +4 bonus on C on stitu tio n checks to avoid taking damage from suffocation, smoke inhalation, or drowning. You receive a +2 bonus w hen m aking a Fortitude save against gas attacks. In addition, because your breath is controlled and focused, you m ake less sound w hen trying to rem ain hid den. You gain a +2 com petence bonus to all H ide and Move Silently checks at night or in rural areas w here there is little or no am bient noise. DEAD EYE [GENERAL] You are a m aster w ith ranged weapons, able to take an extra m om ent of tim e to maximize the effect o f your ranged attack by exploiting chinks in arm or or vital areas. Prerequisites: Base attack bonus +6 or higher, W eapon Focus (ranged weapon). B en efit: W hen using a ranged w eapon w hich you have as a W eapon Focus, you may sacrifice your second attack to increase the possible damage o f the first. You m ake a single attack roll w ith bonuses equal to your highest bonuses, losing the second attack roll. If your attack hits, you automatically score a critical. S pecial: If you have four attacks per round, you can perform this feat tw ice per round. DEFENSIVE STANCE [GENERAL] You know how to becom e an unshakeable pillar o f defense, gaining phenom enal strength and defensive abil ity. Prerequisites: Base attack bonus +6 or higher, Endurance, Iron Will. B e n e fit: W h en en te rin g a D efensive Stance, you anchor yourself to a single spot. So long as you do not move, the benefits o f this feat continue unhindered. W hile in a Defensive Stance you gain +2 Strength, +2 Constitution, +2 resistance bonus on all saves, and +2 dodge bonus to AC. The increase in C onstitution increas es your hit points by 1 point per level, b u t these h it points go away at the end o f the defensive stance, w hen the C onstitution score drops back to normal. W hile in the defensive stance, you cannot use skills or abilities that require you to shift your position, such as Move Silently or Jump. T he defensive stance lasts for a num ber o f rounds equal to 3 + your new ly im proved C o n stitu tio n modifier. E ntering a Defensive Stance is a free action.
DEVOTED DEFENSE [GENERAL] You know how to defend yourself at all costs. P re re q u isite s: Dodge. B en efit: W hen you take the total defense option, you gain a +8 Dodge bonus to AC. N o rm al: Characters w ith o u t this ability gain a +4 Dodge bonus to AC w hen they take the total defense option in combat. S p ecial: If a co n d itio n exists th a t you lose your Dexterity bonus to AC (if any), you lose the benefit o f this ability. DISLOCATION [GENERAL] You are a m aster of jo in t locks and nerve strikes th at can disable an enemy's limb. P re re q u isite s: Dex 13+, Expertise, Improved U narm ed Strike. B en efit: You can attem pt to tem porarily disable an op p o n en t’s lim b by m aking an attack roll w ith a - 2 cir cum stance penalty. You provoke an attack of opportunity w hen using this feat. If your attack is successful, you inflict only h alf damage. However, your opponent m ust make a Reflex save (DC 10 + your level), or you disable the arm o f your choice. The victim cannot effectively use that lim b in combat. The victim is still able to hold a weapon or a shield, b u t is unable to use it; he no longer gains an AC bonus from the shield. I f you subsequently attem pt to disarm your opponent, you gain a +4 circum stance bonus to your opposed attack roll. This effect lasts for a num ber of hours equal to 1 + your Strength m odifier (if positive). It can also be ended w ith a successful Heal check (DC 10 + damage dealt to limb). S pecial: This feat does n o t affect creatures that do not use arms to hold weapons or to attack. It also does not w ork on tentacles or on any type o f non-jointed arm. If does not affect creatures that are im m une to critical hits. EAGLE CLAW STRIKE [GENERAL] You can stun your enem y w ith a single precise blow to a nerve center. P re re q u is ite s: Dex 13+, Im proved U narm ed Strike, base attack bonus +3 or higher. B en efit: Declare th at you are using the feat before you make your attack roll (thus, a missed attack roll ruins the attem pt). It causes a foe dam aged by your unarm ed attack to m ake a Fortitude saving throw (DC 10 + 1/2 your level + Wis modifier), in addition to dealing norm al damage. If the defender fails his saving throw, he is considered flat footed for 1 round, losing his D exterity bonus (if any) to A rm or Class. You may attem pt an eagle claw strike once per day for every four levels you have attained, and no m ore than once per round.
EXAGGERATE SPELL [METAMAGIC] Your spells are louder, bigger, and above all, m ore damag ing. B enefit: All variable, num eric effects o f an exaggerated spell are increased by 3 points per die. An exaggerated spells deals 3 extra points o f damage, heals two extra dam age, or targets 3 additional subjects. For example, an exag gerated shocking grasp deals ld8+6 w hen cast by a 3rd level spell caster. Saving throw s and opposed rolls, such as those made w hen casting dispel magic, are not affected. Spells w ithout random variables are not affected either. An exaggerated spell uses up a spell slot two levels higher than the spell’s actual level. EXPERT AIM [GENERAL FIGHTER] Years o f practice have honed your skills w ith ranged weapons. You may attack w ith exacting precision. P re re q u isite s: Precise Shot, base attack bonus +4 or higher. B en efit: If you take the Full A ttack action w hen using a device missile weapon (e.g. bow, crossbow), you may choose to make a single attack w ith a range o f 30 ft. or less using your Expert Aim. W hile you norm ally apply your Dexterity bonus only to attack, in this case you also apply your Dexterity bonus to dam age (in addition to any other applicable modifiers). This feat is ineffective against creatures im m une to crit ical hits (e.g. constructs, elem entals, oozes, plants and undead). N o rm al: Your Dexterity bonus applies only to your attack roll. EXTRA SPELL [GENERAL] Your m editation and study have advanced your m ind to such a degree, you that you can learn m ore magic. P re re q u isite s: Int 13+, Wis 13+, Wizard level 3rd+. B en efit: You can prepare one (and only one) extra spell of any level you can currently cast. S pecial: You can gain this feat m ultiple times. Its effects do not stack. Each tim e you take th e feat, you may prepare an additional spell per day, however, never m ore than one spell o f the same level. A 9th level wizard, with Extra Spell X 3, could prepare an extra 5th, 4th, and 3rd level spell, but not 3 5th or 2 5th and a 4th. FERVENT [GENERAL] You do n o t fall easily from sim ple wounds. P re re q u isite s: Con 13+, Toughness. B en efits: You are not considered dead until your cur rent hit point total falls a num ber o f points below 0, equal to your C o n stitu tio n score. A ch aracter w ith a C onstitution o f 16, for instance, is n o t considered dead until his h it points fall to -16, not -10. N o rm al: W hen a character’s current hit points drop to -10 or lower, he’s dead.
FIELD MEDIC [GENERAL] You are experienced in healing battlefield trauma, so you know how to patch up injuries in combat. P re re q u isite s: W isdom 13+, 5+ ranks o f Heal. B en efit: W hen m aking a Heal check to adm inister first aid, if you successfully stabilize the target, his hit points are tem porarily increased to O.The hit points gained from this feat go away after a num ber o f rounds equal to your ranks o f Heal skill, b ut if his hit points are below 0 and he does n ot die, he is considered stabilized. Furtherm ore, you gain a +5 com petence bonus to Heal checks involving first aid. N o rm al: C haracters w ho attem pt first aid w ithout know ing this feat do not increase the target’s hit points. FIERCE [GENERAL] You are exceedingly difficult to kill. P re re q u isite s: C on 15+, Fervent. B e n efit: W henever you are reduced to enough hit points that w ould result in your death, or you are affected by a spell that causes instant death, you are allowed a Fortitude Save (DC 10 + spell level or n um ber o f ht points lost) to survive. If the save is successful, you re reduced to - 9 hit points, stabilized, and appear dead. After one hour, you begin healing normally. FISTS OF FURY IGENERAL] You are capable o f creating a dazzling fury o f hand to hand blows from fists, elbows, knees, and feet. P re re q u is ite s : Dex 13+, Im proved U narm ed Strike, W eapon Finesse (unarm ed strike). B en efit: If you deal a creature enough damage from an unarm ed strike to m ake it drop (typically by dropping it to below 0 h it points, killing it, etc.) you get to make an im m ediate extra m elee attack against an o th er creature in the im m ediate vicinity. You can take a 5-foot step before m aking this attack. You can use this ability only once per round. This ability is ineffective against creature im m une to critical hits. FISTS OF THUNDER [GENERAL] Your fists can lay a swath o f death and destruction around you. P re re q u is ite s: Dex 13+, Fists o f Fury. B en efit: As Fists o f Fury, except that you have no limit to the num ber o f tim es you can use it per round, however you may only take one 5 ft. step per round. GRACE UNDER PRESSURE [GENERAL] You have very strong control over your em otions and are difficult to panic or confuse. You can rem ain calm in the face o f grave danger and are resistant to spells and magical effects that cause panic or confusion.
>
-L
F eats
B e n efit: You receive a +2 bonus to resist magical fear and confusion. N ote that this bonus also increases the DC o f any attem pts to Intim idate you. HARDY [GENERAL]* You are m uch more resistant to extrem e tem peratures. B en efit: You receive a +4 bonus to Fortitude saves made to resist subdual damage from exposure to very hot (over 90" F) or very cold (below 40' F) environm ents. S pecial: You m ust choose w hether you receive the bonus against hot or cold w eather w hen you take this feat. You may take this feat m ore than once in order to gain a bonus against both hot and cold conditions. HARMONY [GENERAL] You are a pillar o f calm in the storm y w orld around you. You can project your calm to those around you. P re re q u isite s: W is 15+, Cha 13+, Iron Will. B en efit: Your presence calms angry or frightened crea tures. You cannot control them , but you can stop raging creatures from fighting. By co n c en tra tin g as a full round action (w hich draws an attack o f opportunity), you may try to calm the em otions of those around you. All creatures w ith in 30 ft. o f you m ust make a Will save (DC 10 + your level) the round after you begin m editating. Failure means the subject is calmed.
Calm creatures cannot Rage (Blood Lust, Blood Frenzy, etc.). Those engaged in such activity already have their rem aining duration cut in h alf (round down). O th er crea tures cannot take violent actions (although they can defend them selves) or do anything destructive, except protect them selves (total defense, etc.). Aggressive action against the affected creatures im m e diately ends the calm ing effect on them . This effect also suppresses the effects o f confusion, em otion, and fear. This effect lasts for as long as you concentrate, up to a num ber o f rounds equal to 1 + your W isdom modifier. You may use this feat once per day for every four levels you have attained, and no m ore than once per round. Special: N ote that this feat is sim ilar to the spell calm emotions, but is not considered a spell effect. Furtherm ore, it has no efiect on positive em otions, such as a bard’s abil ity to inspire courage, or the spell bless. HEAVY INFANTRY TRAINING [GENERAL, FIGHTER] You can don and remove arm or faster than normal. P re re q u isite s: A rm or Proficiency in the arm or being w orn or removed. B e n efit: You can don, don hastily and remove arm or in h alf the tim e listed on table 7 -6 o f the PHB (rounding fractions up). HOLISTIC MEDICINE [GENERAL] By exam ining all o f the aspects o f a patient, you gain a b etter understanding o f how to heal them. P re re q u isite s: Field Medic B en efit: By taking a full-round action to thoroughly exam ine a patient, you gain a +10 circum stance bonus to any Heal check. In addition, so long as you spend 2 hours a day looking after a patient, he dou bles his rate o f healing for that day. N o rm al: W ith rest a character regains 1 hit point per level each day. W ith com plete bed rest the character regains 1-1/2 tim es this n um ber each day. IMPROVED ALERTNESS [GENERAL]* Your senses are so well honed th at you are able to react to events slightly sooner than others, m aking it very difficult to catch you w ith your guard down. P re re q u isite s: Alertness. B en efit: You retain your D exterity bonus to AC (if any) regardless o f being caught flatfooted or struck by an invisible attacker.
i i .
<
Feats
IMPROVED ENDURANCE [GENERAL]* You are capable o f going longer than norm al w ithout food and water. T hrough sheer force o f will you can resist the ravages o f exposure, dehydration and m alnutrition. B en efit: You need half the food and w ater o f a norm al m em ber o f your race. S pecial: You can gain this Feat m ultiple times. Each time, cut the am ount o f food and w ater required in half again. IMPROVED RANGED SNEAK ATTACK [GENERAL] You can make a ranged sneak attack at a target more than 30 ft. away. P re re q u isite s: Far Shot, ability to sneak attack (this includes am bush and surprise attacks). B e n efit: W hen you use a ranged w eapon to perform a sneak attack, the m axim um allowable range is increased from 30 ft. to 60 ft. IMPROVED SNEAK ATTACK [GENERAL] You can make exceptionally precise and lethal sneak attacks. P re re q u isite s: Base attack bonus +2 or higher, ability to sneak attack (includes am bush and surprise attacks). B en efit: Your bonus damage for sneak attacks increas es by one die type. If your sneak attack damage is d4s, it now increases to d6s; d6s increase to d8s, and so on. IMPROVISED WEAPON [GENERAL. FIGHTER] Som etim es a m ere m ust make do w ith w hat he has. A nything you find can be used as a weapon. In a tavern brawl, you are certain to use a chair, m ug, or table as effec tively as a gladiator wields a sword. P re re q u isite s: In t 13+, Base Attack 1+. B en efit: You can tu rn nearly any object into a weapon, picking up a broken m ug or a wagon w heel and dealing damage w ith it. I f you are ever caught w ithout a weapon, som ething will surely take its place. You can therefore take anything (even another weapon) and use it as a club or spear or sword. You need not know how to norm ally use the weapon, but th e w eapon’s dam age changes to the chart below w hen used as an im pro vised weapon. For instance, a rogue, unskilled w ith an axe, w ields a battle axe as an improvised w eapon and deals ld6 damage w ith it w ithout an attack roll penalty. The size o f the w eapon is relative. A good rule of thum b is: T a ble
4 -1 :
Im p r o v i s e d W e a p o n S iz e s
Item Mug Chair leg Barstool Wagon Wheel Broken Door
Size
Tiny Small Medium Large Huge
O nce you know the size o f the item in question, use the follow ing in fo rm atio n fo r dam age. All im provised weapons have a critical range o f 20, x 2. Improvised weapons do n ot reach beyond your norm al attack range. Tiny and Small improvised weapons can be throw n but at a - 2 and - 4 circum stance penalty respectively. T able
4 -2 :
Im p r o v i s e d W e a p o n D a m a g e
Size
Damage
Tiny Small Medium Large Huge
1d3 1d4 ld6 1d8 ldlO
Im provised weapons deal bludgeoning, slashing, or piercing damage based on th e item in question. A broken chair leg deals bludgeoning damage, w hile a splintered chair leg deals piercing damage. Any norm al weapon that is used as an improvised w eapon deals the damage it w ould norm ally deal. S pecial: Because you are not technically skilled at fighting w ith an improvised weapon, you cannot Weapon Focus or Specialize w ith an im provised weapon. I f the DM approves it, you could take W eapon Focus (beer mug), b u t this is highly discouraged. INCREDIBLE FORTITUDE [GENERAL] You have are a tougher th an tough. P re re q u is ite s: Great Fortitude. B en efit: You gain a +3 bonus to all Fortitude saving throws. T his feat stacks w ith Great Fortitude. INSPIRE LOYALTY [GENERAL] Your noble bearing and honest dem eanor inspire people to tru st you, and validate your own trust in them . P re re q u is ite s: Leadership. B e n efit: People are less likely to betray you or your cause, even if com pelled to do so. In any case w here they m ight be tem pted (magically or not) to betray your inter ests, they receive a +4 m orale bonus on saving throws. F u rth erm o re, you gain a +4 co m p eten ce bon u s to Diplomacy checks w h en convincing som eone o f the rightness and validity o f your ow n interests. INSTRUCTOR [GENERAL] You are th e one others tu rn to. P re re q u is ite s: W is 13+. B en efit: You may aid others in th eir actions, by provid ing insight and advice w hen it m atters most. A n um ber of tim es per day equal to 1 + your W isdom bonus (if any), you may spend a full round action to aid another w ith a skill check. The subject gains an insight bonus equal to your W isdom m odifier to th at Skill check.
F eats
MIND BLANK [GENERAL] You are able to em pty your m ind o f all sentient thought, m aking it m uch more difficult for it to be influenced or affected by persuasion, magical or otherw ise. B en efit: As a full round action, you may blank out your m ind o f all thoughts, at w hich point you receive a +6 com petence bonus on all W ill saves against magical m indcontrol, hypnosis, and all other m ind-affecting magic. M ind blank lasts for a num ber o f round equal to 1+ your W isdom modifier. KNOWLEDGEABLE [GENERAL]* You have acquired a basic understanding o f a wide variety o f topics during the course o f your studies. W hile your know ledge is very broad, it is not particularly deep in areas that you have not m ade a conscious effort to study. Prerequisites: Int 13+. B e n efit: You may m ake any Knowledge skill rolls as untrained Intelligence checks. However, the DC o f the check is increased by 5 for all areas o f knowledge. At the DM’s option, the DC for an obscure area may be increased by 10 or more. S pecial: You gain a +2 synergy bonus to Knowledge (arcana) checks.
LIGHT SLEEPER [GENERAL]* The slightest noise rouses you awake. It is very difficult to sneak up on you w hile you sleep. B en efit: W hile sleeping, you are allowed to m ake a Listen check as if you were awake. If you succeed at the check, you automatically wake up. However, you must make a second Listen check to determ ine w hat caused you to wake. W hile you know that som e noise woke you up, you do not initially know the source or nature o f the noise after w aking up. In addition, you are alert and ready to fight 1 round quicker than most. LINGUIST [GENERAL] You are familiar w ith the intricacies of languages, learning them quickly. P re re q u is ite s : In t 13+. B e n efits: You gain your Intelligence m odifier as a com petence bonus w hen deciphering new languages, w h eth er w ritten or spoken. You gain this bonus in addi tion to any o th er Intelligence bonus that m ight apply. In addition, you learn two languages for every skill point you spend on the Speak Language skill. N o rm a l: C haracters learning new languages m ust spend a skill point to learn one new language, gaining no o th er benefits. MENTAL COMBATANT [GENERAL FIGHTER] You look for weaknesses in your o p p o n en ts fighting style, helping you to stay away from his weapon. P re re q u isite s: In t 13+, Com bat Reflexes. B en efit: D uring your action, you designate an o p ponent and receive a dodge bonus to A rm or Class equal to your Intelligence m odifier against all attacks from that opponent. S p ecial: Any co n d itio n that causes you to lose your D exterity bonus to A rm or Class also makes you lose dodge bonuses. Dodge bonuses stack w ith each other. NATURAL LEADER [GENERAL] You are a born leader. P re re q u isite s: Cha 13+ B en efit: You may aid others in th e ir actions, by providing inspiring confidence and boosting morale. A n u m b er o f tim es per day equal to 1 + your Charisma bonus (if any), you may spend a full round action to aid an o th e r w ith a skill check. T he su b ject gains a m orale b o n u s equal to your Charism a m odifier to that Skill check.
■i.
.. ■■■■■■
F
NATURAL BORN LEADER [GENERAL] You inspire courage in those around you. P re re q u isite s: N atural Leader B en efit: You may aid others in battle, inspiring courage and valor in those around you. A num ber of tim es per day equal to 1 + your Charism a bonus (if any), you may spend a full round action to provide a morale bonus equal to your Charism a bonus to attack rolls for a num ber o f rounds equal to 1+ your Charism a bonus. You may divide up this bonus to any num ber o f allies w ithin a 30 ft. radius. OATH [GENERAL] You have sw orn an oath to a being or higher concept. The details and specifics o f this oath should be role-played out, and be appropriate to both the character and setting. The oath m ust be reasonable and possible to fulfill w ithin the character’s lifetime. Hence, an oath to rid the world o f all goblinkind is likely to be unfeasible, w hile a prom ise to kill one particular ore is w ithin the scope o f this feat. P re re q u isite s: Iron Will, alignm ent m ust be lawful. B en efit: The character receives a +1 morale bonus to all attack rolls, w eapon damage rolls, saving throw s and abil ity and skill checks made in im m ediate and direct pursuit o f the oath. The applications are varied and it is up to the DM to determ ine w hen they apply. A sking som eone w here the ore is certainly m erits a bonus to an Intim idate check, w hile negotiating a room rate w hile in pursuit o f the ore, w ould not. S pecial: If the oath is ever violated, in word or spirit, or the character voluntarily passes up an opportunity to ful fill it, he loses this feat perm anently and irrevocably. OFF HANDED PARRY [GENERAL] You are adept at using the w eapon in your off-hand to defend against incom ing blows. P re re q u isite s: Two-Weapon Fighting. B en efit: W hile fighting w ith a second weapon, you gain a +1 dodge bonus to your AC. This feat has no effect against opponents in missiles com bat or ranged spells that require an attack roll. S p ecial: The Im proved Two-W eapon Fighting feat increases this bonus to +2. PARRY [GENERAL] You are skilled at using your w eapon to prevent blows from landing on your person. P re re q u isite s: W eapon Finesse. B en efit: W hile you have a weapon ready, you gain a +1 dodge bonus to AC against opponents in front o f you in melee com bat.This feat has no effect against opponents in missile com bat or ranged spells that require an attack roll.
>
ea ts
PERFECT SHOT [GENERAL. RANGED] Your crossbow bolts pierce armor. P re re q u is ite s : Precise Shot, W eapon Focus (light crossbow). B en efit: W hen you strike w ith a crossbow bolt, any attack roll that results in a natural 20 always results in a critical hit. This feat only applies to attacks fired w ithin the first range increm ent. N o rm al: Critical hits are the result o f a natural 20 fol lowed by an additional roll to hit. W hile crossbows have an increased threat range (19-20), this feat only applies to those rolls that are a natural 20. Special: You can gain this feat m ultiple times. Its effects do n o t stack. Each tim e you take the feat, it applies to a new weapon. The hand crossbow, heavy crossbow, shortbow or longbow are additional options for this feat, how ever W eapon Focus m ust be taken for each weapon before taking this feat. PHALANX [GENERAL. FIGHTER] You w ork well in the heavily-armored, tightly-packed m il itary u n it know n as th e phalanx. P re re q u isite s: A rm or Proficiency (heavy), base attack bonus +3 or higher. B e n efit: W hile fighting in form ation, you gain a +1 com petence bonus to your AC and attack rolls. Formation is defined as anytim e you are adjacent to an ally. O n a 5 ft. grid map, you m ust be in adjacent squares. You cannot be flanked w hen fighting in formation. S pecial: If both characters have this feat, the bonus increases to +2 for each. POWER THROW [GENERAL] You can throw w ith great force and alm ost u n erring accuracy. P re re q u isite s: Dex 13+. B e n efit: W h en throw ing any object, you are n o t sub ject to improvised weapon penalties, you gain a +2 com petence bonus to all attack rolls w ith throw n weapons, +1 to all dam age rolls, and your range in crem en t w ith throw n w eapons is increased by 10 ft. N o rm a l: C haracters w ith o u t th is feat w ho throw improvised w eapons are subject to a - 4 penalty to their attack rolls. QUICK LOAD [GENERAL. FIGHTER] You can load an arrow or bolt into a bow or crossbow with deft speed. P re re q u isite s: Dex 13+, base attack bonus +1 or higher. B en efit: You may load a crossbow bolt into a hand or light crossbow as a free action or a heavy or repeating crossbow as a move-equivalent action once per turn. W ith
<
Feats
a hand or light crossbow, this allows you to load, fire, and load again in one round. W ith a heavy or repeating cross bow, this allows you to load and fire in a single round. W hen used in conjunction w ith a shortbow or longbow and the Rapid Shot Feat, the - 2 penalty is ignored. N o rm al: Loading a hand or light crossbow is a moveequivalent action. Loading a heavy or repeating crossbow is full-round action. Norm ally w hen using the Rapid Shot Feat w ith a bow, you suffer a - 2 penalty to each attack. Special: Loading a crossbow draws an attack o f opportunity. QUICK SHOT [GENERAL FIGHTER] T hough inaccurate, you can fire a light crossbow w ithout tully loading the weapon. P re re q u isites: Dex 13+, Base attack bonus +1 or higher. B e n efit: W hen loading a bolt into a light or heavy crossbow, you may fire the bolt as a free action. This is highly inaccurate, as the bolt never locks into place, b ut rather flies from the crossbow. W hen using this feat, you suffer a -3 circum stance penalty to your attack roll. A crossbow fired in this m anner is inaccurate beyond the first range increm ent. Double all range penalties w hen using this feat. You may only use this feat once per round. N o rm al: Firing a crossbow is a standard or partial action. S pecial: W hen using a light crossbow in conjunction w ith the Q uick Load and Q uick Shot feats, you can fire, load, fire, load and fire again in 1 round so long as the crossbow was already loaded at the beginning o f the round. RABBLE ROUSER [GENERAL] P re re q u isite s: Cha 13+, Leadership. Your oratory skills lead otherw ise sensible m en into violence. B en efits: Rabble-Rouser grants you a tem porary set of followers and cohorts, lasting for one day or until routed. Additionally, your Leadership for Rabble-Rousing m odi fies in the following m anner: R abble-R ousing L eadership M odifiers (U sed only w hen Rabble-Rousing)
Local Environment is
In the midst o f war, famine, or plague Subject to clearly divided classes Evil Chaotic Neutral Good Lawful At peace and prospering
+3 +3 +2 +1 +0 -1 -2 -4
Miscellaneous Modifiers For every tim e the leader gives into the crow d’s bloodlust, add +3 to your Leadership score in general, but suffer a -3 penalty to checks to control the mob. O pponents w ith the Leadership feat may contest the Rabble-Rousing as it happens. The Rabble-Rouser and his o p p onent m ake Perform checks, adding th eir Leadership. If the opponent wins, the Rabble-Rousing has failed and may not be retried. I f the opponent also has RabbleRousing, the opposed check may occur at any time. Should eith er would-be leader roll a natural 1 on these checks, the m ob tu rn s on him immediately. RAPID HEALING [GENERAL) You heal faster than most. P re re q u isite s: Iron W ill, Toughness. B en efit: You recover h it points and ability damage from rest and bedrest at twice th e norm al rate. N o rm al: Characters w ithout this feat heal 1 point per level per day from rest and 1-1/2 points per level per day from bedrest. Tem porary ability dam age is norm ally restored at one point per day. SCENT OF THE BEAST [GENERAL] You are so attuned w ith nature, so sensitive to every nuance, th at you can track by scent, like an animal. P re re q u isite s: Wis 13+,Track, 10+ ranks o f W ilderness Lore. B en efit: You gain the extraordinary ability to detect approaching enem ies, sn iff out hidden foes, and track by sense o f smell. You can identify fam iliar odors w ith your nose just as you can fam iliar sights w ith your eyes. You otherw ise gain all benefits o f the special ability, Scent (per the MM).
T a b l e 4 -3 : R a b b l e R o u s i n c M o d i f i e r s
Leader has a reputation as a Local hero Local Troublemaker Stranger Traitor
Leadership +2 -2 -3 -4
Leader is A local, born and raised Same race as the locals Allied race (including half-breeds) Unknown, visibly pleasing race Unknown, visibly unusual race Enemy Race
>
+3 +2 +1 +1 -1 -2
r
SCHOOL FOCUS [METAMAGIC] You have grow n more used to casting spells o f a particular school, but not to the same extent that a specialist has focused. P re re q u isite s: Wizard level 3rd+. B e n efit: Choose a school o f magic, such as A bjuration or Illusion. Each day, w hen preparing spells, you may pre pare one spell o f that school at a slot one level lower than normal. However, you m ust be able to cast the spell nor mally (i.e., w ithout the level m odification) and it m ust be from your list o f know n spells.
<
>
ea ts
F
SIGN LANGUAGE [GENERAL] You have developed a language all your own, to com m u nicate silently w ith others. B en efit: You gain In n u en d o as a class skill. In addition, you gain a +4 com petence bonus to all In nuen d o checks to com m unicate through sign language. S pecial: I f each person com m unicating has the Sign Language feat, they need not make a check to com m uni cate through sign language. Alternately, you may spend a language slot to becom e proficient at Sign Language, garnering the same bonus as if you took this as a feat. SNIPER [GENERAL] You can m ake a ranged sneak attack at a target m ore than 60 ft. away. P re re q u isite s: Im proved Ranged Sneak Attack. B en efit: W hen you use a ranged w eapon (but n ot a throw n w eapon) to perform a sneak attack, the maximum allowable range is increased from 60 ft. to 90 ft. SPELL EXCHANGE [SPECIAL] You may exchange a m em orized spell for one o f lower level that you have mastered. P re re q u isite s: W izard level 3rd+. B en efit: The wizard can cast any spell that he does not need a spellbook for (through the Spell M astery feat) in place o f one o f equal or higher level. U sing this feat is considered a full round action.
e a ts
>
<
THICK SKIN [GENERAL] You are m uch tougher th an normal. P re re q u is ite s : Toughness. B e n efit: You gain a +1 natural arm or bonus. THICK SKULL [GENERAL] You are as tough as they come. P re re q u isite s: Thick Skin. B e n efit: You gain damage reduction l / - . WEALTH [GENERAL] You com e from a wealthy background. B en efit: You begin play w ith 600 gp in place o f the starting gold for your character class. N o rm al: A character w ithout th is feat begins play w ith gold based on his class. S pecial: You may only take this feat at 1st level. W ILL OF STONE IGENERAL. FIGHTER] You have a will that is immovable as a boulder. P re re q u is ite s: Iron Will. B en efit: You gain a +3 bonus to all W ill saving throws. This feat stacks w ith Iron Will.
STRENGTH OF BLOOD [GENERAL, FIGHTER] You are am ong the strongest o f your race. P re re q u isite s: Great Fortitude, Thick Skull. B en efit: Each level that you advance, you gain the m axim um hit points for your class. N o rm al: A character w ithout this feat rolls a die of th e appropriate type each level, taking that roll for his h it points. SUPERIOR SNEAK ATTACK [GENERAL] Your u nderstanding o f anatom y allows you to m ake fatal sneak attacks. P re re q u isite s: Alertness, Im proved Sneak Attack, base attack bonus +8 or higher. B e n e fit: Your bonus for sneak attacks increases by one die type. If your original sneak attack damage is d4s, it now increases to d8s, d6s to dlOs, and so on. You cannot go beyond d l2 w ith this feat.
<
y .---------- - A
,,
,
*
D e s c r ip t io n
MERC STRICTLY BUSINES Being a m ercenary is, at its heart, fighting for profit. However, there are many occupations w hich fit such a label: guards, assassins, police officers, soldiers, and even highw aym en all m eet those criteria. W hat, then, makes a m ercenary different from any o f these? The characteristics o f a m ercenary can be fu rth er refined. M ercenaries are em ployed by others; this tenden cy separates them from highw aym en and other com m on predators. M ore importantly, it separates them from socalled heroes. A hero traditionally places the welfare o f others before his own; a mercenary, by definition, does not. W hile a m ercenary may believe in a cause for w hich he fights, he is still in it for the money. A m ercenary is a professional, and if his services cannot be bought, they will not be had. M ercenaries w ork freelance, m eaning they take jobs as they come, w ithout long-term em ploym ent. This trait sep arates m ercenaries from police, guardsm en, and other professional soldiers, and furtherm ore, is th e source of the m ajority o f th e stigm a regarding m ercenaries. M ercenaries are often seen as lacking ethics and loyalty, not because o f the tasks they perform , but because o f their willingness to perform them for the highest bidder. THE MAKING OF A MERCENARY It takes a certain type o f person to be a mercenary. Cold blooded killers, im m oral thugs, and treacherous villains need not apply. Nor, for that matter, should heroic, judg'
^
-------
*
c
HTtal, or altruistic iii t to say that a iercenary cannot be c roic, w hen the at the situation ruation calls for it. Th< lust call for it. T he core o f the m ercenary m indset at a job is just that: a job. An em ployer hires a m ercenary w ith the expec tation of g etting a jo b done, and if the individual does not w ish to do it, som eone else will. This is a key factor in understanding the m ercenary philosophy; a m ercenary may refuse a job on m oral grounds, but he accepts that w hile he may not be com fortable w ith it, it will get done. A m ercenary may not be w illing to com m it atrocities, but he accepts th at they happen. The m ercenary is a professional. H e know s w hat he is capable of, and w hat he is not. A m ercenary w ho lets his pride interfere w ith his judgm ent soon finds him self in over his head, and dead shortly thereafter. There is very little m argin for erro r in this profession. The m ercenary also knows w hat it takes to accom plish a job, and prices his services accordingly. N o m ercenary can afford to accept underpaym ent for work, and an em ployer stupid enough to overpay is usually too stupid to safely work for. A successful m ercenary know s w hat he is and is not w illing to do for money, and is unafraid to draw the line and walk out on a job that does not m eet his moral code. A m ercenary w ho has no such code is unprofessional and unreliable, and bears more resem blance to a villain than a disciplined, trustw orthy soldier. A m ercenary w ho has proven treacherous has no com rades, and likely no em ployer as well. Better to find o ut w hat jobs, and aspects o f a job, he is w illing to perform , and prove his profes sionalism and dedication by sticking to that code.
D
e s c r i p t i o n
KILL OR BE KILLED Traditionally, a m ercenary is a professional soldier and th e re is h o n o r am ong soldiers, even regarding the enemy. Assassination is frow ned upon in honorable warfare, and m any m ercenaries refuse to kill in cold blood. If a m ercenary allows him self to perform assassi nation, however, such a decision need not be black and white. Some m ercenaries countenance the specific target ing o f officers on the battlefield, w hereas others consider it dishonorable. Some assassinate as part o f a larger opera tion, as a precursor to full warfare. Some condone assassi nation if the opposing side has done so first, considering it an evening o f the odds. Some m ercenaries are w illing to w ork for an em ployer regardless o f that em ployers goals or motives, but not all. Many m ercenaries refuse to further a cause to w hich they are opposed. W hat if the m ercenary finds he identifies w ith the opposing side? W ill he continue to w ork for his em ployers despite his personal leanings, or does he betray them , thus com prom ising his professionalism and, per haps, code o f honor? H ow does the m ercenary react to changing circum stances in a job? How does the m ercenary feel about others' lives, in relation to the job at hand? Is the welfare o f one’s allies (even hired allies) m ore im portant than the task, or does he place com pletion o f the job above all? M ore im por tantly, how does the m ercenary treat his opponents? M ore than any other type o f adventurer, especially m ore than heroes, m ercenaries recognize the validity o f the oppos ing side and understand that u nder different circum stances, they m ight be on it. How does the m ercenary feel about killing opposing m ercenaries, people w ith whom he m ight be familiar, and even have w orked w ith before? M ost m ercenaries accept the possibility as part o f the job, but avoid needless bloodshed w hen they can. No success ful m ercenary enjoys killing; it clouds judgm ent and cre ates enemies. W hile there is a huge am ount o f room for variation even w ithin individual alignm ents, som e generalizations can be m ade about a m ercenary's alignm ent.
___ _____________ ALIGNMENT L aw fu l G ood: A lawful good m ercenary does not th in k o f him self as a mercenary. He sees him self as a force for right and accepts m oney for his w ork only because he needs it to continue doing good in the world. The lawful good m ercenary takes on tasks because it is the right thing to do for the com m on good, and does not hesitate to lay dow n his life in its pursuit. A lawful good m ercenary not only refuses to take on a task that violates his moral code, but actively challenges the villain w ho asked him to. A lawful good m ercenary
considers it beneath him self to ask for paym ent for a job, bur accepts it as a form o f gratitude. Finally, the lawful good m ercenary rarely identifies w ith other m ercenaries, and because o f his lack o f em pathy w ith th e opposing side, does not hesitate to kill those he considers her ene mies. N e u tra l G ood: A neutral good m ercenary accepts m er cenary work as a m eans o f earning a living, but refuses to take jobs that he feels violate his personal m oral code. He may fight for paym ent, b u t he em pathizes w ith those on the opposing side, and does n ot kill unless he must. The neutral good m ercenary takes no joy in combat, but accepts it as a necessity for accom plishing certain goals. He is unafraid to place him self in danger, and protects civilians and noncom batants on either side o f a battle. The neutral good m ercenary w orks for those in need, regardless o f their ability to pay, but expects gratitude for his service in some form, even if only a polite word. He does n ot kill in cold blood, nor does he serve those he feels do not deserve it. Ultimately, the neutral good m er cenary does his best to help the world, w hile still carving out a place for him self in it. C h a o tic G ood: A chaotic good m ercenary examines the cause more closely than its methods. If his client tries to do w hat is best for th e people, regardless o f his means, the chaotic good m ercenary helps him. The chaotic good m ercenary recognizes the need for ugly ends to accom plish helpful means, and does not hesitate to sabotage, assassinate, or blackmail in pursuit o f a w orthy cause. M ore than any o th er alignm ent, chaotic good m ercenar ies tend to em pathize w ith the cause for w hich they fight. However, a chaotic good m ercenary is also unreliable. If he learns som ething incrim inating about his client, he does not hesitate to break a contract w ithout warning. Similarly, if he finds he is needed m ore elsew here, he m ight abandon his current job and go w here he is needed, especially if the new client has a cause w ith w hich he identifies more closely. A chaotic good m ercenary is less professional than many others. L aw fu l N e u tra l: M any m ercenaries tend to follow a lawful neutral path. W hile they may em pathize personal ly w ith the cause for w hich they fight, they are able to detach and serve any cause on a professional level. The m ethods the cause uses are m ore im portant to the m erce nary than the goals they seek. The lawtul neutral m erce nary sees the entire process as a job, and the most im por tant aspect to them is that th eir em ployer holds up his end o f the bargain. Lawful neutral m ercenaries are em inently reliable, com petent, and professional. They com plete a job because they have made a com m itm ent to do so, and com plete it to their utm ost ability out o f professional pride. If asked to perform a task that goes against his personal code, the lawful neutral m ercenary politely declines and points to the voluntarv term ination clause in his contract.
D
e s c r i p t i o n
N eu tra l: The vast m ajority o f m ercenaries are neutral. They do their job solely out o f a desire for profit and care little for moral sem antics or the cause for w hich they fight. However, they are no more callous killers than they are altruistic heroes, and may not perform certain tasks regardless o f the am ount o f m oney offered. A neutral m er cenary is as like as not to becom e swayed by a cause, but in the grand schem e o f things, it m atters very little to them. Far more im portant are the task at hand and the paym ent at stake. N eutral m ercenaries do not have as strict a sense o f pro fessionalism as lawful mercenaries, and as long as they gain their rightful dues, are w illing to follow orders as they come. Ultimately, neutral m ercenaries are m ore con cerned w ith the im m ediate tasks at hand th an they are w ith any abstract m orality regarding their profession. C h a o tic N e u tra l: Chaotic neutral m ercenaries take or leave jobs on a whim. If they need m oney badly enough, any task becom es feasible. A chaotic neutral character rarely accepts or refuses em ploym ent based on the cause or moral ground, but upon his own w illingness to do the task at hand. I f it sounds interesting and pays well enough, he does it. O therw ise, he can walk away w ithout a second thought. Chaotic neutral m ercenaries are notoriously unreliable. If an em ploym ent grow s u n in te restin g , o r b etter prospects show, he is entirely likely to drop an assignm ent on a w him and pursue another option, regardless o f their contract. Furtherm ore, a chaotic neutral m ercenary rarely has respect for his allies, employer, o r opponents, and can find him self in trouble because o f this. L aw ful Evil: The lawful evil m ercenary is very, very dangerous. Lawful evil m ercenaries are m ethodical, thor ough, dedicated, and ruthless. A lawful evil m ercenary covers every possible event in his contract, and regardless of the situation, always com es out ahead in it. If his em ployer wins, the lawful evil m ercenary gets his cut. If his em ployer loses, he claims professional detachm ent and cuts a deal w ith the w inner. The lawful evil m ercenary is a consum m ate profession al at w hatever he does, and has no qualms about the deeds he perform s in pursuit o f his em ployer’s goal. The cause for w hich he fights is ultim ately irrelevant to the lawful evil mercenary, outside o f how he can gain influence or power from it. The lawful evil m ercenary is the epitom e of the dispassionate killer, w illing to do w hatever it takes to get the job done regardless o f the consequences to others. N e u tra l Evil: The neutral evil m ercenary is out to get his cut, no m atter what. Unless he stands to m ake a profit from it, the neutral evil m ercenary has no reason to undertake a task, and he does w hatever it takes to get that profit, regardless o f cost to em ployer, ally, or opposition. N eutral evil m ercenaries happily betray th eir em ployers if they believe they can get away w ith it, and it is in their own best interest.
>
A
<
M ore than any o th er type o f mercenary, the neutral evil one always looks at the bottom line. Caring nothing for his professional reputation, em ployer’s cause, or allies’ or opposition’s well-being, the neutral evil m ercenary does the least w ork for the m ost profit, at the least danger to himself. The neutral evil m ercenary can be bought off m ore easily than any other alignm ent, because he owes no allegiance to cause or employer, and does not allow pride or passion to interfere w ith his greed. Keeping him bought, however, is an o th er story. C h a o tic Evil: Very few m ercenaries are chaotic evil. A m ercenary w ith no long-term goals, no system of oper ating, and no discipline does n ot survive very long. However, a chaotic evil m ercenary is on e o f the m ost dan gerous, because he is in h e re n tly u n predictable. Furtherm ore, w hat a chaotic evil m ercenary lacks in pro fessionalism or discipline, he m ust make up for in brute strength and bloodthirstiness. C haotic evil m ercenaries always w ork alone. No sane soldier w ould w ork w ith som eone so obviously u n tru st worthy, and the typical chaotic evil love o f bloodshed makes for as dangerous an ally as an enemy. A chaotic evil m ercenary is usually hired as a short-term attack dog, in the hope he will inflict m ore harm upon the enem y than the client. W ith th eir lack o f discipline, subtlety, and pro fessionalism, such a goal is hardly guaranteed.
___________ WALK THE WALK A m ercenary m ust juggle many roles. He is a diplom at, soldier, ambassador, scout, and assassin, to nam e but a few. O ne o f the m ost im portant, and overlooked, aspects o f the m ercenary profession is com m unication. A m ercenary cannot afford m iscom m unication, eith er w ith clients, com rades, allies, or even enem ies. A m ercenary w ho "talks w ith his sword” is ju st ano th er cheap sellsword, good for n o th in g b ut petty brawls. A professional m ercenary is direct, clear, and formal w ith potential clients. A client m ight be a noble lord w hose deeds are renow ned w orldwide, or a villainous w retch, b ut to a mercenary, they are an em ployer — no more, no less. A m ercenary establishes exactly what he will and w ill not do for an employer, and the m ethods by w hich he will accom plish these tasks. In return, an em ployer should respect the m ercenary enough to estab lish w hat he expects, and w hat he is w illing to pay. Many people believe the m ercenary is no m ore than a blood thirsty, callous killer, and in som e cases, they are right. However, a true professional can and should convince them otherw ise. H irin g a m ercenary is strictly business. Few em ployers have the resources necessary to hire m ercenaries exclusively, and most often, a m ercenary is hired to perform a certain task or supplem ent existing
forces. H ow the m ercenary relates to a clien ts perm anent staff, and vice versa, can be o f great im portance. Do they resent the m ercenaries’ presence, and if so, why? Few standing arm ies have respect for mercenaries, and w hile local civilians may be used to a perm anent army, a m erce nary’s reputation m ight have preceded him. M any m erce naries forget they are guests o f their employer, and look dow n upon local residents and customs. Sm art m ercenar ies, however, rem em ber that their lives m ight one day depend upon these people's good will, and do th eir best not to antagonize them . M ost mercenaries, as supplem entary forces to a stand ing staff, need to use a certain am ount o f w ritten com m u nication — reports, com m uniques, orders, and supply requests, to nam e but a few. Even if a situation is not for mally military, a sm art m ercenary keeps records o f all per tinent inform ation, so as to avoid m istakes furth er down
the line. And o f course, the m ost im portant piece o f m er cenary text is their contract. A good contract is, above all things, thorough, w ith clauses for every conceivable situ ation. Furtherm ore, it should be clear, so that a m inim um o f interpretation is needed. Confusion is the bane o f the successful mercenary.
However, despite the necessity for w ritten com m unica tion in the m ercenary life, there is a danger involved in it: specifically, th e possibility o f loss or interception. An intelligent m ercenary works to m inim ize the former, and prevent the latter. Loss can only be prevented through co m p ete n t p erso n n el and lines o f com m u n icatio n . Interception, however, can be prevented through intelli gent forethought. An intelligent mercenary, or m ercenary band, establishes a secure code for internal com m unica tion. F urtherm ore, if a m ercenary's em ployer speaks a par ticular language, it is m ore professional and courteous to com m unicate (w ith the employer, at least) in that lan guage. MERCENARY PROFILES The m ost im portant form o f com m unication a m ercenary has at his disposal is his behavior. A m ercenary w ho acts like a professional is treated as such. O ne w ho acts like a ruffian is treated as such. W hile there are no concrete guidelines for how a m ercenary should behave, there are a few generalizatio n s th a t can govern professional behavior. The successful m ercenary separates the professional and th e personal. He n eith er likes, n o r dislikes, his employer, at least not overtly. W hile a m ercenary may have preferred clients, and clients he would rather never see again, such concerns are im m aterial once he has taken the job. A m ercenary m ight like a potential client person ally, but despise w orking w ith him. I f this is the case, he should eith er refuse to w ork w ith such a client, or accept the g rief as a given part of the job. Contrarily, a m ercenary m ight hate a client personally, but have a very successful w orking relationship w ith him. The key to any such dis crepancy is the ability to differentiate betw een the per sonal and th e professional. Furtherm ore, the sm art m ercenary avoids com plicating a professional atm osphere by introducing personal rela tionships into it. A m ercenary w ho w orks w ith a friend out o f friendship and not professional respect is asking for grief. A m ercenary w ho falls in love w hile on the job creates a vulnerability that a sm art opponent can exploit. For that matter, any personal relationships can be exploit ed by an intelligent opponent. Profesion-al respect allows for clear ju d g m en t in tim es o f crisis; personal attachm ent does not. The successful m ercenary recognizes his place. He does his job, no more, and no less. For the duration o f his em ploym ent, he follows his clien t’s wishes, despite any personal feelings. A m ercenary may (and should, as the experienced professional) advise his employer, b u t as a contracted freelancer, the ultim ate decision rem ains in the hands o f his client. Unless the situation changes, plac ing the m ercenary in a position he did not know he would be in w hen taking the assignm ent, he does w hatever the
>
D
e s c r i p t i o n
client wants. Even if circum stances do change, the profes sional m ercenary is straightforw ard w ith his client. Such circum stances are w hat m ake a specific, thorough con tract so im portant, so that there are established guidelines for such a situation. The successful m ercenary m aintains his professional detachm ent. The cause is not his own, the clients success or failure is not his success or failure, and the client's ene mies are not his enem ies. This point is one o f the most im portant, because in a m ilitary situation, the opposition may very w ell have m ercenaries o f th eir own. H ow a m er cenary treats his fellows can have im portant repercus sions on his own reputation, and fortune, dow n the road, i f a m ercenary can m aintain his professional detachm ent w hen dealing w ith the opposition, he has a pow erful force on his side. The successful m ercenary presents him self as he wants to be seen. A m ercenary w arrior w ho wears dirty armor, carries a rusty sword, and appears at a m eeting unw ashed and shoddily dressed says things about his professional ism, dedication, and com petence, i f he has so little respect for his sword, the weapon upon w hich his life depends, how reliable can he be? A m ercenary spellcaster whose attention is on an arcane tom e during contract negotia tions, rather than on his client, m ight be com petent, but creates grave misgivings about his dedication to the job, and professional concern. In short, a m ercenary’s appear ance and presentation com m unicate for him before he speaks a single word, and should be carefully considered. The successful m ercenary understan d s a situation before throw ing him self into it. Before signing a contract, he researches the client, the opposition, and the situation. He learns all sides to the truth, not merely his client’s. He gets as detailed inform ation as possible on his area of operation, such as geography, history, and local popula tion. Furtherm ore, he learns the details o f the assignm ent before taking it on, such as the involved parties, the results o f his success (or failure), and the reason his client wishes him to undertake it. Even the w eather can be a fac tor in a m ercenary operation. The successful m ercenary looks at any situation from a tactical standpoint. A professional in war, the m ercenary understands the basic strategic desire to m inim ize ran dom ness and unknow ns. T he m ore he know s about the situation, the better he can prepare for it. This means know ing the resources at his own, his client’s, and his opposition’s disposal. It means know ing the capabilities o f such resources. T he successful m ercenary is aware o f every th in g around him from the m om ent his assignm ent begins. By definition, a m ercenary does a job that som ebody else wants to prevent.T he less aware the m ercenary is, the eas ier it is for that job to be prevented.
<
Finally, the successful m ercenary understands that no plan lasts longer than the m om ent it is conceived. H e is able to improvise and adapt to a changing situation. He knows w hat resources he can use, and how long it takes to bring them to muster. F urtherm ore, the truly successful m ercenary can anticipate the opposition's reactions, and integrate such action into his plan, but m aintain enough flexibility to allow for a different reaction than the one he predicted. Thus, the m ercenary learns to balance between adhering to a solid plan, and adapting to an ever-changing situation, based on his personal preferences, th e other parties involved, and the task at hand. W ORK FOR HIRE Very few organizations have the resources or the inclina tion to hire standing arm ies consisting o f entirely m erce naries. It is nearly always m ore efficient to raise, train, and outfit an arm y from existing citizens. Such arm ies require less pay and are m ore loyal, especially over long periods of time. H ence, m ercenaries are usually hired for short-term operations that a clien t’s existing forces are eith er unw ill ing, or unable, to carry out. Such an operation m ight require elite and specialized training or equipm ent that a norm al m ilitary u n it does n ot have. Alternatively, it m ight have moral, ethical, or social im plications that make a com m on soldier loath to perform it. It could be danger ous, such that an em ployer is unw illing to risk perm anent assets on the task, o r illegal, so that the client wishes to retain plausible deniability by not being traced to the operation. Regardless o f the reason for h iring m ercenaries, most m ercenary operations fall u nder certain broad categories. The m ost com m on o f these categories is open warfare, w hich from tim e im m em orial has involved large n u m bers o f arm ed w arriors killing each o th er o ut in the open. M ercenaries are far too rare and expensive to be used as everyday cannon fodder, and most often com pose elite or specialized units for specific situations. Such units m ight be based around a particular piece o f equipm ent, such as artillery or a siege engine, or a particular style of fighting, such as a spear phalanx, m ounted combat, or berserker warfare. O ften, th e dem oralizing presence o f such exotic w arriors is m ore detrim ental to the opposition than the actual casualties they inflict. Occasionally, m ercenaries are hired as professional offi cers for u nits o f p erm anent soldiers, and th eir tactical skills w ork well in such a position. However, many foot soldiers resent serving u n d er a mercenary, w ho has no loyalty tow ards his m en, or in terest in th e ir safety. M ercenaries in such a position m ust w ork to secure the tru st o f th eir men, w ho are w aiting for them to leave or make a m istake at th e first opportunity. M any m ercenaries are kept out o f direct combat and used in an intelligence role, as scouts, infiltrators, and
D
e s c r i p t i o n
other such inform ation gatherers. Such a role fits a m er cenary well, giving him the freedom and independence to perform the operation according to his own specifica tions, rather than constantly answ ering to a superior. However, few em ployers trust a m ercenary so absolutely as to let them operate com pletely independently. In many instances, a m ercenary in such a role is subject to num er ous restrictions and protocols that a perm anent soldier m ight not be, like regular progress reports, check-ins, periodic debriefing, etc. I f a m ercenary is w illing to put up w ith such inconveniences, intelligence work can be rew arding and (usually) less dangerous than open com bat. A distinction should be made betw een open warfare and guerilla warfare, w hich, due to the difficulty and moral questionability in fighting one, contributes to a great deal o f m ercenary work. A guerilla war is one in w hich one side vastly outnum bers the other, and usually has superior resources to boot. The way the m inority makes up for their lack is through dedication and morally questionable practices. M ercenaries usually end up w orking for the majority, unless the m inority forces have unusual wealth, or are funded by an external source. The danger in w orking for such a m inority is their fanaticism; they are w illing to do anything for th eir cause, and if their own lives are expend able, then a foreign m ercenary certainly is. As m entioned earlier, some m ercenaries fight for a cause in they don't believe in, and some do not. However, it is im portant to realize that both parties believe in their cause, and not to dism iss the validity o f an op p o n en t’s point o f view. Plenty o f soldiers in the em pire in that galaxy far, far away th o u g h t they w ere doing the right th in g by establishing order and justice. Guerilla warfare is ugly. The line betw een com batant and civilian blurs, and the presence o f m ercenaries is tol erated at best, and usually discouraged. This is the kind o f warfare w hich a m ercenary is hired to wage because the perm anent soldiery are unw illing to sink to the depths necessary to fight it. A m ercenary fighting a guerilla war m ight be pushed to harass or attack noncom batants, destroy civilian property, o r even com m it genocide. An intelligent m ercenary know s w hat he is w illing to do to get the job done, and specifies it in h is contract. He is also w illing to walk away from a situation w here he is in over his head. W hether or not to sink to an oppo n en t’s level is a moral decision a m ercenary in such a situation m ust make. Occasionally, a m ercenary is hired not so m uch to wage war, but to discourage it. Such a show o f force can be as effective as a m ilitary campaign, and entirely bloodless. An em ployer hires a m ercenary to attend at a negotiation, w here his presence illustrates the clients w illingness and ability to wage war, in the hopes that an opponent will
back down. Such functions require a m ercenary to have diplom atic and social skills, and be able to thoroughly convince a potential adversary o f his effectiveness. A nother show o f force requires a more active approach, in w hich a m ercenary band makes itself visible in a con tentious area, hoping to intim idate an opponent into backing down. However, such a display may turn into a contest o f one-upm anship, and from there degenerate into full combat. An intelligent m ercenary is prepared for such a situation, both w ith his contract and his forces. Some m ercenary work, especially in a fantasy cam paign, involves bounty hunting. Some type o f dangerous creature poses a threat to locals, and the m ercenary is called in to remove it. This type o f operation is usually morally straightforw ard and relatively cut and dry, b ut the disadvantage is that it usually pays less. W hy pay a m erce nary to slay the dragon w hen there is an endless supply of knights w illing to do so out o f the goodness o f th eir heart? Sometimes, a m ercenary is called upon to do guard work. Usually, such w ork is temporary, such as w hen the object o r person being guarded is traveling to a certain destination, or will only be in the client's care for a certain am ount o f time. However, m any perm anent guards, espe cially officers, were m ercenaries w ho chose a steady career in one em ployer’s service. The disadvantage to this type o f w ork is twofold: first, it is dull, a detrim ent that speaks for itself, and second, m ost m ercenaries hired as guards find them selves serving u n d er a regular com m an der, w hose orders they are bound by contract to carry out. I f this com m ander is com petent, there are no problems. O therw ise, friction can occur. Some m ercenary work becomes less operational and m ore personal, such as a bodyguard or m ilitary advisor. This can becom e a very enviable position, especially as an advisor, since it gives the m ercenary power effectively equal to th at o f his clien t (by d irecting th e clien t’s resources). However, as a valued asset to the client, the m ercenary becom es vulnerable to any actions taken against his employer. The successful m ercenary does his hom ework, and learns just how close to the client it is safe to get. Furtherm ore, w ith such an ideal position, the tem ptation exists to flatter the client and soften hard news, in order to keep the job. However, such deceit usu ally catches up to a person in the end, and m ost successful m ercenaries prefer to tell the tru th and deal w ith realities. If a client cannot handle an ugly truth, than the m erce nary should not have signed on w ith him in the first place. Finally, there is m iscellaneous work, w hich can be cate gorized prim arily by its less m ilitary nature and inability to fall into any o f the other types. T reasure-hunting, res cues, assassination, sabotage, raids, and any o th er type of w ork that needs strong muscles or magic fit into this cat egory. M iscellaneous w ork can be quite profitable, but the
JL
D
e s c r i p t i o n
lack ot organization and inform ation involved makes it risky business. M any m ercenaries make th eir living per form ing these types o f param ilitary odd jobs, w hile others shun them for the lack o f planning, organization, and reli ability involved. The availability o f such jobs is hard to predict, and it is rare that a princess will need saving just as a m ercenary is ru n n in g low on funds. IN IT FOR THE MONEY There are lim itless reasons to hire m ercenaries. Usually, they are hired to do a job that those available cannot, or will not, do. A m ercenary rarely acts in a vacuum, and has various allies and adversaries d uring the course o f a job. Some o f these are as follows: The Law There are two concerns regarding the law that a m erce nary should have. Is the job legal, and is it sanctioned by the governm ent? W hile these questions m ight seem syn onymous, it is quite possible to do an illegal job at the gov ernm ent's behest. There are various reasons w hy the gov ernm ent (at any level) m ight need theft, m urder, or other nefarious deeds done, and several good reasons to hire outsiders to do them . First and forem ost is the issue of plausible deniability. By taking steps to distance them selves from m ercenaries doing their dirty work, nobles and oth er prom inents need not soil th eir own good names. Furtherm ore, if the m er cenaries fail, then nobody need know w ho was behind their task in the first place. Also, a m ercenary may be will ing to do a job that a loyal operative would not — such as w orking against the best interests o f a superior, or society as a whole. Hence, w hile a m ercenary m ight be w orking for the law, or against it, he very rarely w orks entirely indepen dent from it. An intelligent m ercenary always know s w hich side o f the law he is on, w hat laws his actions m ight break, and the penalties involved in them. There are several advantages to w orking on the side o f the law — the m ost obvious o f these is the allies involved. Usually, the forces on the side o f the law are organized, well-equipped, and num erous. The ability to call on them at need is certainly not trivial. F urtherm ore, the law can aid in various pursuits, such as acquiring questionable items, facilitating travel, and offering protection. In most cases, it is far easier to have the law w orking for you, than against you. However, a m ercenary w orking for the law m ust limit him self in one o f two ways, either his exposure, or his methods. Because he can be traced back to the govern ment, a m ercenary w orking for the law m ust either work w ithin legal means, or prevent anybody from tracing him to the law. E ither way, such lim its can m ake a sim ple task more complex, i f a m ercenary s job, appointed to him by a
>
governm ent agency, is (for example) to kill a particular nefarious individual, assassination is far sim pler and safer than challenging him to a fair and legal duel. However, if th e assassination is traced back to th e m ercenary's em ployers, severe com plications can develop. W hichever side o f the law a m ercenary ends up w ork ing on, he should know as m uch about them as possible, due to th eir potential as eith er enem ies or allies. He should know strengths, weaknesses, personnel, locations, operating procedures, and as m uch else as he can. Heroes M ercenaries are not heroes. M ercenaries get paid. They may end up w orking w ith, for, or against heroes, but they are not heroes. A hero can be a great asset to a mercenary, o r a great hindrance. I f a m ercenary can convince a hero o f the righteousness o f his task, he may find h im self w ith a pow erful ally, w illing to do the dangerous w ork for little to no reward. However, if a hero considers the m erce nary’s task to be evil or villainous, the m ercenary can end up w ith a great deal o f problem s on his hands. The best way for a m ercenary to deal w ith heroes is to illustrate w hy the task is rig h t and just. T his does not m ean lying to the hero, m erely portraying th e situation in a different light. If the m ercenary’s task is to overthrow a lord, explain how the people benefit from such a change in power. I f the task is to assassinate a person, explain how this person’s death helps society as a whole. Rem em ber — dead people m ake excellent scapegoats. Villains M ercenaries are not villains any m ore th an they are heroes. A villain has a defined agenda and goal. A m erce nary, in the context o f his occupation, has no larger agen da th an to com plete the job and get paid. W hile personal ly, a m ercenary m ight have a goal, be it noble or nefarious, that goal has no place in the professional aspect o f a m er cenary’s life. A m ercenary m ight easily find him self w orking for som eone w hose m otives and agenda are suspect (i.e., a vil lain). i f this is the case, both he and his em ployer should rem em ber the job he is there to do. I f a m ercenary is em ployed as a bodyguard, he is n o t an assassin, and vice versa. A m ercenary general is not an accountant, n o r is he a bodyguard. T he m ercen ary may owe professional respect or loyalty to his employer, but no more. Contacts M ore than any o th er type o f adventurer, m ercenaries w ork w ith people. A naive m ercenary is taken advantage of, a sadistic one is m istrusted, and an altruistic one, unem ployed. A m ercenary w ho know s and understands the nature o f sentient beings, especially hum ans, thrives because he know s w hat to expect from him self, his
Description
employer, his opponents, and his allies. No m an is an island, and know ing w ho to trust is a m ercenary’s greatest weapon. A m ercenary’s acquaintances are his lifeblood. They are links to em ployers, potential team m ates, and fonts of inform ation and assistance. Every successful m ercenary leader has a netw ork o f contacts to w hom he can turn. W hile the specifics may vary, m ost m ercenaries have at least one contact in the following categories: L aw E n fo rc e m e n t: It is very rare that a mercenary, or m ercenary company, acts com pletely independently from the law. Even if they are on a legitim ate mission, sanc tioned by th e local governm ent (a rarity on its own), a m ercenary needs to be m indful o f the local laws, penal ties, and enforcem ent system. Trouble has a habit o f fol lowing mercenaries, and is rarely resolved w ithout bend ing or breaking a few rules. A m ercenary forced to cool his heels in the local jail leaves a poor im pression o f him self on his employer, his associates, and even his oppo nents. In order to avoid such situations, m ost m ercenary lead ers make a point o f know ing the local law enforcem ent, and providing some m eans o f insurance. W heth er it is a m atter o f bribing the constabulary to tu rn a blind-eye, establishing a procedure through w hich problem cases are handled, or negotiating w ith the m ercenary’s em ploy er, a provision should be established. Most law enforcem ent officers dislike mercenaries, and for good reason. The job o f law enforcem ent is to keep the peace, and the job o f most m ercenaries is to disrupt it. Furtherm ore, w hen a m ercenary finds him self w orking for the governm ent, he often believes he is above the local law, resulting in hostilities. C rim in a ls : Just as a m ercenary needs to w ork out some kind o f relationship w ith the law, they generally have equally strong ties to forces w orking outside o f th e law. W hether a m ercenary is personally w illing to break the law or not, he nearly always know s som ebody w ho is. H ighw aym en, thieves, con artists, and assassins are just a few o f the ne’er-do-wells a m ercenary m ight need to work with in order to accom plish his goals, and a healthy busi ness relationship w ith such individuals can be a lifesaver. Many m ercenary leaders have w hole lists o f contacts in just one field, such as assassination or burglary. W hile the successful m ercenary has an entrepreneurial spirit, and is loath to give up some o f his hard-earned pay, he also knows w hen to delegate responsibility. If part o f a job involves stealing, or forgery, it makes far more sense to subcontract a reliable professional for that aspect. S u p p lie rs: O ne o f the major advantages to h iring a m ercenary is that they supply th eir ow n equipm ent. Em ployers do not need to outfit m ercenary armies, nor m aintain their equipm ent. The mercenaries, on the other
>
hand, have the freedom to choose th eir own equipm ent, and m aintain it to th eir own standard. However, this means that any special or exotic supplies are th eir own responsibility. As a result, m ost m ercenaries know people w ho can supply their needs, or at least, know somebody else w ho can. Even m undane equipm ent can be difficult to acquire, in sufficient num bers. W hile purchasing one sword, or even ten, is a relatively sim ple transaction, w hen the n u m bers reach the hundreds or thousands, things get a little m ore difficult. M ost such quantities o f w eapons and arm or are in the hands of standing armies, w ho usually wish to keep them that way. As a result, m ost m ercenary leaders keep in touch w ith som ebody w ho can consistently provide reliable equip m ent in sufficient quantity. Even if the leader o f a m erce nary band doesn’t deal directly w ith his suppliers, his quarterm aster does, and the m ark o f a good m ercenary leader is covering all o f the details. Good supply contacts include m erchant com panies, quarterm asters o f standing armies, and (for those w ho have less qualm s about the ori gins o f th eir supplies) brigands. F ences: O n the flip side o f the coin from suppliers are buyers. S ooner or later, m ost m ercenaries will find them selves in possession o f valuable objects o f questionable origin. W h eth er the legitim ate spoils o f war, or booty from a less honest endeavor, it can be difficult to find a buyer for m uch o f the m erchandise a m ercenary m ight com e by. To fill in this em pty (and profitable) void comes the fence. The fence's job is to buy m erchandise whose origins are best left undiscovered, and sell it to those w ho know bet ter than to ask. W hile an entrepreneurial m ercenary m ight w ant to fence his ow n loot and increase his profit, fences rarely sell to the final buyer. M ore often, th e sce nario w orks as follows: th e m ercenary “acquires” an expensive and very recognizable sword. H e sells it to a fence he trusts (both not to tu rn on him, and to give him a fair price). T he fence, in turn, takes it to a jeweler, who removes the precious stones from the w eapon and puts them in new settings. H e takes it to a blacksm ith, who removes the hilt and puts it on a less recognizable blade, and re-hilts the weapon. Finally, the fence sells the swords and jewels to a discrete m erchant in a distant land. W ith all o f this work involved, m ost m ercenaries find they have better things to do than fence th eir loot themselves, and hence, find a trustw orthy and reliable professional to fence th eir acquisitions. M e rc en a rie s: Arguably the m ost im portant contacts a m ercenary can have are his fellow professionals. I f he needs an ally, a refuge, inform ation, or advice, a m erce nary can rarely go w rong w ith a trustw orthy b ro th er in arms. W hile it may seem strange for m ercenaries to have
-L
>
Description
good relations w ith each other, considering their oftenshifting allegiances, they do share a com m on bond: they are all m ercenaries. More than any other type o f person, a m ercenary rec ognizes the natures o f war and combat, and realizes that it is ju st a job. Even if two m ercenaries are on opposing sides, there is no reason they cannot be civil towards each other; after all, they probably have more in com m on w ith each o th er than they do w ith their employers. A m erce nary may be forced to kill an opposing m ercenary in cold blood, but he can do it w ith respect, understanding that they are both professionals doing a job. O nce a job is over, he can socialize w ith his form er opponent (assum ing both still live), com pare notes and impressions, and perhaps team up on the next job, so as not to be p u t in the same position. A nother long-standing tradition for m any m ercenaries is to ensure for the dependents o f a fellow m ercenary for whose loss he m ight be responsible, either those o f an ally, or o f an opponent. This care can com e in many forms, from financial help to adoption, but no honorable m erce nary leaves dependents helpless. C iv ilia n s: Some o f the m ost valuable inform ation and aid can com e from the unlikeliest sources. M ercenaries travel a great deal, and w hile they grow world-wise from their journeys, they neglect to gain a familiarity w ith any single place. A m ercenary in a foreign land may stay there a few weeks or m onths; the local com m oners have been there for their entire lives. Farmers, herders, hunters, and other w orkers tend to know all sorts o f useful inform ation about the land, such as dangerous areas, local flora and fauna, shortcuts, and ruins. M any m ercenaries tend to overlook the peasants upon whose land they fight, w hose food they eat, and w hose vil lages burn if they fail. As a result, the dow ntrodden com m oners may not be too w illing to provide aid, but if a m er cenary shows com passion and an open m ind, he may find him self w ith a horde o f faithful, reliable allies. Introducing Contacts H ow the DM introduces contacts into the cam paign is ultimately up to playstyle. It can be as sim ple as role-playing through each encou nter until you find som eone you trust, part o f your character’s background, or it could be a cost like buying equipm ent. A low-level contact is 100 gp, while higher level contacts could cost as m uch as 2,500 gp or more. It is im possible to detail every m ethod w ithin the context o f this book. Rather it is left to the DM to devise a m ethod that m ost suits the level o f play. A cost o f a skill point or feat could be appropriate in a campaign w here people w ho can be trusted are rare. In such an instance w here a PC m ust forfeit a feat to know a fence or a guild insider, it would be unfair to have that contact betray the PC.
RELIGION T hough m ercenaries need be no m ore o r less religious th an o th er m en and w om en, those gods that m ercenaries do w orship are an odd, eclectic lot. As m ercenaries tra verse th e w hole o f the world or worlds, they enco u n ter m ore races and religions than even m ost oth er adventur ers, and in so doing, they find new and unusual gods. The battlefield may destroy a man’s faith, b ut it may also give it to him , and m ercenaries see m ore w ar than m ost men. M ercenaries are a practical lot, and tend to choose th eir gods based on th eir usefulness, rather than on any partic ular pantheon. Aldoin A ldoin is the god o f travel, often called the A scending One. H e is chaotic neutral, and his dom ains are Travel, Protection and Luck. Aldoin is widely w orshipped by travelers everywhere, and it is a rare sailor, pilgrim or sol dier w ho does not drop a few coins in Aldoin’s bowl before setting o ut on a journey. Huge, ornate tem ples to Aldoin can be found in m ost large port or trading cities, and the tem ples serve as places o f w orship and prim itive travelers’ aid societies, assisting lost or confused travelers and even providing beds w hen none are available. The tem ple also sponsors a string o f hostels along many o f the best-trav eled routes. The accom m odations are n o t fancy, but they are clean and often the only safe place to stay for miles around. M any professional travelers, such as caravan lead ers, m erchants, etc., becom e initiates o f Aldoin, and some o f those go on to becom e priests o f the Fleet O ne. H e is pictured as a young man w ith blonde curly hair and small w hite-feathered w ings on his back. H e carries a staff, his favored weapon. Asral The SeO-Sword King, Astal is com pletely aloof unless som eone has given him som ething w orth his attention. Lawful N eutral, Astal’s only goals are the absolute obedi ence o f his subjects, and gaining from any conflict. N either com passionate nor cruel, he epitom izes the best and w orst o f soldiers everywhere. T hough he almost never has tem ples in any “civilized” country, he is the pri mary god o f m any m ercenary bands, and such groups carry m iniature shrines w ith them in th eir travels. Astal’s clerics believe them selves to be ideal m ercenaries, follow ing th eir contracts to the exact word, and those w ho fol low them are every bit as treacherous if dealt w ith unw ise ly. He is universally depicted as a m an in full arm or stand ing akimbo, and his symbol is a grey helm w ith blinders. His dom ains are Money, Strength, and War, and his favored w eapon is the m orningstar.
Description
Dalyahal D alyahal, b e tte r k n o w n as th e U nm oved M over, is believed to be the original creator o f the know n worlds. Absolutely neutral, he watches as his creations create and destroy on their own, n either interfering nor ignoring the events. He grants his clerics pow er only insom uch as they provide unusual perspective's for his insight. Though m any call his followers fatalists or cowards, they believe that the world is not m eant for m ortal understanding, and should not be treated as such. H is tem ples are in the highest peaks and the lowest depths; anyw here unique. He is only depicted as his symbol reveals him: a hand ascending from shadow, supporting the world betw een its fingers. His dom ains are Death, Healing, Knowledge, and Neutrality, and his favored w eapon is the net. Derek Tor Derek Tor is the Lord o f Battle, and shares the appellation D eathbringer w ith a num ber o f other war gods. U nlike the rest o f his dark brotherhood, Derek Tor delights only in battle, uninterested in blood, slaughter or even death. Instead, he revels in the m anna expended by intelligent beings fighting for their lives. He is chaotic neutral and encom passes the dom ains o f Battle, Strength and War. By his very nature, Derek Tor does not require an organized body o f w orshippers, priests or tem ples in order to sur vive, draw ing his strength from the battle itself. The few initiates and clerics w ho w orship him are usually berserks w hose lives revolve around battle. As for lay worshippers, every intelligent creature in the universe w ho is fighting for its life effectively w orships Derek Tor. He is pictured as a huge barbarian in furs, w ith a battleaxe, his favored weapon, over his shoulder. Chillingly, he is always show n laughing.
Evadne Evadne, also know n as the Lady o f Knowledge and the K nower o f Secrets, is widely w orshipped in civilized lands. Strictly neutral, her dom ains include Knowledge, Seeking, and Travel. Evadne’s followers exalt her through study and teaching, so h er tem ples are akin to universi ties, w ith classrooms and huge libraries in addition to places o f w orship. Evadne’s libraries are excellent resources for adventurers, w ho (for a small fee) can use them to learn about lost em pires, abandoned tem ples, etc. The priesthood o f Evadne has also been know to sponsor investigative expeditions to new or hidden locations. All those w ho com e to the tem ple in search o f know ledge are lay worshippers. The teaching staff is m ostly made up of initiates and priests/priestesses of the goddess. Evadne appears as an older w om an o f calm dem eanor, carrying a book and w earing a longsword by her side. Goradin G oradin (gor-uh-din) k now n as D eath M erchant, Sellsword and M ercenary Lord, is the god o f mercenaries and sell-swords everywhere. He is a strange com bination o f a death god and a m erchant god, w atching over his w or shippers both in th eir professional death dealing and in th eir contractual dealings w ith th eir employers. Strictly neutral, his dom ains include Battle, Death, Travel, and War. Goradin has very few lay w orshippers and a small n um ber o f priests. T he vast bulk of his w orshippers are professional mercenaries, initiates w ho see the value of having G oradin w atching their backs. Temples o f Goradin can be found in m ost large cities, and serve as a place of w orship for lay w orshippers, initiates and priests alike. They also serve as a hiring hall, dorm itory and occasional ly hospital for the initiates. Initiates o f G oradin are often
T a b l e 5 -1 : D e i t i e s Deity
Alignment
Aldoin Neutral Astal Lawful Neutral Dalyahal Neutral Derek Tor Chaotic Neutral Evadne Lawful Neutral Goradin Neutral Great Mother, the Lawful Good Grimaldi Lawful Evil Manahr Chaotic Neutral O'Rannee Neutral Sarda Neutral Good Saulein Neutral Shenahsee Neutral Good Talas Lawful Neutral Tethus Neutral Thrainn Lawful Neutral
Domains
Typical Initiates
Luck, Protection, Travel Money, Strength, War Death, Healing, Knowledge, Neutrality Battle, Protection, War Knowledge, Seeking, Travel Battle, Death, Travel, War Air, Good, Healing, Protection Law, Money, Strength Battle, War, Water Knowledge, Seeking, Luck Animal, Good, Protection, Water Neutrality, Protection, Strength, War Healing, Protection, Purification Destruction, Protection, Strength, War Earth, Knowledge, Luck, Trickery Guardianship, Protection, Strength
Bards, adventurers, merchants Fighters, mercenaries Druids, philosophers, wizards Berserks Scholars, adventurers Mercenaries Druids, guardians, protectors, rangers Bankers, mercenaries, merchants Marines, sailors Adventurers Hunters, makall Barbarians, druids, peasants, rangers Healers War priests, generals, goridin's knights Assassins, merchants, mercenaries Guards, town watch
Description
lay w orshippers o f Shenahsee, Aldoin and (sadly) Derek Tor. Goradin is usually pictured as a young, dark-com plexioned w arrior bearing his favorite weapon, the spear. In this pantheon he is the brother o fT h ain n the Rock.
seeking, and his priests are those few w ho choose the life o f both cleric and adventurer. O 'R annee is usually pic tured as a slim young man in adventurer’s gear, holding two bags o f gold in his hand, his longsword at his side.
Grimaldi Also called the Wagefarer, Grim aldi is the only know n god w ho accepts followers regardless o f class, race, or even alignm ent — only their w ealth matters. Though law ful evil, he has no shortage o f w orshippers, and those who succeed in his nam e m eet w ith still m ore success, often at the expense o f the truly needy. G rim aldis priests seduce others, m etaphorically or otherw ise, into serving him, and many contracts involving large sum s of m oney exalt his name. H is lay followers are many — even the m ost moral m erchants find great tem ptation in follow ing Grimaldi's teachings — and his tem ples abound w here amassing w ealth is more im portant than how it was earned. Though depicted in any num ber o f races or form s (depending on the bias o f the artist), one th in g unites Grimaldi's visages: his left eye always glows a vile, baleful green. Grim aldi’s dom ains are Law, Money, and Strength. His favored weapon is the whip.
Saulein The G reen Lord, Saulein is the patron o f m ilitant neutral ists. Saulein has no tolerance w hatsoever for those who abuse nature or the greater balance o f the world, and expects no less from his followers. Consequently, his cults are alm ost exclusive to rural areas and the outskirts o f civ ilization, th eir “tem ples" n o thing m ore th an stone slab altars. Clerics o f Saulein often double as warlords, and his followers are the m ost rabid hosts o f neutral classes, espe cially rangers, druids, and barbarians. T hough never depicted in graven images, he appears to his followers in visions and dream s as an elf w ith no eyes and emeraldgreen skin, and always in a suit o f full plate armor. His dom ains are Neutrality, Protection, Strength, and War. His favored w eapon is a scythe.
Manahr M anahr is the Lord o f Sea Battles, but he is also know n as the Lord o f Watery Death. He is chaotic neutral, and his dom ains are Battle, Water, and War. M ost o f M anahr’s w orshippers are initiate m arines led by fighting clerics, but som etim es before a battle sailors and other non-com batants will offer him a quick prayer to protect them in the com ing fight. M anahr has few actual temples, but most ships o f war and m arine barracks have shrines to the Lord o f W atery Death. He appears as an arm ored m erm an, bearing a flam ing sword. Initiates and even priests of M anahr are often unw itting lay w orshippers o f Derek Tor, and unw illing lay w orshippers o f Shenahsee. O'Rannee O’Rannee is the Treasure Seeker, god o f lost wealth. Also known as G oldbringer, he is the bastard son o f Evadne and watches over those w ho seek to unearth hidden trea sures. He is chaotic neutral, and his dom ains include Knowledge, Seeking and Luck. O ’Rannee is an o th er example o f a god w ithout organized congregations o f priesthood; almost all o f his w orshippers are lay m em bers who light a candle at one o f his shrines before they head off into the w ilderness, often never to return. O 'Rannee has no temples, but m any shrines. H is few initiates are those w ho have chosen to devote th e ir lives to treasure
Shenahsee Shenahsee, the Lady o f H ealing, represents th e natural pow er o f the universe to heal its w ounds. She is neutral good, and h er dom ains are Healing, Protection, and Purification. H er clerics, sim ply called “Healers,” w ander the earth bringing th eir gift o f healing to all o f the crea tures o f th e world. They will never refuse to help any crea ture in need, and will not take part in the w ounding of another creature, eith er actively or passively, except in self-defense. Healers are far from stupid, however, and will do all they can to assist a party that is going to bring an end to a greater harm. All intelligent creatures recog nize the passive, healing nature o f the H ealers and will refrain from attacking them if they can possibly help it. This is m ore th an ju st kindness on th eir part; a H ealer can always tell if a given creature has ever attacked another Healer, and will never u n d er any circum stances offer that creature any form o f help. All those treated by a H ealer are expected to offer some sort o f rem uneration, eith er in coin or in service. Temples to Shenahsee are found in alm ost all large cities, most small ones, and m any villages have at least a shrine to the goddess. H er tem ples are places o f healing, both for th e m ind and for th e body, and there are very few ailm ents w hich h er priests and priest esses cannot cure. The lay w orshippers o f Evadne are all those w ho com e to her for healing. Initiates are those w ho are in training to becom e healers. Evadne appears as a w om an o f m iddle age bearing a wand. She carries no weapon.
Description
Thrainn T hrainn is the Eternal Guardian, god o f guardsm en every w here. H e is law ful n eutral. H is dom ains in clu d e Protection, Strength and Guardianship. Most o fT h rain n ’s w orship is done by his initiates and priests, professionals w hose duty it is to stand guard over som eone or som e thing, but occasionally m em bers of a city w atch will toss a few coins into the box at a T hrainn shrine before going out on duty. T h rainn’s tem ples stand in many large cities, particularly those associated w ith governm ent, nobility a n d /o r wealth. They function sim ilarly to those o f his brother Goradin, and there is often a friendly rivalry betw een the tem ples o f th e two brothers. It is, in fact, fair ly com m on for an initiate o f one faith to be a lay w orship per o f the other, and som etim es rare individuals w ho are initiates o f both faiths can be found. T hrainn is usually pictured as an enorm ous stone dw arf bearing a halberd.
>
T a b l e 5 -4 : R a n d o m Race
A H e ig h t Base Height
Aradan, man Aradan, woman Ashemi, man Ashemi, woman Bael, man Bael, woman Drallok, man Drallok, woman Lahryk, man Lahryk, woman Magirn, man Magirn, woman Makall, man Makall, woman Taranuhl, man Taranuhl, woman Uldrath, man Uldrath, woman
VITAL STATISTICS T a b l e 5 -3 : R a n d o m S t a r t i n g A g e s :
Race
Adulthood
Aradan Ashemi Bael Drallok Dwarf Elf Gnome Lahryk Magirn Makall Taranuhl Uldrath
10 250 20 40 40 110 40 15 18 12 15 20
Race
Cleric
Barbarian
Fighter
Druid
Rogue
Paladin
Monk
Sorcerer
Ranger
Wizard
+ld4 +4dl2 +ld6 +3d6 +3d6 +4d6 +4d6 +1d3 +2d8 +ld2 +ld4 +ld6
+ld6 +6dl2 +2d6 +6d6 +5d6 +6d6 +6d6 +2d3 +3d8 +ld4 +ld6 +2d6
+2d6 +10dl2 +4d6 +9d6 +7d6 +10d6 +9d6 +3d3 +4d8 +2d4 +2d6 +3d6
Middle Age*
Aradan Ashemi Bael Drallok Lahryk Magirn Makall Taranuhl Uldrath @ * ** ***
years years years years years years years years years years years years
Bard
15 500 35 140 50 35 35 35 50 -1 -1 -2 -3
to to to to
years years years years years years years years years
Old**
25 years 750 years 70 years 210 years 100 years 60 years 53 years 53 years 75 years
Venerable***
35 years 1,000 years 100 years 300 years 150 years 90 years 70 years 70 years 100 years
Str and Dex, -2 Int and Wis, +1 to Con and Cha Str, Con, and Dex; +1 to Int, Wis, and Cha Str, Con, and Dex; +1 to Int, Wis, and Cha Str, Con, and Dex; +1 to Int, Wis, and Cha
r
Height Modifier
3'4" 3'0" 6'0” 5'10“ 5'0" 4'6" 4‘6“ 4'4" 4‘2“ 4'0" 2'10" 3' 2'6“ 2'4" 4‘10" 4'6" 7‘8" 7'4"
T a b l e 5 -5 : R a n d o m W e i g h t Race Base Weight
Aradan, man Aradan, woman Ashemi, man Ashemi, woman Bael, man Bael, woman Drallok, man Drallok, woman Lahryk, man Lahryk, woman Magirn, man Magirn, woman Makall, man Makall, woman Taranuhl, man Taranuhl, woman Uldrath, man Uldrath, woman
<
801b. 50 lb. 150 lb. 130 lb. 110 lb. 901b. 80 lb. 75 lb. 160 lb. 1401b. 35 lb. 401b. 28 lb. 24 lb. 1201b. 85 lb. 220 lb. 200 lb.
+2dl0 +2dl0 +2dl0 +2d8 +2d6 +2d6 +2d6 +2d6 +2d6 +2d6 +2d6 +2d6 +2d4 +2d4 +2d20 +2dl0 +2dl0 +2dl0
Weight Modifier
X (2d3 lb.) X (2d3 lb.)
x (2d4 X (2d4 x (2d4 X (2d4
lb.) lb.) lb.) lb.)
X (ld6) lb. x (ld6) lb. X (2d6 lb.) x (2d6 lb.) x (ld4) lb. x (ld 4 ) lb. X I lb. x l lb. x (ldlO) lb. X (ldlO ) lb. x (2dl0) lb. x (2d 10) lb.
Maximum Age
+2d4 +2d% +3d20 +3d% +5d20 + 2dl0 +2dl0 +2d20 +2dl2
years years years years years years years years years
E
q u i p m e n t
<
The following inform ation is draw n from and all previously published AEG materi erence, all item s are listed, but not explaine< are appearing here for the first time. Use the follow ing key to reference special items: (Du) D ungeons, (E) Evil, (Dr) Dragons, (U) U ndead, (W) War, (Mo) M onsters, (G) Gods.
__________STARTING WEALTH M ercenary cam paigns see varied levels o f wealth. D uring tim es o f war or struggle, a m ercenary com pany m ight make as m uch a baron in a single m onth, w hile during drought seasons, m eres are lucky to find w ork chopping wood for a meal and a cot. DMs are encouraged to modify the am ount o f starting gold for m ere PCs based on the conditions o f the cam paign. A gritty bare bones cam paign m ight start the PCs off w ith as m uch as half th eir allotted gold, w hile a cam paign set during the tim e o f a great war m ight net the PCs three or four tim es their starting gold. Additionally, feel free to roll on the chart below. T a b l e 6 -1 : M e r c e n a r y S t a r t i n g G o l d
Conditions Lean 2d4 x lO g p
Normal'4d4x10gp
Turbulent* 6d4 X lO g p
War* 8 d 6 x l0 g p
* increase the die type by one for clerics, fighters, paladins, rangers, and rogues.
>
W h eth er o r not you m odify a PC s\starting wealth, the new classes in th is book use the following chart for deter m in in g starting gold.
'i K m X I
T a b l e 6 -2 : R a n d o m S t a r t i n c G o l d Class
Alchemist Guardian Guerilla Hunter Legionnaire Mercenary Ranger Myrmidon Nomad Scout Tattoo Mage
Amount (gp) 4d4x10 6 d 4 x l0 4d4x10 5 d 4 x l0 6 d 4 x l0 6 d 4 x l0 5 d 4 x l0 4d4 x 10 5 d 4 x l0 3d4x10
AVAILABILITY Mercs live a different life th an m ost adventurers. As a result, they often find them selves in backw ater villages and thorps w here anything beyond a m ug o f mead and a w ooden ham m er is considered exotic. As a result, many o f things adventurers take for granted are prized com m odi ties am ong struggling m ercenaries. Even silk rope is h o rd ed, m easured by the inch, w hen you are 2 weeks from the nearest city. You may w ish to lim it w hat m ercenaries can and can n o t find in your campaign. A nything over SO gp, for instance, may require a G ather Inform ation check (DC 20), in order to track one down. And item s over 100 or 200 gp may be non-existent.
<
E
>
q u i p m e n t
In eith er case, the chart below can help establish w hether or not the PC can find the item in question. If the item in question exceeds half the gp limit, the m ercenary m ust m ake an availability check, either a percentile roll, or a G ather Inform ation check (DM s choice). T a b l e 6 -3 : E q u i p m e n t A v a i l a b i l i t y
Location Thorp Hamlet Village Small Town Large Town Small City Large City Metropolis
CP Limit* 40 gp 100 gp 200 gp 800 gp 3,000 gp 15,000 gp 40,000 gp 100,000 gp
Availability DC 25, 25% DC 20, 25% DC 25, 30% DC 20, 30% DC 25, 35% DC 20, 35% DC 25, 40% DC 20, 40%
* The D M may adjust this limit by 50% (up or down) as he sees fit, to help bolster or limit the mercenary’s options.
COINS M ercenaries see so m any coins from so m any realms that they cannot keep them straight. As a result, a gold coin from one realm may not have as m uch value as a gold coin from another. No m ercenary know s this b etter than the
- C
one w ho has just visited the m oneychanger. Exchanging coins, even silver and copper for gold, can be an expensive prospect. But, every m ercenary know s th is is the price of doing business. W hen entering a new com m unity larger than a small town, a m ercenary most likely w ants to exchange his coin. Table 6 -4 shows th e various conversion rates o f coins from one nation to ano th er and from one age to another. Peasants in sm aller com m unities may or may not care about the shape or relief o f the coin, but it is highly unlikely they have a m oneychanger either. Mercs in a backw ater village w ith useless coin, had best find a job fast if they w ant to eat. It is not uncom m on for m eres to carry traveling gems rather than coin, buying w hatever they can from a village before moving on. This practice ensures the m ere sees a greater retu rn than taking coin from a starving nation and trying to spend it som ew here else. T a b l e 6 -4 : E x c h a n g e R a t e s
A moneychanger takes a standard 10% fee to exchange coins o f any type. This rate increases under the following criterion. Coin comes from a poor nation Coin comes from a well-off nation
+30% +10%
E
q u i p m e n t
Coin comes from a nation at war +20% Coin comes from a nation at war +30% with the nation you are in Coin comes from a nation no one has heard of +30% Coin comes from a conquered nation +20 % Coin is smaller than an average + 10% coin o f the nation Coin is over 100 years old + 10% Coin is over 500 years old +20% Coin is over 1000 years old* +30% Converting coins in a large city - 10 % Covering coins in a metropolis -10%** Converting gems flat 20%*** * The average moneychanger doesn’t care about the scarcity o f the coin, but a collector might. ** A metropolis has so many moneychangers that this variable can be as low as -5% and as high as -20%. The DM may want to roll 2 d l0 to determine the actual modifier. *** This rate never goes up, but it can go down, based on competition and the like. Gems hold their value, no matter the climate o f the nation where the gems were bought. T a b l e 6 -5 : T r a v e l i n g G e m s
Gem* Azurite or obsidian Bloodstone, carnelian, or sardonyx Amber, coral, or jade Alexandrite or black pearl Blue sapphire, emerald, or star ruby Jacinth and other rare gems
Value** 10 gp 50 gp 100 gp 500 gp 1,000 gp 5,000 gp and up
* Mercs interested in investing time to find out which stones are rare in which regions, might be able to make a few coins buying the right gems. But this practice is frowned on as not being worth the effort. ** This value can fluctuate by 10% up or down, based on the size, and quality o f the gem, or the respectability o f the jeweler.
TRADE GOODS M ercenaries see a great deal o f land that few others ever visit. Short o f m erchants, they are the best traveled o f all men. Those w ho visit distant shores and exotic locations see trade goods that many others cannot find. As well as buying gem s to secure their wealth, trading com m odities also helps a m ercenary get by. This can be a dangerous venture for those unprepared for the fluctuations o f eco nomics and the rigors o f supply and dem and.
Beans, 1 lb. Beer, 1 gallon Berries, 1 lb. Bronze, 1 lb. Bull, 1 Camel hair, 1 lb. Chicken, 1 Cinnamon, 1 lb.
Cloth, 1 lb. (2 sq. yards) Coal, 1 lb. Coffee, 1 lb. Coffee, fine, 1 lb. Copper, 1 lb. Cotton, 1 lb. Cow, 1 Dog, 1 Dried Fruit, 1 lb. Dye, 1 lb. Exotic pet, 1 Flour, 1 lb. Ginger or pepper, 1 lb. Glassware, 1 lb. Goat, 1 Gold, 1 lb. Grain*, 1 lb. Herbs, 1 lb. Honey, 1 lb. Incense, 1 lb. Ink, 1 gallon Iron, 1 lb. Lacquerware, 1 lb. Linen, 1 lb. yard) Liquor, 1 gallon Llama, 1 Lye, 1 lb. Nuts, 1 lb. Oil, 1 gallon Ox, 1 Pelt, 1 Perfume, 1 gallon Pig, 1 Rawhide, 1 lb. Rug, 1 Saffron or cloves, 1 lb. Salt, 1 lb. Seeds, 1 lb. Sheep, 1 Silk, 1 lb. (2 sq. yards) Silver, 1 lb. Spices, 1 lb. Sugar, 1 lb. Tea leaves, 1 lb. Tea leaves, fine, 1 lb. Tobacco, 1 lb. Wheat, 1 lb. Wine, 1 gallon Wool, 1 lb.
8gP 1 sp 2 sp 3 gP 5 sp 10 gp 10 gp 25 gp 1 sp 2 gp 30+ gp 2 cp 2 gP 5 gp 1 gP 50 gp 1 sp 5 gP 3 gP 2 gp 200 gp 1 sp 10 gp 4 gP 25 gp 10 gp 3 gp 3 cp 1 gP 15 gp 5-50 gp 50 gp 3 gP 3 sp 1 gP 15 gp 5 gP 1 gP 2 gP 20 gp 5 gP 5-100 gp 5 gp 2 sp 2 gp 5 sp 1 cp 20 gp 8 gp
* barley, oatmeal, rye, wheat, flax, rice, hemp, and millet
SELLING LOOT
T a b l e 6 -6 : T r a d e G o o d s
Commodity
>
Cost
1 sp 10 gp 2 sp 15 gp 15 gp 15 gp 2 cp 1 gp
It is im portant to understand that m ost m ercenaries cannot sell their used goods. After weeks, m onths, and even years o f hard travel, a m ercenary’s backpack and sword are worth less than the materials holding them together. Few m er chants even look at an old suit o f arm or or w orn pair of boots. Should they ever find som eone to buy their equip ment, he never offers more than 10% o f its listed price.
y
Eq u i p m e n t
T a b l e 6 -7 : W e a p o n s S im p l e W e a p o n s — M elee
Weapon Unarmed Attacks Gauntlet Strike, unarmed (Large) Strike, unarmed (Medium-size) Strike, unarmed (Small) Tiny Dagger:!: Dagger, punching Gauntlet, spiked# Small Ch’jat Mace, light ±Machete Sickle ±Spear thrower ±Stake (U) Medium-size Club Halfspear:!: Mace, heavy Morningstar ±Pitchfork1 Large ±Bill ±lron Staff;!; Maul Quarterstaff# ±Pilum# ±Pilum#, chained Shortspear#
Cost
Damage
Critical
Range Increment
Weight
Type**
2 1b. — — —
Bludgeoning Bludgeoning Bludgeoning Bludgeoning
2 gP
•k
* x2
— —
1d4§ 1d35 1d2§
x2
— — — —
2gp 2 gP 5 gP
ld4 ld 4 ld 4
19-20/X2 x3 x2
10 ft. — —
1 lb. 2 1b. 2 1b.
Piercing Piercing Piercing
55 gp
Id6/ld8 ld 6 ld 6 1d6
—
9 1b. 61b. 3 lb. 3 lb. 1 lb. 1/4 lb.
Bludgeoning Bludgeoning Slashing Slashing
ld 4
x2 x2 x2 x2 — x3 x2 x3 x2 x2
10ft. 20 ft. —
8gP
1d6 ld 6 IdB IdS
--
3 lb. 3 lb. 12 lb. 8 lb.
1 sp
1d6
x2
10 ft.
2 1b.
Bludgeoning Piercing Bludgeoning Bludgeoning and Piercing Piercing
2 gp 5 gp 5 gP —
ldIO Id 8 /ld 8 ldIO
8gP 2 gp
Id 6 /ld 6 ld8 1d8 ld 8
x3 x2 x2 x2 x3 x3 x3
— — — 20 ft. 20 ft. 20 ft.
12 lb. 15 lb. 12 lb. 4 lb. 7 lb. 201b. 5 lb.
Slashing Bludgeoning Bludgeoning Bludgeoning Piercing Piercing Piercing
35 gp
ld 8
19-20/X2
80 ft.
—
—
—
Id4 ld 4 — 1d6 —
x2 x2 — x2 —
20 ft. 50 ft. — 100 ft. —
61b. 1 lb. 1/2 lb. 0 1b. 5 1b. 4 lb. 5 lb.
Piercing
1 gP 5 sp — 1 sp — 1 sp 50 gp
ld IO
19-20/X2
120 ft.
—
—
—
1d6 1d l 2
x2 x2
30 ft. 120 ft.
—
—
—
2d8 ld 8 ld 8
18-20/X2 x3 x3
150 ft. 20 ft. 15 ft.
40 lb. 7 lb. 20 lb.
1d6 ld 4 ld 6 ld 6 ld4 ld 4 1d6S ld 6
x2 x2 x3 x3 19-20/X2 x4 x2 19-20/X2
10 ft. 20 ft. —
4 2 5 5 1 4 3 3
5 gP 2 gP 6 gP 1 sp 1 cp
— 1 gP 12 gp
3 gp
t
x2
— —
— t —
— Piercing
S i m p l e W e a p o n s — Ra n g e d
Small Crossbow, light:!: Bolts, crossbow (10);j: Dart Sling Bullets, sling (10) ±Staff Sling ±Bullets, staff sling (10) Medium-size Crossbow, heavy# Bolts, crossbow (10):j: Javelin ±Stonebow:j: ±Bullets, stonebow (10) Large ±Crossbow, belly ±Pilum# ±Pilum, Chained#
1 gP 1 gP 60 gp 1 sp 150 gp 3 gP 8gP
9 1 2 9 5
1b. lb. 1b. 1b. 1b.
— Piercing Bludgeoning
— Bludgeoning
— Piercing
— Piercing Bludgeoning
— Piercing Piercing Piercing
M a r t ia l W e a p o n s — M elee
Small Axe, throwing Hammer, light Handaxe Lance, light# ±Main gauche# Pick, light# Sap Sword, short
8gp 1 gP 6gP 6gp 3 gp 4 gP 1 gP 10 gp
— 10 ft. — — —
1b. 1b. 1b. lb. lb. lb. lb. lb.
Slashing Bludgeoning Slashing Piercing Piercing Piercing Bludgeoning Piercing
Eq u i p m e n t
Weapon Medium-size Battleaxe ±Cutlass Flail, lighter ±Gladius Lance, heavy:!: Longsword Pick, heavy:';; Rapier;!; Scimitar ±Spatha Trident;!; ±Warclub Warhammer Large ±Claymorel
Type**
7 1b.
Slashing Slashing Bludgeoning Piercing Piercing Slashing Piercing Piercing Slashing Piercing and Slashing Piercing Bludgeoning Bludgeoning
Damage
Critical
Range Increment
10 gp
ld 8 ld 8 ld 8 ld 8 ld 8 1d8 ld 6 1d6 ld 6 ld 8
x3 x3 x2 x3 x3 19-20/X2 x4 18-20/X2 18-20/X2 x3
— — — — — — — — —
1d8 ld 8 1d8
x2 x2 x3
10 ft.
5 lb.
3 gp 12 gp
30 ft.
3 lb.
—
8 1b.
75 gp
2d8
19-20/X2
—
18 1b.
2d4
18-20/X2 19-20/X2 x3 x3 x3
— — — — — —
12 gP 8gP 15 gp 10 gp 15 gp 8gP 20 gp 15 gp 20 gp 15 gp
Falchion Flail, heavy;j; ±Flamberge Glaive;!; Greataxe Greatclub Greats word Guisarme;!; Halberd:j;
75 gp 15 gp 100 gp
Longspear;!; ±Poleaxe;i; Ranseurj; Scythe
5 gP 5 gP 10 gp
Sledge ±Spatha;|;
Weight
Cost
8 gP 20 gp 5 gp 50 gp
ld lO 2d8 ld lO 1d l 2 ld lO 2d6
x2
--
4 lb. 5 lb.
3 lb. 101b.
4 lb. 61b.
3 lb. 4 lb. 4 lb.
16 lb. 201b.
17 lb. 15 lb. 201b. 10 lb.
Bludgeoning and Piercing Slashing Bludgeoning Slashing Slashing Slashing Bludgeoning Slashing Slashing Piercing and Slashing Piercing Slashing Piercing Piercing and Slashing Bludgeoning Piercing
19-20/X2 x3 x3
— —
2d4 2d4
x3 x3 x3 x4
— — — —
12 lb.
1d l 2 ld 8
x3 x3
—
201b.
—
4 lb.
ld 6 — Id6 —
x3 — x3 —
60 ft. — 70 ft. —
2 3 2 3
1b. lb. 1b. lb.
Piercing — Piercing —
1 gP 100 gp
Id8 — Id8
x3 — x3
1 gP
—
—
100 ft. — 110 ft. —
31b. 3 lb. 3 1b. 3 lb.
Piercing — Piercing —
2 gP 8 gP 1 gP 2 gp 2 gP
ld4 ld 4 ld4 ld 4 1d4
x2 18-20/X2 x2 x2 x2
— — — — —
1 lb. 3 lb. 1 lb. 1 lb. 1 lb.
Slashing Slashing Bludgeoning Bludgeoning Piercing
2 gP 2 gP 3 gp
ld6 ld 6 ld 6
x2 x2 x2
— — —
2 1b. 2 lb. 2 1b.
3 gP
ld 6 ld8 ld 6
x2 x2 19-20/X2
—
Slashing Bludgeoning Bludgeoning and Piercing Piercing Slashing Slashing
9gP 10 gp
18 gp 25 gp 15 gp
2d4 1d l 0 ld 8 1d l 0
—
15 lb. 15 lb. 15 lb. 9 1b. 15 lb. 15 lb.
M a r t i a l W e a p o n s — Ra n g e d
Medium-size Shortbow;!: Arrows (20);!; Shortbow, composite^ Arrows (20) :j: Large Longbow;!; Arrows (20) % Longbow, composite;!; Arrows (20) £
30 gp 1 gP 75 gp 1 gP 75 gp
Ex o t i c W e a p o n s — M e l e e
Tiny Kama, halfling;!; Kukri ±Manriki-gusari$ Nunchaku, halfling;!; Siangham, halfling;!; Small Kama;'f Nunchaku;!; ±Nunchaku, Spiked;!; Siangham;!; ±Tonfa, bladed Wakizashi**
1 gP 300 gp
1 lb.
2 1b.
—
3 lb.
Eq u i p m e n t
Weapon Medium-size Hammer, gnome hooked:!: ±Kama-yari:j: Katana'j’J ±Kusari-fundoJ ±Nage-gama:l:
±Sickle and chain}: Sword, bastardy Waraxe, dwarven}: Large Axe, ore double}: ±Bisentol Chain, spiked}: Flail, dire:t ±Fuxina}:l Sword, two-bladed:j: Ex o t i c W e a p o n s — Ra n g e d Tiny Crossbow, hand}: Bolts (10) $ Shuriken}: Small Whip}: ±Whip, barbed}: Medium-size ±Blade, throwing:}:
>
<
Cost
Damage
Critical
Range Increment
Weight
Type**
20 gp
Id6/ld4
x3/x4
—
61b.
4 gP 400 gp 2 gp 15 gp
1d8 ld lO ld 4 Id 6 /ld 4 /ld 6
x2 19-20/X2 ld 4 x3
— — 10 ft.
10 gp
Id 6 /ld 4
x2
35 gp 30 gp
ld lO ld lO
19-20/X2 x3
Bludgeoning and Piercing Slashing Slashing Bludgeoning Piercing, Bludgeoning, and Slashing Bludgeoning and Slashing Slashing Slashing
60 gp 30 gp
1d8/ld8 ld lO
25 gp 90 gp 20 gp 100gp
lOOgp
_
5 lb. 61b. 3 lb. 3 lb.
3 lb.
_ —
10 lb. 15 lb.
x3 x3
— —
25 lb. 20 lb.
2d4 Id 8 /ld 8 ld lO Id 8 /ld 8
x2 x2 x2 19-20/X2
— —
1 gP 1 gP
ld 4 — 1
1 gp 2 gp 10 gp
±Bola 5 sp ±Boomerang 1 gp ±Crossbow, double }: 100 gp ±Bolts, double crossbow (10)i 1 gp Crossbow, repeating}: 250 gp Bolts (5) $ 1 gP 40 gp ±laculum Net 20 gp
—
15 lb. 20 lb. 71b. 30 1b.
Slashing Piercing and Slashing Piercing Bludgeoning Piercing Slashing
19-20/X2 — x2
30 ft. — 10 ft.
3 lb. 1 lb. 1/10 lb.
Piercing — Piercing
ld2S ld4
x2 x2
15 ft. 15 ft.
2 lb. 2 lb.
Slashing Slashing
ld 8
19-20/X2
40 ft.
4 lb.
50 ft. 40 ft. 120 ft. —
2 1b. 2 1b. 15 lb. 1 lb. 16 lb. 1 lb. 15 lb. 10 lb.
Piercing and Slashing Bludgeoning Bludgeoning Piercing —
_
Special ld 6 ld 8 —
x3 19-20/X2 —
Id8 —
19-20/X2 —
i
V
$
_
70 ft. — 10 ft. 10 ft.
Piercing — — —
* N o weight worth noting. }: See description for special rules, f Except as indicated, same as masterwork bastard sword. ± New weapon type. 1 If you use a ready action to set this weapon against a charge, you deal double damage if you score a hit against a charging character or mount. § The Weapon deals subdual damage rather than normal damage. Re n a is s a n c e W
eapons
(F i r e a r m s )— R a n g e d * Range
Weapon Small Pistol Bullets, pistol (10) Medium-size Musket Bullets, rifle (10)
Cost
Damage
Critical
Increment
Weight
Type
250 gp 3 gp
ld lO —
x3 —
50 ft. —
3 lb. 2 lb.
Piercing —
500 gp
1d l 2
x3
150 ft.
—
—
—
10 lb. 2 1b.
Piercing
3 gp
—
*Exotic Weapon Proficiency (renaissance) gains a creature proficiency with all Renaissance weapons; otherwise, a -4 penalty is assessed against all attack rolls.
5
—
C
Equipm ent
Bill: A bill consists o f a broad straight, single-edged blade 10 to 12 inches long affixed to a pole. The blade is hooked slightly toward the edge near the tip. O riginally the bill was designed as a long-handled prun in g tool, until som eone discovered it was useful for lopping off limbs other than those that grew on trees. This w eapon has reach and can be used against targets 10 ft. away, but not against adjacent foes. B isen to: A bisento is a spear-like weapon w ith a blade resembling a scim itar affixed to its end. This weapon is extremely heavy, and is som etim es used to cut through arm or a n d /o r to cut dow n a horse in combat. The bisento has a 10 ft. reach, but can also be used against adjacent foes. If you use a ready action to set this w eapon against a charge, you deal double dam age if you score a hit against the charging character or m ount. Blade, T h ro w in g : These peculiar looking weapons are 2-3 ft. long, w ith leather-w rapped hilts about 7 inches long. They com e in num erous forms, having principal blades th at are long and curved or hooked, w ith 2-5 sec ondary blades splitting off from the central blade like the branches o f a tree. These weapons are well-balanced and heavy, capable o f severing limbs at a distance. W hen thrown, they fly in a straight path or a slightly curved tra jectory. For every 20 ft. o f distance to the target, the wielder can curve the throw ing blade’s path up to 5 ft. from a direct line to avoid obstacles or interposing characters. They can also be used as m elee weapons. Bola: A bola consists o f three long cords, all connected at one end, w ith w eights tied at the other ends, a bola is an effective entangling w eapon in the hands o f an experi enced wielder. Most bolas have a span o f 6 to 8 feet w hen flying. The w ielder holds the bola at th e junctio n o f the cords, spins the weights, and flings it at the target. W hen attacking w ith the bola, m ake a ranged touch attack against the target. A successful hit m eans that the target is tied up as if it had been bound w ith rope. A bound target may make an Escape Artist check w ith a DC equal to your attack roll to attem pt to free him self from the bola. A bola may also be used to m ake a trip attack as a ranged attack. Make your attack roll for the bola as normal. O n a successful hit, make a Strength check opposed by the tar get’s Dexterity or Strength (w hichever is higher). The bolas Strength is considered to be 25 for this roll. A Large target receives a +4 circum stance bonus to this roll, w hile Small targets receive a - 4 penalty, and Tiny targets receive a -8 penalty. M oving targets also receive a - 4 to this roll. R unning targets receive a - 8 penalty to this roll. I f this roll is successful, the target is tripped and bound. Bolas can only be used against creatures from Tiny to Large size.
^
—
—
<
A bola is so large that it takes a full-round action to throw. B o o m eran g : A boom erang is a throw n weapon gener ally made o f hardw ood, 2 -3 ft. long, carved flat, w ith a slight bend approxim ately in the middle. The w ielder flings the boom erang at the target in eith er a direct or a slightly curved trajectory. For every 20 ft. o f distance to the target, the w ielder can curve the boomerang's path up to 5 ft. from a direct line to avoid obstacles or interposing characters. Sm aller versions fly in a circular path that retu rn to the wielder, b u t those are not used in combat.
___________ NEW WEAPONS
2 ------------ 4
>
C h ’jat: The ch’j at is an exotic weapon, yet sim ple to use. It has two prim ary functions. It behaves as a light mace in every way. H ow ever as a m ove-equivalent action, you may tu rn the head o f the ch’j at to expose a long sturdy spike that springs from the cen ter o f the head. This spike is con sidered a sim ple w eapon and deals ld 8 piercing damage. The ch'jat is a favorite weapon o f those looking to hide or otherw ise sm uggle bladed weapons into secure facilities. Variations are know n to exist th at are n o th in g more than a w ooden sticks 4 ft. long w ith narrow metal heads on top. These can be used m ore assuredly as walking sticks, m aking them easy to sneak into civilized areas. O nce the head is turned, the w ielder has a powerful w eapon at his disposal. C lay m o re: This form idable greatsword is o f indeterm i nate length because it is often made for the person carry ing it, b u t generally is 5 to 6 ft. long. It is carried in a sheath hanging on the back. U nlike oth er greatswords, it does not have a sharp edge, because it is prim arily a stab bing or clubbing weapon. The w eapon is designed so that the blade can be used to knock the legs out from under the horse o f the enemy. T hen taken by the blade, the clay m ore is used as a club to finish the unhorsed enemy. W hen set against a charging enem y w ith a ready action, the claymore does double damage if you hit a charging character. C ro ssb o w , Belly: The belly crossbow is essentially an extrem ely large, m an-portable crossbow. It consists o f the bow, approxim ately 4 feet long, a stock w ith ratchets attached, about 4 -5 ft. long, and a slider w ith a trigger m echanism . At the butt o f the stock is a horizontal half-
.
r -- - - - - - - - - - - . . A . .
. . . . .. . . . .
£
>
<
E
q u i p m e n t
circle that is held against the users belly to steady and aim the device. Because o f its w eight it is often supported on a single w ooden leg or rests on some other solid support. After the device is fired, the user braces the point o f the weapon against the ground or a wall and uses his body w eight to assist in reloading the device by com pressing the slider one ratchet at a time. This use o f a m echanical device to reload the bow allows greater draw strength than is possible w ith a standard heavy crossbow. It requires two hands to load, aim, and fire. It can be aimed and fired as a full-round action. Reloading the belly cross bow requires three full-round actions, and provokes attacks o f opportunity. This w eapon can only be used by M edium-size or Large characters.
C rossbow , D ouble: A type o f light crossbow that is essentially two w eapons in one. It m ounts a second bow, groove, and firing m echanism on the underside o f the stock. Special loops make sure the dow nside bolt does not fall out. After one side is fired, the user turns the weapon over, and the oth er side can be fired w ith the next attack. It requires two hands to use, regardless o f the user’s size. Loading each side o f a double crossbow is a move-equivalent action that provokes attacks o f opportunity. Each bow is draw n by a tool called a “goat’s foot,” a m etal lever that hooks on the string and on special pins on the stock. The loader pulls on the goat's foot lever, w hich draws the string into position. If the firer chooses, he can pull both triggers in one action, firing both bolts at once. Doing so incurs a - 2 penalty to each attack and m ust be targeted at the same person. However, doing so greatly increases the w eapon’s usefulness. Heavy crossbow versions o f the double crossbow are rum ored to exist, but such weapons require a two-man team or tripod to fire. C u tlass: Used prim arily by sailors, the cutlass is a short slashing sword w ith a wide, curved blade, sharp on one edge. The guard is a wide metal shell protecting the entire sword hand. F lam b e rg e:T h is great tw o-handed sword gets its name from the blades wavy shape. At over 5 -1 /2 ft. long, it is a potent weapon in combat. The wavy shape o f the blade provides extra slicing power.
F u x in a: The fuxina is type o f trident used in gladiator ial combat, heavier than a norm al trident. The target o f a fuxina is subject to a - 1 AC penalty. W hen set against a charging enem y w ith a ready action, the fuxina does double damage if it hits a charging char acter. G lad iu s: A short, broad bladed, slightly-waisted, dou ble-edged th ru stin g sword that coined the term “gladia tor,” or “sword man.” The blade is roughly two feet long. Iac u lu m : A fighting n et often used in gladiatorial com bat, it is heavier and tougher than a standard fighting net. It has small barbs and w eights in the weave and a trailing rope to control netted opponents. It can be used to entan gle opponents. W hen an iaculum is throw n, m ake a ranged touch attack against the target. A nets m axim um range is 10 feet, and the character suffers no range penalties to throw it even to its m axim um range. If the attack is successful, the target is entangled. An entangled creature suffers - 3 cir cum stance penalty on attack rolls and a - 5 circum stance penalty on Dexterity checks and D exterity based skill checks. The entangled creature can only move at half speed and cannot charge o r run. If the character takes control the trailing rope by succeeding at an opposed Strength check w hile holding it, the entangled creature can only move w ith in the lim its that the rope allows. If the entangled creature attem pts to cast a spell, it m ust suc ceed at a C oncentration check (DC 17) or be unable to cast the spell. The entangled creature can escape w ith an Escape Artist check (DC 22) w hich requires a full-round action. The net has 10 hit points and can be burst w ith a Strength check (DC 28, also a full-round action). An iaculum is only useful against creatures between Tiny and Large size, inclusive. The iaculum m ust be fold ed to be throw n effectively. T he first tim e the Iaculum is throw n in a fight, the attacker m ust make a normal ranged touch attack roll. After the net is unfolded, the character suffers a - 4 penalty on attack rolls w ith it. It takes 2 rounds for a proficient user to fold a n et and twice that long for a nonproficient one to do so. Iro n Staff: A staff very sim ilar to a quarterstaff except that it is m ade o f iron and is m uch heavier. You can strike w ith eith er end. An iron staff is a double weapon. You can fight w ith it as if fighting w ith two weapons, but if you do, you incur all the norm al attack penalties associated w ith fighting w ith two weapons. A creature using a double weapon in one hand cannot use it as a double weapon. K am a-yari: A spear to w hich a single-edged, sickle shaped blade is attached perpendicular to the pole. This w eapon has reach and can be used against targets 10 ft. away, but not against adjacent foes.
Eq u i p m e n t
A m onk using a kama-yari can strike w ith his unarm ed base attack, including his m ore favorable num ber of attacks per round, along w ith other applicable attack modifiers. The m onk m ust take the appropriate feats to gain these benefits. K usari-F undo: A small chain w ith w eighted ends, up to 10 ft. long; m ost often used to entangle an enemy's limbs or weapon. O ne end o f the chain is throw n at the target; make a melee touch attack against the target up to 10 feet away. It is a reach weapon that can also be used against adjacent foes. If the attack is successful, the target is entangled. An entangled creature suffers - 2 on attack rolls and a - 4 penalty on effective Dexterity. The wielder and the entangled creature make an opposed Strength check. The entangled creature cannot move any further away from you w ithout escaping. If the entangled creature attem pts to cast a spell, it m ust succeed at a Concentration check (DC 15) or be unable to cast the sp ell The entangled creature can escape w ith an Escape Artist check (DC 20) that is a full-round action. The chain has a hardness of 10 and 5 hit points. It can also be burst with a Strength check (DC 28, also a full-round action). The kusari-fundo can also be used to disarm or trip an opponent. W hen m aking a disarm or trip attem pt, you gain a +2 circum stance bonus to your opposed attack roll (including the roll to keep trom being tripped or dis armed if you fail to disarm or trip your opponent). The kusari-fundo can also be used as a whip, w ith the weighted ends used to strike the enemy, but only against adjacent foes. M ain -G auche: The m ain gauche, or left-handed dag ger, is often used w ith a rapier in two-weapon fighting techniques. The total length is 15-17 inches. The guard has slightly curved quillions and a ring that help to trap an enem y’s weapon. W ith a main gauche, you get a +1 bonus on your opposed attack roll w hen attem pting to disarm an enem y (including the opposed attack roll to avoid being dis armed if you fail to disarm your enemy). If you have the Off-Hand Parry feat, you gain an addi tional +1 dodge bonus to AC w hile using the main-guache. M a n rik i-G u sa rirT h e manriki-gusari is a chain about 3 feet long, and w eighted at both ends. The nam e means, “chain w ith the pow er o f 10,000." It was developed as a self-defense w eapon b u t is also a w icked offensive weapon in the hands o f a skilled wielder. It is small and easily concealed in the palm o f the hand or in a sash. W hile holding one end o f the chain, it can be sw ung around and used as a whip. It can also be used to entangle an adjacent enem y’s limbs or weapon. W hen m aking an entangle attem pt, you fling one end o f the chain at the target and make a melee touch attack. If the attack is successful, the target is entan gled. An entangled creature suffers - 2 on attack rolls and
a - 4 penalty on effective Dexterity. The w ielder and the entangled creature m ake an opposed Strength check. The entangled creature cannot move any further away from you w ithout escaping. If the entangled creature attem pts to cast a spell, it m ust succeed at a C oncentration check (DC 15) or be unable to cast the spell. The entangled creature can escape w ith an Escape Artist check (DC 20) that is a full-round action. The chain has a hardness o f 10 and 5 hit points. It can also be burst w ith a Strength check (DC 28, also a full-round action). The manriki-gusari can also be used to disarm or trip an opponent. W hen m aking a disarm or trip attem pt, you gain a +2 circum stance bonus to your opposed attack roll (including the roll to keep from being tripped or dis arm ed if you fail to disarm or trip your opponent). M au l; A m aul is a type o f sledgeham m er w ith a blunt, axe head on the opposite side, to be used w ith two hands. N age-G am a: The nage-gama is a halfspear, about 3 feet long, w ith a kama attached perpendicular to the spear head. O n the opposite end o f the pole is attached a chain about 10 feet long. This weapon has a variety o f uses — as a reach weapon, throw n weapon, or a double weapon. The free end o f the chain is w eighted and is m ost often used to entangle an enem y's limbs or weapon. W hen the end o f the chain is throw n at the target, make a melee touch attack against the target up to 10 feet away. It is a reach w eapon that can also be used against adjacent foes. If the attack is successful, the target is entangled. An entangled creature suffers - 2 on attack rolls and a -4 penalty on effective Dexterity. The w ielder and the en tan gled creature m ake an opposed S trength check. The entangled creature cannot move any fu rth er away from you w ithout escaping. If the entangled creature attem pts to cast a spell, it m ust succeed at a C oncentration check (DC 15) or be unable to cast the spell. The entangled creature can escape w ith an Escape Artist check (DC 20) that is a full-round action. T he chain has a hardness o f 10 and 5 hit points. It can also be burst w ith a Strength check (DC 28, also a full-round action). The chain can also be used to disarm or trip an oppo nent. W hen m aking a disarm or trip attem pt, you gain a +2 circu m stan ce bon u s to y o u r opposed attack roll (including the roll to keep from being tripped or dis arm ed if you fail to disarm o r trip your opponent). The halfspear can be throw n at enem ies up to 10 feet away, or farther if you release the end o f th e chain. You can fight w ith it as if fighting w ith two weapons, incur ring all norm al attack penalties. W hen the nage-gama is used as a double weapon, the chain is used as a whip, w ith the w eighted ends used to strike the enemy, and sickle as a slashing weapon or the spear head as a piercing weapon, but only against adjacent foes. The nage-gama can also be used as an improvised grap pling hook.
>
E
q u i p m e n t
N u n c h a k u , S piked: Identical to a standard nunchaku, except w ith a ring o f spikes around the end o f each han dle. A m onk using a spike nunchaku fights w ith her unarm ed base attack, including his m ore favorable n um ber of attacks per round, along w ith other applicable attack modifiers. P ilu m : The pilum is a heavy javelin, used prim arily as a short-range shock weapon. It has a pyram idal iron head
on a long iron shank, fastened to a w ooden shaft. The head is intended to penetrate both a w ooden shield and body armor, the long iron shank passing through the hole m ade by the head. O nce the w eapon has struck hom e, the shank bends, rendering it impossible to use m ore than once. W hen you throw a pilum at an enem y w ith a shield and you miss the attack roll, the enem y m ust make a Reflex save (DC o f 10 + your attack bonuses) or the pilum has penetrated the shield and is now dragging the shield dow n w ith its weight. The pilum can be removed from the shield w ith a S trength check (DC 20) as a full-round action. Every pilum em bedded in a shield reduces its AC bonus by one to a m inim um o f +0. The iron shank o f a pilum can be straightened and used again using a ham m er and a flat surface. This requires 1 m inute o f time. P ilu m , C h a in e d : Like a pilum , the chained pilum is used to rip the shield from som eones arm. The chain is 15 ft. long allowing you and the target to make opposed Strength checks (as a standard action) to eith er rip the w eapon from the attacker, or rip the shield from your opponent. P itc h fo rk : A sim ple farmers tool used for pitching hay and cleaning stables, but som etim es tools make the best weapons. W hen set against a charging enem y w ith a ready action, the pitchfork does double damage if you hit a charging character. Poleaxe: A polearm w ith a heavy axe head. This is a reach w eapon that can be used against opponents up to 10 ft. away, but not against adjacent foes. Sica: A heavy chopping blade m ost often used by glad iators, the sica m ost closely resembles a large meat cleaver.
>
S ick le a n d C h a in : A sickle w ith a length o f chain attached to the handle, noted for its efficiency in neutral izing the o p p o n en t’s weapon at long range, tripping him, or disarm ing him completely. T he chain is up to 10 feet long, and the free end o f the chain is throw n at the target. Make a m elee touch attack against the target up to 10 feet away. The chain is a reach w eapon that can also be used against adjacent foes. If the attack is successful, the target is entangled. An entangled creature suffers - 2 on attack rolls and a - 4 penalty on Dexterity checks and Dexterity based skill checks.T he w ielder and the entangled creature make an opposed Strength check. The entangled creature cannot move any fu rth er away from you w ith o u t escap ing. I f the entangled creature attem pts to cast a spell, it m ust succeed at a C oncentration check (DC IS) or be unable to cast the spell. The entangled creature can escape w ith an Escape Artist check (DC 20) that is a full-round action. T he chain has a hardness o f 10 and 5 h it points. It can also be burst w ith a S trength check (DC 28, also a full-round action). The chain can also be used to disarm or trip an opponent. W hen m aking a disarm or trip attem pt, you gain a +2 cir cum stance bonus to your opposed attack roll (including the roll to keep from being tripped or disarm ed if you fail to disarm o r trip your opponent). The sickle and chain can be used eith er as a double weapon, o r as a reach weapon. You can fight w ith it as if fighting w ith two weapons, incurring all norm al attack penalties as if using a one-handed w eapon and a light weapon. W hen the sickle and chain is used as a double weapon, the chain is used as a whip, w ith the w eighted ends used to strike the enem y and sickle as a slashing weapon, but only against adjacent foes. Sledge: A sledge is a very heavy ham m er w ith a focused iron head. It deals a great deal o f damage and has been know n to break bones even through armor. S p ath a: A th ru stin g broadsword sim ilar to a gladius, generally used by cavalry. W ith its longer blade it can also be used as a slashing weapon. The total length is ju st over 3 ft. S p ear T h ro w er: A spear throw er is a stick, one to three feet long that allow a spear to be throw n w ith m uch greater force and distance. It has a handle at one end, w ith a loop or th o n g that circles the wrist, and a hook at the o th er that engages the butt end o f the spear. The throw er is held behind the shoulder o f the user, hook up, and the spear is placed along it so that the spear points forward and slightly upward. W hen throw ing, the user swings their arm forward and snaps th eir wrist, launching the spear w ith great velocity from the end o f the thrower, tak ing advantage o f the leverage created by the spear throw er. The spear throw er can be used w ith any type o f throw n spear or javelin. It requires a m ove-equivalent action to load the spear in the thrower.
Equipment
The benefit o f using a spear throw er is that the range increm ent of the spear is doubled, and if it hits its target, it receives +1 to its damage roll.
S taff S ling: A sling attached to the end o f a quarterstaff. The staff provides a longer throw ing arm, increasing leverage, and allowing the sling bullet to be throw n w ith much greater force and distance. The staff sling is a twohanded weapon. The sling can be removed as a m ove-equivalent action that provokes attacks o f opportunity. T he staff then becomes a fully functional quarterstaff. The quarterstaff is a double weapon. You can fight w ith it as if fighting w ith two weapons, but if you do, you incur all the norm al attack p enalties associated w ith fig h tin g w ith two weapons as if you are using a one-handed weapon and a light weapon. A creature using a double w eapon in one hand, such as a Large creature using a quarterstaff, can’t use it as a double weapon. A staff sling uses the same type o f bullets as a sling. S to n eb ow : A stonebow is a type o f heavy crossbow spe cially designed to throw stones or sling bullets. The groove is m uch wider, and the bullet is placed in a special cup on the bow string that holds the bullet in place. It requires two hands to use, regardless o f the u ser’s size. Loading a stonebow is a full-round action that provokes attacks of opportunity. The bow is draw n by a tool called a “goat’s foot," a m etal lever that hooks on the string and on special pins on the stock. The loader pulls on the goat's foot lever, w hich draws the string into position. A stonebow uses the same projectiles as a sling. Tonfa, B laded: A tonfa is a square w ooden pole about 2 feet long w ith a perpendicular handle that allows it to be spun about. This version incorporates steel blades, w hich are em bedded lengthw ise in the wood, nearest the strik ing end o f the weapon. M onks can use the bladed tonfa w ith their unarm ed base attack and improved n um ber o f attacks and all rele vant modifiers. W arclub: A single-handed w ooden club w ith various weighted, sharpened protrusions on the business end that add force to the blow. The balance o f the war club also allows it to be throw n w ith great accuracy. W h ip , b a rb e d : This is a norm al whip, except w ith wicked metal barbs or hooks tied into the leather at the end. A lthough the w hip is kept in hand, treat it as a pro jectile w eapon w ith a m axim um range o f 15 feet and no range penalties.
)
—
—
t
Because th e w hip can w rap around an enem ys leg or oth er limb, trip attacks can be m ade w ith it. I f a character is tripped d u rin g the trip attem pt, the w hip can be dropped to avoid being tripped. W hen using a whip, add a +2 bonus on the opposed attack roll w hen attem p tin g to disarm an o p p o n en t (including the roll to keep from being disarm ed if the character fails to disarm the opponent). LAMINATED STEEL WEAPONS A nother special type o f w eapon can only be created by w eaponsm iths w ith at least 7 ranks o f Craft (weaponsm ith) skill. This type o f weapon is created using a special forging process, w here m ultiple layers o f steel are inter spersed w ith layers o f a softer, more pliable metal, such as nickel. These layers are th en w elded and folded several times. Each fold doubles the n u m b er o f layers in the steel, until they are practically microscopic. The end effect is a weapon that is both flexible and extrem ely hard. The soft metal provides the flexibility, and the steel provides the hardness. W hen the steel is polished and given its edge, the grinding reveals a distinctive wood-grain like pattern in the m etal created by th e dozens o f layers. This process not only increases its durability b u t also its slicing power, because the num erous m icro-thin layers create an invisi ble serrated edge. T his can be done w ith any type o f Slashing weapon. W eapons m ust be created w ith this m ethod; they cannot be m odified once they have been forged. B e n e fits o f a L a m in a te d S teel W eap o n : A lam inated steel w eapon gains +1 to all its damage rolls and its critical hit m ultiplier goes up by one as well. For example, a lam inated steel longsword deals ld 8 + l dam age and has a X3 critical h it m ultiplier. Furtherm ore, the weapon gains +5 to its norm al hardness. C re a tin g L a m in a te d S teel W eap o n s: You can create a lam inated steel w eapon w ith a Craft (w eaponsm ith) check if you have at least 7 ranks in the skill. To create a lam inated version o f a w eapon in the table above, you cre ate the lam inated steel com ponent as if it were a separate item in addition to the standard item. The lam inated steel com ponent has its own price (900 gp) and DC (23). O nce both the standard com ponent and the lam inated steel com ponent are com pleted, the item is finished. (Note: the price you pay for th e lam inated steel com ponent is oneth ird o f the given am ount, ju st as it is for the price o f the raw materials.) However, creating a lam inated steel w eapon is more difficult and delicate than oth er special types. Any errors result in a com plete loss o f raw m aterials and tim e spent. If th e check to create the lam inated steel com ponent of the w eapon fails, the entire process is a com plete loss, and you m ust start com pletely over.
Eq u i p m e n t
T a b l e 6 -8 : L a m i n a t e d W e a p o n s C r e a t i o n
Item Simple melee or thrown weapon Martial melee or thrown weapon Exotic melee or thrown weapon
Craft Weaponsmith Weaponsmith Weaponsmith
DC 15 18 20
SERRATED WEAPONS A special type o f edged w eapon can be forged by a skilled w eaponsm ith, sim ilar to m asterw ork weapons, w herein the blade o f th e w eapon is serrated to increase its cutting power. This can be done w ith any type o f slashing weapon. W eapons m ust be created w ith a serrated edge; they cannot be m odified to have a serrated edge once they have been forged, because doing so w ould destroy the integrity o f the steel. Benefits o f a serrated weapon: A serrated weapon has its critical h it threat range increased by +1. For example, a serrated longsword has a critical threat range o f 18-20, instead o f 19-20. C re a tin g S e rra te d W eapons: You can create a serrated weapon w ith a Craft (w eaponsm ith) check.To create a ser rated version o f a w eapon in the table below, you create the serrated com ponent as if it were a separate item in addition to the standard item. The serrated com ponent has its ow n price (300 gp) and DC (20). O nce both the standard com ponent and the serrated com ponent are com pleted, the serrated item is finished. (Note: the price you pay for the serrated com ponent is one-third o f the given am ount, just as it is for the price o f the raw m ateri als.)
the cost would be increased by m asterw ork (+300), serrat ed (+300), and lam inated steel (+900) tim es 3. The result would be a m asterw ork longsword w ith a hardness o f 15, ld 8 + l damage, critical threat range o f 18-20, and x 3 crit ical damage m ultiplier, for 4,545 gp.
ARMOR ARMOR FOR UNUSUAL CREATURES The inform ation on Table: 6 -8 is for M edium-size crea tures. A rm or for Tiny or sm aller creatures costs h alf as m uch as that for M edium-size creatures, provides half as m uch protection, and w eighs one-tenth or less as much. A rm or for Large characters costs double and w eighs twice as m uch, and for Huge creatures it costs quadruple and weighs five tim es as m uch. A rm or for even larger crea tures m ust be specially made and has no standard price or weight. A rm or for a nonhum anoid creature costs twice as m uch as the same arm or for a hum anoid. NEW ARMOR AND SHIELDS S h ield , K ite: A type o f shield w ith a long, tapering lower portion m eant to provide protection for the legs. It is m ade from wood, and is too large for you to use your shield hand for anything else. A kite shield provides onehalf cover versus ranged attacks (+4 AC bonus, +2 Reflex save bonus) and one-quarter cover versus m elee attacks (+2 AC bonus, and +1 Reflex save bonus).
T a b l e 6-9: S e r r a t e d W e a p o n s C r e a t i o n
Item Simple melee or thrown weapon Martial melee or thrown weapon Exotic melee or thrown weapon
Craft Weaponsmith Weaponsmith Weaponsmith
DC
12 15 18
COMBINING SPECIAL WEAPON TYPES You can com bine the effects o f m asterw ork, serrated, and lam inated steel. Treat each special type as its own com po nent that m ust be created separately. Add the extra gold piece cost o f each type separately and m ultiply that by the total n um ber o f com ponents. For example, if you w ish to create a m asterw ork serrated lam inated steel longsword,
Dwarven Forged Armor A special type o f arm or can be forged by a skilled dwarven arm orsm ith, sim ilar to m asterw ork armor. The quality and precision o f arm o r created by dw arven sm ith s is renow ned. Any type o f m edium armor, heavy armor, or shield can be dwarven-forged. A rm or m ust be created as dwarven-forged armor. It cannot be m odified to be dwar ven-forged once it has been com pleted. B e n e f its o f D w a rv e n -fo rg e d A rm o r: Dwarvenforged arm or provides an additional arm or bonus o f +2, and reduces the arm or check penalty by -1 . However, the percentage for arcane spell failure is increased by 10%. For example a suit o f dwarven-forged full plate provides an AC bonus o f +10, and reduces the arm or check penalty to - 5 . H ow ever, th e ch an ce for arcane spell failure is increased to 45%. C re a tin g D w arv en -fo rg ed A rm o r: You can create dwarven-forged arm or if you are a dw arf w ith at least 5 ranks o f Craft (arm orsm ithing). It requires a skill check. To create a dw arven-forged version o f som e type o f shield or m edium or heavy armor, you create the dwarvenforged com ponent as if it were a separate item in addition
<
Eq
u i p m e n t
>
-fi-
B e n e fits o f E lv e n -fo rg e d A rm o r: Elven-forged arm or increases the m axim um dexterity bonus by +1, reduces the arm or check penalty by -1 , and reduces th e chance for arcane spell failure by 10% to a m inim um o f 0%. For example a suit o f elven-forged chainm ail provides an AC bonus o f +5, increases th e m axim um D exterity bonus to +3, reduces the arm or check penalty to - 4, and reduces the chance for arcane spell failure to 20%. C re a tin g E lv e n -fo rg e d A rm o r: You can create elvenforged arm or if you are an elf w ith at least 5 ranks o f Craft (arm orsm ithing). It requires a skill check. To create an elven-forged version o f some type o f light or m edium armor, you create the elven-forged com ponent as if it w ere a separate item in addition to the standard item. The elven-forged com ponent has its own price (600 gp) and DC (20). O nce both the standard com ponent and the elven-forged com ponent are com pleted, the item is fin ished. (Note: the price you pay for the elven-forged com pon en t is one-third o f the given am ount, just as it is for the price o f the raw materials.) Elven-forged arm or is con sidered m asterw ork arm or for all o th er purposes. The same rules apply to Elven-Forged shields.
to the standard item. The dwarven-forged com ponent has its own price (900 gp) and DC (20). O nce both the stan dard com ponent and the dwarven-forged com ponent are com pleted, the item is finished. (Note: the price you pay for the dwarven-forged com ponent is one-third o f the given am ount, just as it is for the price o f the raw m ateri als.) Dwarven-forged arm or is considered m asterw ork arm or for all oth er purposes. The same rules apply to Dwarven-Forged shields. Elven Forged Armor A special type o f arm or can be forged by a skilled elven arm orsm ith, sim ilar to m asterw ork armor. The lightness and toughness o f elven arm or is legendary. Any type of light or m edium arm or can be elven-forged. A rm or m ust be created as elven-forged armor. It cannot be m odified to be elven-forged once it has been com pleted. Because elves are so attuned w ith magic, elven-forged arm or also reduces the chance for arcane spell failure com pared to com parable types o f standard armor.
T a b l e 6 -8 : A r m o r
Armor Cost Light armor Padded 5 gP Leather 10 gp Studded leather 25 gp 100 gp Chain shirt Medium armor Hide !5 gp 50 gp Scale mail Ring mail 75 gp 150 gp Chainmail 200 gp Breastplate Heavy armor 200 gp Splint mail 250 gp Banded mail Half— plate 600 gp Full plate 1,500 gp Shields Buckler 15 gp Shield, small, wooden 3 gP Shield, small, steel 9 gp Shield, large, wooden 7 gP 20 gp Shield, large, steel ±Shield, kite:;: 25 gp 30 gp Shield, tower Extras Armor spikes +50 gp Gauntlet, locked 8gP +10 gp Shield spikes
Armor
Max
Armor
Arcane
Bonus
Dex
Check Penalty
Spell Failure
+1 +2 +3 +4
+8 +6 +5 +4
0 0 -1 -2
+3 +4 +4 +5 +5
+4 +3 +4 +2 +3
+6 +6 +7 +8
----- Speed-----Weigh;
(30 ft)
(20 ft)
5% 10% 15% 20%
30 30 30 30
ft. ft. ft. ft.
20 20 20 20
ft. ft. ft. ft.
10 lb. 15 lb. 201b. 25 lb.
-3 -4 -4 -5 -4
20% 25% 25% 30% 25%
20 20 20 20 20
ft. ft. ft. ft. ft.
15 15 15 15 15
ft. ft. ft. ft. ft.
25 lb. 301b. 25 lb. 401b. 301b.
+0 +1 +0 +1
-7 -6 -7 -6
40% 35% 40% 35%
ft* ft* ft* ft*
15 15 15 15
ft* ft* ft.* ft*
45 lb. 35 lb. 501b. 50 lb.
+1 +1 +1 +2 +2 ** **
— — — — — — —
-1 5% 5% 15% -2 -5 -10
5% -1 -1 -2 15% 30% 50%
— —
— —
—
—
— Special —
*When running in heavy armor, a character moves only triple speed, not quadruple. :|: See description.
20 20 20 20
— — — — — — —
— — — — — — —
— —
— — —
—
5 5 6 10 15 30 45
lb. lb. 1b. lb. lb. 1b. lb.
+10 lb. +5 lb. +5 lb.
Eq u i p m e n t
DRACQTECHNICS The classification o f item s made by alchem ists that deto nate by a trigger reaction are know n as dracotechnics for the fiery explosions the more potent versions have dis played. There are a num ber o f applications and uses for these items, as is evident by th e different variations that have appeared from different races. O n th e chart below are listed com m on explosives. The DC in the cost colum n is the DC for an A lchem ist to create the item (see the Craft skill in the PHB). In the damage colum n, the first set o f num bers refers to hit points o f damage; the second num ber is the Strength m odifier o f the force the device produces against doors, walls and other objects. The detonator should be able to judge how m uch explo sives are required to do the job. I f too little is used the attem pt usually fails, if too m uch is used collateral damage may produce unw anted results. If the am ount o f damage rolled ever equals or exceeds twice the hit points o f the object, collateral damage is caused to all structures nearby as well, w ith appropriate effects to be determ ined by the Game Master, if m ultiple explosives are used, you stack the damage and the S trength m odifier for each device. E xam p le: Victor needs to break through a simple w ooden door (hardness o f 5,10 hit points, locked DC 15). He decides to use a lockbuster to get the job done. W hen it goes off, Victor rolls 4d6 and gets 14. Subtracting 5 for hardness he does 9 h it points to the door, not enough to destroy it. But he then rolls a Strength check for the explosive, and gets a 12.12 plus the bom b’s Strength m od ifier o f +5 gives a total o f 17, enough to pass the Break DC o f the locked door, and it collapses to rubble. I f victor had used 2 lockbusters, he would have rolled 8d6. Had he done a total o f 20 or m ore points o f damage to the door after subtracting hardness, the surrounding walls may have given way, collapsing the ceiling and preventing access through the very door he tried to remove! G re m ly n G ren ad e: This is a sm all hand-held circular shell that is lit and throw n at a target. A standard G rem lyn Grenade is lit w ith a tindertw ig that com es attached to the device, and a fuse that burns through w ithin 1 round. E x p lo siv e A rrow : This is a fairly rare ranged am m uni tion created by elves and hum ans. Explosive arrows are lit w ith a tindertw ig that com es attached to the shaft o f the arrow. The fuse usually burns through w ithin 1 round. The concussion o f an explosive arrow forces an opposed S trength check against any living target in the area; fail ure results in the target being knocked prone. The Strength m odifier may also be used w ith a Break DC check against a door or wall o r oth er nonliving object. A nyone in the area (except the target struck) may make a Reflex save (DC 20) for half damage. T h u n d e rb a rre l: These unstable, ram shackle devices are a favorite o f dw arven berserkers and last-ditch
guardians o f th eir m ost treasured tunnels. T hunderbarrels are strapped to the back. As a full-round action they may be lit, unstrapped and throw n (using the straps as lever age) toward a target. A standard thunderbarrel is lit w ith a tindertw ig and a fuse that b urns through w ithin the ro u n d (d eto n ates im m ediately u p o n im pact). Some dwarves have been know n to light the barrels, and charge and grapple an opponent as the barrel explodes; doing w hatever it takes to get the job done. L o c k b u ste r: The lockbuster is a rectangular block o f dracotechnics that is used to blast through sim ple wood en doors or walls (tables 4 -3 and 4 -4, D M G ). The fuse can be set to b u rn through from 1 to 10 rounds. T he Strength m odifier is specifically used w ith a Break DC check against a door or wall or o th e r nonliving object. The con cussion o f a lockbuster also forces an opposed Strength check against any living target in the area; failure results in the target being knocked prone. A nyone in the area may make a Reflex save (DC 20) for half damage. K n o c k e rb o m b : The knockerbom b is a small barrel shaped shell o f dracotechnics that is used to blast through reinforced w ooden doors or walls (tables 4 -3 and 4-4, DMG). The fuse can be set to b u rn th ro u g h from 1 to 20 rounds. The Strength m odifier is specifically used w ith a Break DC check against a door or wall or other nonliving object. The concussion o f a knockerbom b also forces an opposed strength check against any living target in the area; failure results in the target being knocked prone. Anyone in the area may m ake a Reflex save (DC 20) for half damage. W alljam m er: The w alljam m er is a large block-shaped box o f dracotechnics that is used to blast through walls (table 4—3, D M G ). The fuse can be set to burn through from 1 to 30 rounds. The S trength m odifier is specifically used w ith a Break DC check against a door or wall or other nonliving object. The concussion o f a walljam m er also forces an opposed Strength check against any living tar get in the area; failure results in the target being knocked prone. A nyone in the area may m ake a Reflex save (DC 20) for half damage. T a b l e 6 -1 1 : D r a c o t e c h n i c s
Weapon
Cost (DC)
Gremlyn Grenade Explosive Arrow Thunder barrel Lock buster Knocker bomb Wall jammer
151 (18)
2d 6
201 (20)
2d8/+5
5 ft.
25 ft.
1/2 lb.
250 (15)
4d6
10 ft.
5 ft.
10 lb.
300 (20)
4d6/+10
5 ft.
2 ft.
10 lb.
500 (22)
10d6/+20 10 ft.
Oft.
20 lb.
1,000 (24)
20d6/+40 30 ft.
Oft.
501b.
Damage
Blast Range Radius Increment Weight 10 ft. 5 ft. 1 lb.
<
>
E
q u i p m e n t
________ A D-VENIU RI N G._G. EAR A pron: Aprons are w orn by sm iths or craftsm an to hold com m only used tools they want to keep close at hand. Cage: Cages are made o f iron and have a hardness o f 10 and hit points are based on size. A Tiny cage has 10 hit points, a Small cage has 20 hit points, and a Medium-size cage has 30 hit points. A Large cage has a hardness of 15 and has SO hit points and a H uge cage has a hardness o f 20 and 100 hit points. C a m p c h air: These small folding chairs are used to rest and plan at night around the campfire. T he w ooden vari ety is often reserved tor high-ranking com m anders. C a m p Table: All cam p tables are made o f wood and can seat 6 m en easily. F en cep o st: Standing at about S' tall, a fencepost is a 6 inch diam eter post, driven into the ground for support of a fence. F ield M edic K it: Like a healer’s kit, the field medic kit aids Heal checks. However, it only provides a +1 circum stance bonus and has only 5 uses before it m ust be replaced. F ram ep ack : Like a backpack, a framepack can hold more than a standard backpack and is balanced for over land travel. H o llo w Tube: There are 101 uses tor a sim ple hollow tube. M an acles, C old: Cold manacles are enchanted to pro duce a chilling effect, binding a M edium-size creature for an extended period. The manacles produce a cold, num b ing effect that subdues the wearer. So long as the m ana cles are worn, the wearer's Strength is reduced by 4 and he m ust make a successful W ill save (DC 11) to break them. To break the cold manacles requires a Strength check (DC 28). Cold manacles have a hardness o f 11 and 15 hit points. The cost for cold manacles does not include the cost o f the lock. Cold manacles for small creatures have the same cost as norm al cold manacles. For large creatures, increase the cost to ten tim es the nor mal am ount. For H uge creatures this cost is one hundred tim es the norm al am ount. Cold mana cles for Fine, D im inutive, Tiny, Colossal, and Gargantuan. M o n e y Belt: A m oney belt hides coins inside your waistband, storing up to 20 coins. A th ief trying to pilfer coins from a m oney belt, suffers a -1 0 circum stance penalty to his check. S cen ted O il: W hen a single dose is rubbed into the skin, you gain a +4 circum stance bonus to all H ide checks w hen being tracked by an animal using the Scent trait. Most oils have nat ural odors and do nothing to com bat strong body odor, but do throw off an anim al’s scent.
>
P av ilio n Tent: These tents are used by com m anders for both warroom strategies as well as mess halls for com m is sioned officers. A pavilion ten t can hold up 30 m en com fortably, or provide room for a general and his battleplans. It takes 3 man hours to set up or take dow n a pavilion tent. P o tio n Belt: A potion belt holds 10 regular vials for easy access. It is a m ove-equivalent action to remove one from the belt. A m asterw ork belt allows you to remove one potion per round as a free action. W a te rsk in s: Some cultures develop specialized w ater skins and bladders designed to hold w ater or traveling wine. T heir game play value may be lim ited, but pick and choose from the follow ing list as you see fit. • Goaf’s Bladder: A goat’s bladder is made to hold nearly anything, even acid. No know n liquid will eat through it. A nytim e the goat's bladder is the target o f a spell or attack, it receives a +2 com petence bonus to Fort saves.
<
E
q u i p m e n t
v>
L a m b ’s Bladder: A lamb’s bladder is cheaper than a leather w aterskin, but leaves a sour taste to the co n tents. M ercenaries traveling lightly often purchase these bladders to save money, especially w hen work is slow. Llama's Bladder: A llama’s bladder is designed to keep w ater w arm even in the coldest o f tem peratures. W ater inside a llama’s bladder will not freeze Yak’s Bladder: A yak's bladder w aterskin holds 1 gallon of liquid. Yak’s bladders have no w eight w hen empty.
CHARIOTS For societies that lack know ledge o f the stirrup, or that do not breed m ounts strong enough to support a w arrior in armor, the war chariot functions as an instru m en t of speed and m obility and a valued symbol o f rank. W hen they are not used en masse, they serve as com m and vehi cles for generals and other such persons o f rank. The size o f a chariot varies depending on how many passengers it is designed to carry and w hich creatures are used to pull it. M ost chariots use a tandem pair o f animals and accom m odate a driver (or charioteer) and a passenger, both o f w hom stand at all times. The draft anim als are always creatures noted for speed and power, m ost com m only horses. Chariots are engineered for speed, utilizing sim ple structural designs and relatively lightw eight m ate rials. Speed on the battlefield is the chariot’s ch ief advantage. Chariots move at the same speed as their draft animals. W hile they cannot charge and engage in shock combat like heavy cavalry, they can get from one place to another pretty quickly, placing troops on an enem y flank or in the rear before anyone can react. W hen used as com m and vehicles, they can race a general to anyplace on the field w here his presence is needed. Chariots also provide som e cover for their occupants, since th e ir sides typically cover the low er h alf o f a hum anoid o f M edium size. The charioteer and a chariot’s passengers all receive the benefits o f 1/2 cover if they are attacked w hile standing in one.
But they also have th eir disadvantages. Chariots are fragile, no m atter th eir si2 e or w hat m aterials they are built from. It’s impossible to use them effectively as a mil itary tool unless they get to operate on even ground, because even a small obstacle can upset one moving at full speed. Chariots, after all, are little m ore than lightweight carts, and they can be unstable w hen draw n at a gallop. Given tim e enough to prepare a battlefield, arm ies that use substantial num bers o f chariots have been know n to sweep clear o f debris the areas in w hich they expect to use these vehicles, or even carve grooved lanes for their wheels to follow. Chariots may only move norm ally over such prepared ground, or desert, or absolutely flat plain. Chariots may not operate at all in woods or forest, m arsh es, m ountains or severely rocky ground. I f a chariot moves at full ru n n in g speed for three con secutive rounds across any o th er type o f terrain, the char ioteer m ust make a Balance skill check (DC 15). If he suc ceeds, it may continue to move normally. If he fails, one of th e draft anim als has stum bled or one o f the wheels has struck a rock, and he m ust make a Ride skill check (DC 20). I f he succeeds, the chariot m ust move at its walking speed for the next round, and every round thereafter until the driver makes an o th er successful Ride check at DC 20 (i.e., he has to fight to regain control o f th e vehicle). I f he fails the initial Ride skill check, he loses control o f the chariot; it topples over and shatters against the ground. It is also quite a trick to shoot or throw a missile from a m oving chariot, even for a trained warrior. If you declare that you are m aking a ranged attack from a moving chari ot, you m ust first m ake a Balance skill check (DC 18). If you succeed, you may attack normally, b ut if you fail, you receive a - 4 attack penalty. M elee attacks m ade from a moving chariot suffer a - 4 circum stance penalty. However, attem p tin g a charge attack, forces you to continue m oving the following round at least h alf th e distance you covered in the charge.
CLASS TOOLS AND SKILL KITS I n q u is ito r ’s K it: This kit is filled w ith scalpels, nails, tongs screwdrivers, and other im plem ents of torture. It is used to aid interrogators d u rin g questioning. Use o f an inquisitor’s kit adds a +3 (+1 if damaged) circum stance bonus to Craft (torture) and Intim idate checks w here you have an opportunity to em ploy the tools. Using the tools in this m an n er takes a m inim um o f 30 m inutes per use. Because the tools may be used in many oth er instances, the kit provides a +1 circum stance bonus to all Craft,
3 ------------------- ---------------------
<
Equipm ent
Disable Device, and O pen Lock checks 50% o f the time. If used to disable a device or open a lock, the tool is damaged on any check o f a 1 or 2 w hether or not the kit provides a bonus. Q u a y n e th ’s T re atise o f th e E le m e n ts : This rare tom e provides alchem ists and sages w ith detailed theories and com plete lists o f alchemical ingredients, listing proper ties and w eights to exacting detail. It includes inform a tion on such rare herbs as sprig grass, tanith’s weed, and w hisper petals as well as the eggs, liquids, minerals, seeds, and tonics from the realm s o f Berneth, Tohrin, and Westervale. The tom e weighs nearly a dozen pounds, includes hundreds o f tables and charts, and is considered the pinnacle o f alchemical research. Q uayneth's Treatise o f th e E lem ents is w ritten in alchemical cant. U sing this library doubles the tim e it takes to concoct alchemical potions and elixirs, but provides a +6 circum stance bonus to all A lchemy skill checks. This bonus stacks w ith an alchem ist’s lab. Copies o f this book are very rare. They cost nearly 5,000 gp w hen found, yet some people have been know n to spend as m uch as 10,000 gp just to locate one. The book is rum ored to w eight 10 lbs, b u t various editions have weighed even more. Inaccurate reprints are know n to exist and the reper cussions o f using such a book are quite obvious.
*
c
____ _____________ CONTACTS C hapter five discusses contacts in depth and helps define how they can be used in a campaign. The costs listed in this chapter are m erely a guideline and should not be reflective o f how your cam paign operates. The base cost listed is to know som eone well. Double this cost if you expect the person to go out of his way for you, and triple it if they w ould ever break the law for you.
___________________ GUILDS Joining a guild is not cheap, nor is it w ithout risk, b ut the rewards o f guild m em bership are difficult to measure. Guilds provide access to skills and know ledge that few know of. And w ith th eir various connections, guilds can provide you w ith a place to stay w hen traveling and con tacts in exotic cities. The full benefits o f jo in in g a guild are left to the DM. A future AEG book, Guilds, will detail guild dues, responsibilities and rewards.
__ HIRELINGS AND SERVICES The DMG, as w ell as chapters 8 and 9 o f this text, provide num erous examples o f how to use hirelings in your cam paigns.
__________ CLOTHING F ire p ro o f: Fireproof clothing provides a +2 circum stance bonus to all saving throw s involving fire. In addi tion, spells or item s that norm ally cause clothing to catch fire are only successful 50% o f the time. N ig h t: N ight clothing does not reflect light in the same m anner that norm al clothing would. There are no buckles to make noise or buttons to reflect m oonlight. As a result, night clothing adds a +2 circum stance bonus to H ide and Move Silently checks. N ight clothing is a rogue o r h u n te r’s best friend. S urvival: Survival clothing enhances your resistance to elem ents, allowing you a +4 circum stance bonus to C onstitution checks or Fortitude saves that involve expo sure to the elem ents. Survival gear is designed for warm w eather use. W a te rp ro o f: A lthough not 100% efficient, clothing that has been waterproofed can w ithstand exposure m uch longer than norm al clothing. W in te r: W inter clothing enhances your resistance to elem ents, allow ing you a +4 circum stance bonus to C onstitution checks or Fortitude saves that involve expo sure to the elem ents. W inter gear is designed for cold w eather use.
____________
MAGIC ITEMS
For convenience, the price for all magic item s u n d er 4,000 gp are listed. Previous AEG publications also have their cost listed.
MOUNTS AND RELATED _______________________ GlEAR B ulgrif: Bulgrifs are enorm ous flying creatures that can be trained as beasts o f burden. They are quite useful to anyone w ho needs to move supplies over difficult terrain — the best way to get th ro u g h a jungle or across broken ground is to fly over it, after all. They can carry up to 2,000 lbs. o f cargo on th eir backs, or up to 5 m edium-sized hum anoids on its back, plus th eir handler. Because o f th eir im m ense size, however, bulgrifs require 1 gp w orth o f feed every day. G ro llo k : A big, square-shouldered, bad-tem pered crea ture that can be used eith er as a cavalry m ount or a draft animal. Grolloks seem to enjoy battle, but only attack at
E
q u i p m e n t
W ar E le p h a n t: An ordinary elephant captured from the wild and trained to respond to com m ands as a cavalry m ount. Com m anders w ho use them in battle count on th eir size and aspect to provoke fear in th eir enem ies, but war elephants have an unfortunate tendency to panic in the m idst o f battle. They consum e 25 cp w orth o f feed per day because o f th eir size.
SPECIAL AND SUPERIOR ITEMS
the urging o f their riders. T hey can accom m odate 1 M edium-sized or 2 Small hum anoid riders on th eir back. H a u n c h e r: U nlike most cavalry m ounts, haunchers go about on only two legs and m aintain a sem i-upright pos ture. This makes it difficult for footsoldiers to attack a hau n ch er’s rider w ith anything other than polearm s or longspears. Because o f their height, however, haunchers cannot be brought into places w ith little overhead space, like dungeons. They can accom m odate 1 hum anoid rider o f Small or M edium size. N o rlin g : T heir exorbitant price reflects the sheer diffi culty of finding one for sale. The sub-arctic tribesm en w ho raise and ride these w arhorse-sized magical beasts feel an almost mystical attachm ent to them and will not part w ith them , and they do not occur in nature outside the forbidding lands o f the far north. Teekon: Low-slung lizard-like creatures useful as caval ry m ounts w hen speed is not essential. They can carry 4 Small o r 2 M edium-size hum anoid riders on th eir flat backs. They consum e 5 sp w orth o f feed per day because o f th eir size. N onetheless, teekons are highly prized because o f their carrying capacity, even tem per, and abili ty to function well in a variety o f environm ents. Travois: A travois is a sim ple device pulled by a m ule or horse, dragging goods or w ounded men. It has no wheels and is sim ply three large sticks bundled together into a triangle shape, w ith cloth strung betw een the sticks. A travois can hold up to 300 lbs.
A cid D ag g er: T his m asterw ork item (while expensive) is also disposable — indeed, it rarely survives its own use. U pon a successful strike w ith the dagger, the crystal or glass blade shatters, releasing its acid reservoir for an addition al ld 6 damage. Every round thereafter, it does one less point o f damage until it does none at all. If the w ielder misses on an attack, check again to see if he would have succeeded w ithout the opponent s armor, if he would have, th e dagger shatters over the armor, doing damage to it until th e acid is neutralized or the arm or is destroyed. A rrow , D ire: These m asterw ork arrows are heavy and inaccurate, b ut deal incredible damage. Even though mas terwork, these arrows suffer a - 2 circum stance penalty to attack and reduce the range increm ent by 10 ft. w hen fired. The critical hit m ultiplier is increased by 1 (X3 becom es X4). T a b l e 6 -1 2 :
Bow
Dam age
Bow
Type Damage
Short Long
ld8+l ldlO+1
A rrow , W o o d sp ik e: W oodspike arrows are designed w ith a sturdy shaft and a w ood-biting head to drive into w ooden surfaces. It is often tied off w ith rope (hem p or silk) at the end. W hen fired from a bow, the arrow drives into the surface, providing a hold for climbers. H em p rope tied to the arrow fires up to one range incre m ent and silk rope fires up to three range increm ents. After that, the arrow loses velocity and will n o t punch th ro u g h wood. B olt, D ire: These m asterw ork crossbow bolts are heavy and inaccurate, but deal incredible damage. Even though masterwork, these arrows suffer a - 2 circum stance penal ty to attack and reduce the range increm ent by 10 ft. w hen fired. The critical hit m ultiplier is increased by 1 (x2 becom es X3).
>
<
Eq u i p m e n t
T a b l e 6 -1 3 : D i r e B o l t D a m a g e D a m a g e
Crossbow Type Damage Hand ld6+l Light ldlO + 1 Repeating ldlO + 1 Heavy 1dl 2+1 D iv in a tio n C a n d le s: These candles are magically imbued to aid in the casting o f divination spells. W hile a divination candle is lit (a full-round action to prepare), the caster is considered to be one level higher for the purpos es o f casting divination spells. He does not gain any addi tional spells, however. For instance, an 11th level wizard casting arcane eye w hile using a divination candle, is able to look through the eye for 12 m inutes. In addition, the DC o f the spell is increased by 1. Use o f divination candles requires concentration per the rules in th e PHB. O nce lit, a divination candle cannot be extinguished. It burns for one hour.
Flare: A flare is a sm all rod filled w ith a hot m etal and liquid charge. You can throw a flare as a grenadelike weapon. W hen the flare impacts, one creature w ithin 5 ft of the flare (that can see it) m ust succeed at a Fortitude save (DC 11) or suffer the effects o f the spell flare. The flare’s light rem ains for 1 m inute, during w hich tim e it lights a 5 ft. by 5 ft. area. F lash B om b: A small vial filled w ith black pow der and phosphorescent chem icals (Alchemy check, DC 18 to mix), the flash bom b bursts into a bright flame w hen struck or throw n w ith force. This does 1 point o f fire dam age to w hoever holds it, and characters looking in that direction m ust make a Reflex save (DC 14) or be blinded for ld 4 rounds. T here is a 3 in 20 chance that the flash bomb has a bad mix and does not work, and a 5 in 20 chance for the same if it has ever com e into contact w ith water. G h o u l Paste: A foul concoction of A lchemy (DC 25) and the undead, this thick paste activates w hen sm eared into an open w ound (such as w hen cutting w ith a blade covered in the paste). O n a successful delivery, the victim must succeed at a Fortitude save (DC 14) or be paralyzed for ld6+2 m inutes. There is also a 1 in 10 chance that a
>
<
character w ho dies w hile suffering from this paralysis rises as a ghoul in ld 4 days unless som eone casts a protec tion from evil spell on his body. Smeared on a blade, ghoul paste lasts for ld 3 attacks or ldlO m inutes (w hichever com es first) before becom ing useless. Blades used in such a m an n er becom e yellow and tarnished, and easily recognized by alchem ists (DC 20, -1 for every paste applied). H o llo w W eap o n H ilts : Hollow w eapon hilts allow you to easily conceal Tiny items. They cost an additional 5 gp and can only be added to M edium -size w eapons of larger. H uge or larger w eapons that have hollow hilts can hold Small item s and cost 10 gp to create. Anyone concealing an item in a hollow hilt gains a +10 circum stance bonus to H ide checks to conceal the hidden item. In addition, an opposed check is only allowed if the person in question suspects the item m ight be hidden on your person. A signal flare w orks m uch like a regular flare, but is designed to provide light that can be seen at far distances. A small alchem ical propellant inside the signal flare launches a small light, not unlike dancing lights, 100 ft into the air. All creatures w ithin 1/2 mile o f the light can spot it easily at night. Beyond that (up to 3 miles) requires a Spot check (DC 12) to notice the light. This DC increas es to 18 at dust and daw n and 25 at day. S tu n B om b: A small vial o f tightly-packed chem icals (Alchemy check, DC 20 to mix) that explodes w hen struck or throw n w ith force. Everyone w ithin 10 ft. o f the blast m ust m ake a Fort save (DC 18) or be stu n n ed for one round. T here is a 3 in 20 chance that any stun bom b has a bad mix and does not work, and a 5 in 20 chance if it has com e into contact w ith water. T oolstaff: The tool staff resem bles a standard five-foot long w ooden staff, w ith one im portant difference: both ends o f th e staff feature tw o-inch deep octagonal sockets. Extensions, tools, and o th er devices designed to work w ith the tool staff fit into these sockets, and allow the tool staff to fulfill a wide variety of roles. The standard staff com es w ith the following attachm ents: • Extension: This five-foot long w ooden rod has an octag onal socket on one end and a m etal stud on the other. This piece extends the tool staff’s length by five feet, and m u ltip le ex ten sio n s may be used together. However, if the tool staff is used for any activity that requires a D exterity check, im pose a - 2 circum stance penalty for each extension used on the tool staff. Also, if the tool staff is used as a weapon, each extension imposes a -1 penalty to hit. • Hook: This sim ple m etal hook may be used to carry a lantern or grab a small item. G rabbing an item w ith the tool staff requires a Dex check (DC 15 or as determ ined by DM). T he hook is often used w ith one or more extensions.
<
>
E
q u i p m e n t
• Mirror: This tool is m ounted on a pivot. In addition, a small w ooden handle extends three feet from the back o f the mirror, allowing the user to peek around corners and move the m irror back and forth, scanning the area ahead for dangers. • Spearhead: A ttaching this to the tool staff transform s it into a shortspear, or it may be used w ith an extension piece to create a longspear. The spearhead often comes loose in battle. O n any attack roll o f 3 or less, the spear head com es loose from the socket. • Torch Bracket: This metal m ounting bracket is designed to hold a standard torch. The torch bracket is most often used to shed light around corners, deliver torch attacks to m onsters, or set aflame item s beyond reach. If used to deliver attacks, the bracket com es loose on an unm odified roll o f 3 or less. Vylin's Pow der: A small pinch (dose) o f this pow der added to a poison turns the poison blue. It is 75% effective and in cases w here the poison is already blue, the pow der turns the liquid black. W a te rp r o o f B ackpack: A w aterproof backpack is m ade from large anim al bladders, cured, and th e n com bed. The contents inside are kept dry, but only w hen packed properly. I f overfilled, the contents becom e wet, but don’t take as m uch damage as they w ould in a norm al backpack. Allow item s stored in a w aterproof backpack a saving throw w hen none w ould norm ally be allowed. W a te rp ro o f S cro ll C ase: W aterproof scroll cases are made from bones. They are near air-tight, m uch like those used in m aking vials o f oil or barrels o f wine, and keep papers dry inside. A w aterproof scroll case floats. Allow item s stored in a w aterproof scroll case a saving throw w hen none w ould norm ally be allowed.
TATTOOS There are a num ber o f reasons w hy som eone m ight have a tattoo. Some are symbols o f cultural heritage, w hile o th ers are a rite o f passage. W hatever the case, it is som etim es necessary for m ercenaries to show th e ir allegiance or at the very least look mean. Tattoos only m ean som ething to others w hen they can be seen. B lo o d lin e : M em bers o f your bloodline are expected to have tattoos. As a result, you are instantly recognized for your tattoo. A bloodline tattoo is purchased in conjunc tion w ith any o th er tattoo on this list, increasing its value or bonus by +1. C u ltu ra l: Your culture is know n for its exotic or recog nizable tattoos. You gain a +1 circum stance bonus to all Diplomacy checks w hen dealing w ith people w ho know o f your culture.
>
H o ly O rd e r: Some holy orders require a tattoo to prove one’s devotion to the cause. These tattoos are often sym bolic and im portant totems, signifying the order’s most treasured belief. Some groups require m ultiple tattoos as you progress through th eir ranks. I n tim id a tin g : Some tattoos are merely for show. A learsom e w arrior w ith a tattoo o f a dragon on his chest or fiery dem ons along his arm s is sure to get attention. You gain a +2 circum stance bonus to all Intim idation checks. You may only have one Intim idating tattoo, but this bonus stacks w ith the war trophy tattoo. M e rc e n a ry G ro u p s: As a way to tie m en together, tat toos and brands are given to new initiates. Som etim es the older m em bers o f the group punch or kick the tattoo w hen it is still fresh as a “hazing” ritual. These tattoos vary from group to group, but it is a rare group indeed that does n ot have a com pany symbol or m otto tattooed on the arm or chest. Some groups require m ultiple tattoos as you progress through their ranks. R ite o f Passage: At a certain age, it may be necessary to receive a tattoo that signifies the ascent into adulthood. M en and w om en alike adorn th eir bodies to show they have com e o f age. In cultures w here there is no record of birth, a rite o f passage tattoo signifies that you are an adult, that you can vote on tribal m atters, you may own land, and you may marry. In the civilized world, these tat toos hold very little w eight in court, but certainly stand for som ething am ong less educated peoples. A person never needs m ore than one rite o f passage tat too as the process is lengthy, painful, and covers enough skin that additional tattooing is superfluous. S ailor: Sailor tattoos range from the indecipherable to the ornate. Sailors most often adorn th eir bodies after each voyage or w hen joining a new crew. Because sailors tend to choose tattoos for style over function, few people are intim idated by them . O f course, in naval circles the effect is the exact opposite. Each tattoo a sailor has is ano th er story he can tell aboard ship. S ecre t Society: Some secret societies dem and a tattoo to prove one’s devotion to the society's cause and agenda. These tattoos are often symbolic and im portant totems, signifying the order’s m ost treasured belief. Some groups require m ultiple tattoos as you progress through th eir ranks. S o cial S ta n d in g : In som e cultures, tattoos are a mark o f one’s social standing. For every social standing tattoo you purchase, you gain a +1 circum stance bonus to Bluff or Diplomacy checks w hen dealing w ith others w ithin your culture, order, o r nation. W ar T rophy: A m ong primitives, tattooing is some tim es reserved for war chiefs and the like. Each tattoo is a badge o f honor, w on in com bat through strength and cu n ning. Each w ar trophy tattoo a person has is an o th er bat tle in w hich o th er m en saw defeat. You gain a perm anent
<
E
q u i p m e n t
< +1 to your Leadership score for each War Trophy tattoo you earn. In addition, you gain a +1 com petence bonus to your Intim idation checks to all those in your clan, legion, etc.
TITLES It is com m on practice for men-at-arms to either purchase or otherw ise be assigned titles. Such is the way o f w artim e and in nations w here there are not enough com petent men to fill im portant positions. Alternatively, it is a great way for a king to fill his coffers by selling titles to those who would have them . The ram ifications o f titles are too num erous to justify rules for, but their im plications can be felt in every corner o f your campaigns. Costs vary from 500 gp up to 10,000 gp, depending upon the position. W hether or not the position is legiti mate is entirely up to the DM, but the m ore coin that is spent, the less likely you are to w ant to w ork at your job. Some sample titles that can be purchased include: Advisor, Ale Conner, Ambassador, Bailiff, C aptain, C ham pion, C o m m an der, C onstable, C ouncilor, D efender, Diplomat, Elector, G entry, G overnor, Guardian, H igh D efender, Keeper, Knight, K night Errant, Liason, Mag istrate, M arshal, Paladin, Personal Champion, Preserver, Provost, ProvostMarshall, Purveyor, Regent, Sentinel, Sergeant, Sheriff, Tower, W arden, Warder, and Watcher. Feel free to add to this list as you see fit T a b l e 6 -1 4 : C o n t a i n e r s D ry G o o d s
Item Backpack Barrel Basket Bucket Chest Coffer Framepack Pouch, belt Sack Saddlebags Spell component pouch Urn
Cost
4 gP 5 gP
Weight 2 1b. 301b. 1 lb. 2 lb. 25 lb. 1 lb. 3 1b. 1/2 lb. 1/2 lb. 8 1b. 1/4 lb.
8 sp
1/2 lb.
2 gP 2 gp 4 sp 5 sp 2 gP 5 gP 1 gP 1 sp
Holds or Carries 1 cu. ft. 10 cu. ft. 2 cu. ft. 1 cu. ft. 2 cu. ft. 1/4 cu. ft. 2 cu. ft. 1/5 cu. ft. 1 cu. ft. 5 cu. ft. 1/8 cu. ft. 1/5 cu ft.
T a b l e 6 -1 5 : L i q u i d s
Item Bottle, wine, glass Flask jug, clay Kettle Mug/tankard, clay Pitcher, clay Pony keg Pot, iron Vial, ink or potion Waterskin * new ones
Cost 2 gp 3 cp 3 cp 3 sp 2 cp 2 cp 1 sp 5 sp 1 gp 1 gp
Weight
it
* 1 lb. 5 lb.
* 1 lb. 1 lb. 2 1b.
Holds or Carries 1 1/2 pint 1 pint 1 gallon 1/2 gallon 1 pint 1/2 gallon 7.5 gallons 1 gallon 1 ounce 1/2 gallon
T a b l e 6 -9 : G o o d s a n d S e r v i c e s A d v e n tu rin g Gear
Item Cost Acid (flask) 10 gp Alchemist’s fire 20 gp (flask) Antitoxin (vial) 50 gp Antitoxin, hunter 150 gp quality (vial) (U) Apron, cloth 8 sp Apron, leather 5 gp 2 sp Awl Backpack (empty) 2 gp Barrel (empty) 2 gp Basket (empty) 4 sp Bedroll 1 sp Bell 1 gP Blanket, winter 5 sp Block and tackle 5 gP Bottle, wine, glass 2 gP Brush, small 4 cp Bucket (empty) 5 sp Cage Tiny 1 gP Small 3 gp Medium-size 10 gp Large 25 gp Huge 80 gp Calligraphy set 10 gp Caltrops 1 gP Campchair, cloth 2 gp Campchair, wooden 6 gp 20 gp Camptable Candle 1 cp Canvas (sq. yd.) 1 sp Case, map or scroll 1 gP Chain (10 ft.) 30 gp Chalk, 1 piece 1 cp Chess set 1 gP 50 gp Chess set, masterwork Chest (empty) 2 gP Cloak, plain 6 sp Cloak, fine 2 gP Cloak, weighted 5 gP Coffer, gold 75 gp Coffer, iron 8gP Coffer, wooden 1 gP Crowbar 2 gP Dice, 1 pair 1 sp Dye 1 gP Fencepost 5 sp Field M edic Kit 10 gp Firewood (per day) 1 cp Fishhook 1 sp Fishing net, 4 gP 25 sq. ft. Flask 3 cp Flint and steel 1 gp Framepack 5 gP Garlic cloves (U) 4 cp Glass, powdered 1 sp Grappling hook 1 gP Hammer 5 sp Hammock 2 sp 8 sp Hatchet
im m ----------
Weight 1 lb. 1 lb. ** 1 lb. 1/2 lb. 2 lb. 1/2 lb. 2 1b. 301b. 1 lb. 5 lb. * 3 lb. 5 lb. * 2 1b. 1 lb. 12 lb. 20 lb. 75 lb. 2001b. 1/2 lb. 2 1b. 2 1b. 3 lb. 15 lb. * 1 lb. 1/2 lb. 2 1b. * 1 lb. 3 lb. 25 lb. 1/2 lb. 1/2 lb. 2 lb. 1 lb. 1 lb. 1 lb. 5 lb. * 1/2 lb. 5 lb. 1/2 lb. 20 1b. * 5 lb. *
it 3 lb. 1/2 lb. 4 lb. 2 lb. 2 lb. 2 lb.
Item Cost Hollow tube, iron 3 gP Hollow tube, bone 1 sp Hollow tube, wood 1 cp Hollow 5-10 gp weapon hilt Holy water (flask) 25 gp 1 cp+ Incense Ink (1 oz. vial) 8 gP Ink pen 1 sp jerky, beef 5 cp Jerky, fish 2 cp Jerky, mutton 3 cp Jerky, pork 4 cp Jerky, venison 2 cp Jug, clay 3 cp Kettle 3 sp Ladder, 10-foot 5 cp Lamp, common 1 sp Lantern, bullseye 12 gp Lantern, hooded 7 gP Lock:j: 20 gp very simple average 40 gp good 80 gp amazing 150 gp Mask 1 sp Manacles 15 gp Manacles, 50 gp masterwork Manacles, cold 375 gp Mirror, small steel 10 gp Mirror, large lO Ogp Mirror, ornate 500 gp Money belt 1 sp Mug/tankard, clay 2 cp Oil (1-pint flask) 1 sp Scented Oil 5 sp (1-pint flask) Paper (sheet) 4 sp Parchment (sheet) 2 sp Pick, miner’s 3 gp Pipe common 1 sp fine 1 gP+ Pipeweed common 2 cp fine 2 sp Pitcher, clay 2 cp Piton 1 sp Playing cards 2 sp Pliers 2 sp Pole, 10-foot 2 sp Pony keg 1 sp Posthole digger 3 gP Pot, iron 5 sp Potion belt 5 gp Potion belt, 100 gp masterwork Pouch, belt 1 gP Ram, portable 10 gp Rations, trail 5 sp (per day) Rope, hemp (50 ft.) 1 gp Rope, silk (50 ft.) 10 gp
Weight 1/2 lb. ☆ * * 1 lb. Vc Vf * 1/2 lb. 1/2 lb. 1/2 lb. 1/2 lb. 1/2 lb. 9 1b. 5 lb. 201b. 1 lb. 3 lb. 2 lb. 1 lb. 1 lb. 1 lb. 1 lb. 1 lb. ☆ 2 lb. 2 lb. 2 lb. 1/2 lb. 5 lb. 20 lb. * 1 lb. 1 lb. 1 lb * * 10 lb. * * ** ** 5 lb. 1/2 lb. ☆ ** 8 1b. 1 lb. 10 lb. 10 lb. 1/2 lb. 1 lb. 3 lb. 201b. 1 lb. 10 lb. 5 lb.
Item Cost Weight Salt (U) 1 lb. 5 gP Salt, blessed (U) 1 lb. 25 gp Sack (empty) 1 sp 1/2 lb. 1/2 lb. Saw, wood 6 sp Saw, crosscut 2 lb. 2 gP Sealing wax 1 lb. 1 gP * Sewing needle 5 sp Sheath, weapon * plain 1 gP * fine 10 gp ** Signal whistle 8 sp * Signet ring:!; 5 gP Silver, powdered (U) 5 gp 1 lb. Sledge 10 lb. 1 gP Smokestick 20 gp 1/2 lb. Soap (per lb.) 1 lb. 5 sp Spade or shovel 8 lb. 2 gP Spyglass 1,000 gp 1 lb. Stake 1/4 lb. normal 1 cp masterwork (U) 10 gp 1/4 lb. blessed (U) 1,250 g p l/ 4 lb. Stretcher 4 lb. 5 gp Sulfur (U) 10 gp 1 lb. Sunrod 1 2 gp Talc (U) 1 sp 1 lb. 4 lb. Tanglefoot bag 50 gp Tent 10 gp 201b. Tent, 10-man 40 gp 50 lb. Tent, pavilion 250 gp 100 lb. * Thread (10 ft.) 1 cp Thunderstone Tindertwig Tongs, iron Torch Urn, bronze Vial, ink or potion Waterskin goat's bladder lamb's bladder llama's bladder yak’s bladder Whetstone Yardstick
30 gp 1 gP 8 sp 1 cp 8 sp 1 gP 1 gP 3 gP 5 sp 2 gp 15 sp 2 cp 1 cp
1 lb. ** 1/2 lb. 1 lb. 1/2 lb. * 4 lb. 4 lb. 4 lb. 4 lb. 8 1b. 1 lb. **
Bu ild in g s
Item Business, small Village Town City Metropolis Castle Grand house Huge castle Keep Mansion Moat with bridge Simple house Tower Warehouse Village Town City Metropolis
Cost* 1,500 gp 2,500 gp 5.000 gp 15,000 gp 500,000 gp 5,000 gp 1,000,000 gp 150,000 gp 100,000 gp 50,000 gp 1,000 gp 50,000 gp 2 gp/sq. ft. 5 gP/sq. ft. 10 gp/sq. ft. 25 gp/sq. ft.
JL
<
* costs may vary based on location and the scarcity o f real estate within a city wall for instance. C h a rio ts Item Chariot, medium-size (drawn by two large creatures) Chariot, large (drawn by four large creatures) Chariot, huge (drawn by six large creatures) C lass T o o l s
and
Cost Weight 100 gp 100 1b.
200 gp 2001b.
400 gp 400 lb.
Quayneth’s special special treatise o f the elements * Tool, masterwork +50 gp Musical 3 lb. 5 gP instrum ent, co m m o n Musical lO O g p 3 lb. instrum ent, masterwork Scale, m erchant’s• 1 lb. 2 gp Spell com ponent 3 lb. 5 gP pouch 3 lb. 5 gp Spellbook, 3 lb. 15 gp wizard’s (blank) Thieves' tools 30 gp 1 lb. Thieves’ tools, 100gp 2 lb. masterwork Water clock 1,000 gp 200 lb.
.............. .
u ip m e n t
C l o t h in g Item Artisan’s outfit Cleric’s vestments Cold weather outfit Courtier's outfit Entertainer’s outfit Explorer’s outfit Fireproof M onk’s outfit Noble's outfit Night Peasant's outfit Royal outfit Scholar's outfit Survival Traveler’s outfit Waterproof Winter
Fo o d , D r in k , Cost
Weight 4 1b. 1 gP 61b. 5 gP 7 lb. 8gP 30 gp 61b. 4 lb. 3 gp 10 gp 81b. x2 — 2 lb. 5 gP 101b. 75 gp — x2 1 sp 2 lb. 200 gp 15 lb. 6 1b. 5 gp — x2 5 lb. 1 gP x3 — x2 —
S k i l l K it s
Item Cost Weight Alchemist's lab 500 gp 401b. Anvil 201b. 25 gp Artisan's tools 5 lb. 5 gP Artisan's tools, 5 lb. 55 gp masterwork 80 gp Clim ber’s kit 5 1b. Coroner’s kit (U) 250 gp 2 1b. Coroner’s kit, 1,000 gp 3 1b. hunter quality (U) Disguise kit 50 gp 8 1b. Forge, portable 300 gp 100 lb. Healer’s kit 50 gp 1 lb. Healer’s kit, 500 g p l -1/2 lb. hunter quality (U) * Holly and mistletoe — Holy symbol, 25,000 gpi 1 lb. divine (U) 12,500 gpi 1 lb. Holy symbol, sacred (U) Holy symbol, 1 lb. 25 gp silver ** Holy symbol, 1 gP wooden Hourglass 1 lb. 25 gp Inquisitor's Kit 100 gp 1 lb. * Magnifying glass 100 gp
( L
Eq
V
Contacts Item Advisor Am bassador Apothecary Assassin Barmaid Barrister Bartender Bishop Burgomeister Captain o f the Watch Cardinal Cham berlain Constable Councilor Fence Fixer Governor Guildm aster Innkeeper Knight Magistrate Merchant Messenger Noble Paladin Priest Provost Reeve Regent Scrounge Sheriff Stablemaster Tailor Thief Town guard
Cost 500 gp 1,000 gp 50 gp 1,000 gp 25 gp 150 gp 50 1.000 250 500 2,500 500 750 750 250 250 1.000 750 50 250 1.000 150
gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp+
50 1,500 500 250 1,000
gp gp+ gp gp gp
50 gp 750 gp 50 gp 1,000 gp 50 25 100 250
gp gp gp gp
and
Lo d g i n g
Item Cost Weight Ale Gallon 8 lb. 2 sp M ug 4 cp 1 lb. Ale or stout, dwarf Pony keg 58 lb. 5 gP Gallon 6 sp 8 lb. M ug 1 sp 1 lb. Banquet (per person) 10 gp Bath — Private 1 sp — Public 1 cp Beer, ore Gallon 1 sp 8 lb. Bitters, dw arf Gallon 6 sp 8 lb. M ug 1 sp 1 lb. Brandy* C o m m o n (bottle) 2 gp 1 lb. Fine (bottle) 10 gp 1 lb. Bread, per loaf 1/2 lb. 2 cp Cheese, hunk o f 1 sp 1/2 lb. wheel o f 5 lb. 1 gP Cider Gallon 1 sp 8 1b. M ug 1 lb. 2 cp Coffee, 1 m u g C o m m on — 1 cp Fine 2 sp+ — Cognac Fine (bottle) 15 gp 1-1/2 lb. Elf (bottle) 2 lb. 50 gp Eggs (6) * Chicken 2 cp * Duck 1 sp * Goose 6 sp * Lizard 1 cp * Quail 8 cp Grog, ore Gallon 1 sp 8 1b. G room ing — Haircut 4 cp — Shave 6 cp Complete — 2 sp groom ing Hardtack 1 cp 1 lb. Inn stay (per day) — G ood 2 gP — C o m m on 5 sp — Poor 2 sp Laundry 1 cp/lb. o f clothing Mead Gallon 1 sp 8 lb. M ug 1 lb. 2 cp Meals (per day) — Good 5 sp — C o m m on 3 sp — Poor 1 sp Meat, chunk o f 3 sp Pie 1 cp Rations, trail (per day)5 sp Rum (bottle) 1 sp Sausage 2 sp Stout, ogre Gallon 5 sp
1/2 lb. — 1 lb. 1 lb. 1/2 lb. 81b.
..... .. .
i •iramgr^
Tea, 1 m ug Com m on 1 cp — Fine 3 sp+ — W ine C o m m o n (pitcher)2 sp 6 lb. Fine (bottle) 10 gp 1-1/2 lb. Elf (bottle) 25 gp 1-1/2 lb. Aged 50 gp+1-1/2 lb.
^
E quipm ent
cure moderate wounds cure serious wounds greater restoration heal healing circle
iil d s a n d
O
r g a n iz a t io n s
Item
Cost
Assassin guild Blacksmithing guild Craftsman guild Explorer guild Holy order M erchant guild M onastic order Sailor guild Secret society Sw ordsm an guild Thief guild W izard guild
10,000 gp* 600 gp 500 gp 250 gp 250 gp+ 1,000 gp o gp* 100 gp 5,000 gp* 250 gp 750 gp* 1,000 gp*
* O ther special requirements to join the guild m ight also exist. H a u l in g V e h ic l e s Item Cost Cart 15 gp Sled 20 gp Travois 2 gp Wagon 35 gp H
ir e l in g s a n d
Weight
Holds or Carries
200 lb. 300 lb. 10 lb. 400 lb.
1/2 ton 1 ton 300 lb. 2 tons
S e r v ic es
Item Alchemist Anim al tender/groom Architect Barrister Blessing For weapon (U) Permanent (U) Coach charter Coach passage Clerk Cook Crier/herald Entertainer/performer Falconer Ferry service** Healing*
atonement cure critical wounds cure light wounds cure minor wounds
Cost 1 gp/per day* 15 cp/day 5 sp 1 gP 10 gp per level o f caster 500 gp per level o f caster 2 gP/day 3 cp/m ile 4 sp/day 1 sp/day* 2 sp/day 4 sp 4 sp/day 6 sp/m ile 50 gp x caster’s level 40 gp x caster’s level 10 gp x caster’s level 5 gpx caster’s level
lesser restoration minor restoration mass heal raise dead regenerate
20 gp x caster's level 30 gp x caster’s level 70 g p x caster’s level 60 gp x caster’s level 50 gp x caster’s level 20 gp x caster's level 5 gpx caster’s level 80 gp x caster’s level 50 g p x caster’s level 70 gp x caster’s level
remove blindness/ deafness
30 gp x caster's level remove curse 30 g p x * caster's level 30 g p x remove disease caster’s level restoration 40 gp x caster’s level resurrection 70 g p x caster's level true resurrection 90 g p x caster’s level Hunter 3 sp/day Laborer 1 sp Library use 1 sp/book Limner 6 sp/day Maid 1 sp/day M ason /craftsm an**** 3 sp/day* Messenger 2 cp/m ile Personal groom 3 sp/day Porter 1 sp/day Road or toll charge 1 cp+ Sage 2 gp+/day Scribe 3 sp/day Ship charter 25 gp/day Ship's passage 1 sp/m ile Smith 4 sp/day* Teamster 3 sp/day Teleportation Varies Valet/lackey 2 sp/day * If paid to create a specific item, use item prices and working times instead. Price listed is for long-term retention o f services. Any task that requires a portion o f a hireling’s day (buffing armor, p o un d in g out dents) is one-half the listed price. Prices do not include materials, tools, or w eapons. Price is per person and per m ount. Exceptional a m o unts o f cargo can incur additional costs.
**
r ■■*■-mm^k . ■ .-..>1
* * * This cost can be as m uch as triple for those o f a different faith as the cleric or those who are known warmongers. * * * * Includes bookbinders, bowyers, brewers, bricklayers, carpenters, Cartwrights, chandlers, cobblers, coopers, cordwainers, drappers, dyers, fletchers, fullers, furriers, gemcutters, hoisers, homers, jewelers, joiners, leatherworkers, mercers, minters, parchmentm akers, plasterers, potters, roofers, shipwrights, skinners, soapmakers, tailors, tanners, tinkers, vintners, wainwrights, weavers, and wheelwrights. M a g i c It e m s
Item
Cost
adamantine dagger amulet of bone (U) amulet of natural armor +I bag of holding (bag 1) bead of force blood o f the forefathers (G) bonetip javelin (G) boots of elvenkind boots of striding and springing boots o f the winterlands bracer's of armor +1 bracers of armor +2 brooch of shielding candle of truth chime o f opening cloak of elvenkind cloak of resistance +2 cloak of resistance collar of the claw (G) dark lantern (Dr) dust of appearance dust of disappearance dust of hardening (U) dust of illusion dust of tracelessness exploding anti-rocks (Mo) everburning torch eyes of the eagle figurine of wondrous power (silver raven) gauntlets o f ogre power girdle of stealth (Mo) gloves of arrow snaring helm o f dominance (G) horn of fog horseshoes o f a zephyr horseshoes o f speed hound’s teeth (G) immovable rod ioun stone (dusty rose prism) javelin o f lightning
3,302 gP 3,000 gP 2,000 gP 2,500 gP 2,000 gP 900 gP 2,000 gP 2,000 gP 2,500 gP 2,500 gP 1,000 gP 4,000 gP 1,500 gP 2,500 gP 3,000 gP 2,000 gP 4,000 gP 1,000 gP 2,000 gP lOOgp 2,100 gP 3,500 gP 500 gP 500 gP 250 gP 500 gP 90 gP 1,000 gP 3,500 gP 4,000 2,000 4,000 200 2,000 3,000 1,900 650 7,500 4,000
gP gP gP gP gP gP gP gP gP gP
751 gP
‘------- C
keoghtom's ointment lens of memory (Dr) links of trespass (Dr) meditation cloak (C) mithril arm (C) nightswitches (G) pearl of power (1st) pearl of power (2nd) potion of aid potion of cure blindness/deafness potion o f cure light wounds potion of cure moderate wounds potion of cure serious wounds potion of darkvision potion of draconic might (Dr) potion of endurance potion o f fire breath potion of fly potion of haste potion o f heroism potion of hiding potion o f invisibility potion of lesser restoration potion of neutralize poison potions of preservation (U) potion of protection from elements*
<
50 gP 300 gP 750 gP 300 gP 1,200 gP
(* choose elem ent at tim e of purchase) potion of remove disease 750 potion of remove paralysis 750 potion of sneaking 150 potion of swimming 150 potion of truth 500 potion o f vision 150 300 quaal’sfeather token (bird) quaal's feather 450
token (swan boat) quaal’sfeather 500 token (whip) 1,800 quiver o f ehlonna 4.000 ring of counterspells ring of feather falling 2,200 ring of protection +1 2.000 ring of sundering (G) 3.500 ring of sustenance 2.500 ring o f swimming 2,300 200 ring of tracker’s bane (Mo) screaming bolt 257 seal of the blessed martyr (G) 500 sign of expedience (G) 200 skull totem (G) 450 slaying arrow* 2,282
gP gP gP gP gP gP gP gP gP gP gP
gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp
(* choose m onster type at tim e o f purchase) slaying arrow, greater 4,057 gp (* choose m onster type at tim e o f purchase) sleep arrow 132 gp sphere of caltrops 600 gp
*
u ip m e n t
stone of alarm stone of extangling (G) thirst pebbles (G) vesshlik scales (G) wand of burning hands wand of color spray wand of cure light wounds wand of cure moderate wounds wand of darkness wand of daylight wand of hold person wand of invisibility wand of knock wand of light wand of magic missile (1st) wand of magic missile (3rd) wand of magic m issile (5th) wand of magic missile (7th) wand of magic missile (9th) wand of melf’s acid arrow wand of shatter wand of shocking grasp wand of web warding stick (G) zohl'kahn’s bile (G) zohl'nahk's blood (G)
4,000 gP 2,000 gP 100 gp/ft. 4,000 gP 2,200 gP 1,500 gP 1,000 gP 4,000 gP 300 gP 750 gP
300 900 750 750 900 150 300 300 750 750 750
Eq
M
ounts and
Related G
Item Barding Medium-size creature Large creature Bit and bridle Bulgrif Cart Dog, riding Donkey or mule Falcon or hawk Feed (per day) Grollok Hauncher Horse, heavy Horse, light Norling Pony Saddle Military Pack Riding Saddle, exotic Military Pack Riding Saddlebags Sled Stabling (per day) Teekon Travois Wagon War Elephant Warhorse, heavy Warhorse, light War pony
1,000 100 100 2,100 375 375 750 4,500
gP gP gP gP gP gP gP gP
4,500 4,500 4,500 4,500 4,500 375 375 2,250 3,750 5,250 6,750 4,500 4,500 750 4,500 150 1,750 2,500
gP gP gP gP gP gP gP gP gP gP gP gP gP gP gP gP gP gP
ear
Cost
Weight
x2
xl
x4
x2 1 lb.
2 gP 2,400 gp 15 g P 150 gp
200 lb. —
8 gp 50 gp
— —
5 cp 1,000 gp 900 gp 200 gp
10 lb.
— — — —
75 gp 4,000 gp
—
30 gp
—
20 gp
301b. 15 lb. 25 lb.
5 gP 10 gp 60 gp
40 lb. 20 1b. 30 lb. 8 1b. 4 gp 300 lb. 20 gp — 5 sp — 1,000 gp 10 lb. 2 gP 400 lb. 35 gp — 1,500 gp — 400 gp — 150 gp 100 gp — 15 gp 30 gp
S h ips Type Rowboat Oar
Cost 50 gp 2 gP 30.000 gp 10.000 gp 3.000 gp 10.000 gp 25,000 gp
Galley Longship Keelboat Sailing ship Warship S pells
fo r
Spells 0-level 1st-level 2nd-level 3rd-leve! 4th-level 5th-level 6th-level 7th-level 8th-level 9th-level
H
ir e
Cost Caster level x 5 gp Caster level x 10 gp Caster level x 20 gp Caster level x 30 gp Caster level x 40 gp Caster level x 50 gp Caster level x 60 gp Caster level x 70 gp Caster level x 80 gp Caster level x 90 gp
S p e c i a l a n d S u p e r i o r It e m s W eapon or Armor Cost Weight Acid (flask) 10 gp 1 lb. Acid dagger 1 lb. 40 gp 1 lb. Alchemist's fire 20 gp (flask) — Antitoxin (vial) 50 gp Antitoxin, hunter 150 gp 1 lb. quality (vial) (U) Armor or shield, +150 gp masterwork Arrow, bolt, 20 gp or bullet, lam inated steel Arrow, bolt, 7 gP or bullet, masterwork Arrow, bolt, 7 gp or bullet, serrated Arrow, bolt, or bullet, silvered 1 gp Arrow, or bolt, dire 10 gp Arrow, 3 gp 1-1/2 lb. wingripper (10) (Dr) Arrow, woodspike 5 gP ** Divination candles 100 gp *TV Dwarven-forged +900 gp arm or or shield +600 gp Elven-forged arm or or shield Dagger, silvered lOgp Flare 1/2 lb. 25 gp Flash bom b 1 lb. 30 gp * G houl paste 30 gp G houl toxin (U) Lesser Greater Hollow weapon hilt Holy water (flask) Jaw trapper (Dr)
^
5-1Ogp 5-1Ogp
1/2 lb. 1/2 lb. * *
25 gp 75 gp
1 lb. 10 lb.
350 gp 500 gp
. ____________ I
>
1
Eq
Jolan's universal 1,000 gp u n g u e n t(U ) 65 gp Kanegor’s bitter pill (Dr) Mighty com posite shortbow 150 gp (+1 Str bonus) 225 gp (+2 Str bonus) Mighty com posite longbow (+1 Str bonus) 200 gp (+2 Str bonus) 300 gp 400 gp (+3 Str bonus) (+4 Str bonus) 500 gp RamSpear (Dr) 50 gp Smokestick 20 gp Signal flare 10 gp Stun b om b 30 gp Sunrod 2 gp Talcum power 150 gp globes (U) Tanglebomb (Dr) 100 gp Tanglefoot bag 50 gp 30 gp T hunderstone Tindertwig 1 gP Tool, masterwork +50 gp Toolstaff 40 gp Vylin’s powder 25 gp W aterproof 25 gp backpack 20 gp W aterproof scrollcase W eapon, lam inated steel +900 gp W eapon, masterwork +300 gp W eapon, serrated +300 gp W ingblade (Dr) 15-150 gp
1/2 lb. 1 lb.
30 1b. 1/2 lb. 1 lb. 1 lb.
1 1 lb.
2 lb. 4 lb. 1 lb.
**
4 lb.
☆
3 lb. 1 lb.
* *
* 2-20 lb.
* N o weight worth noting. * * Ten o f these items together weigh 1 lb.
Tattoos Item Bloodline Cultural Holy order Intim idating Mercenary group Rite o f passage Sailor Secret Society Social standing War trophy
Cost +20 gp 15 gp 50 gp+ 40 gp 50 gp+ 100 gp 5 gp+ 50 gp+ 25 gp 250 gp
u ip m e n t
<
* (Du) = Dungeons * (U) = Undead * (W) = War * (Mo) = Monster
* (E) = Evil * (Dr) = Dra * (G) = C *(Me) =
0 LEVEL ALCHEMIST ELIXIRS Arcane Mark. Inscribes a personal rune (visible or invisible) Cure M inor Wounds. Cures 1 point of damage. Daze. Creature loses next action. Detect Poison. Detects poison in one creature or small object. Flare. Dazzles one creature (-1 attack) Guidance. +1 on one roll, save or check. Handcramp* (Me). Causes person to let go of a held object. Hold Portal. Holds door (20 sq. ft./level) shut for 1 min/level. Inflict M inor Wounds. Touch attack, 1 point of damage. Light. Object shines like a torch. Mending. Makes minor repairs on an object. Purify Food and Drink. Purifies 1 cu. ft./level of food and water. Resistance. Subject gains +1 on saving throws. Virtue. Subject gains 1 temporary HP.
CHEMIST ELIXIRS an area for 2 hours/level. creature flees for ld4 rounds, anges your appearance; +10 to Disguise 0 min/level. Person. Makes one person your friend, tterteeth* (Me). Target is required to make a concentration check to cast any spells with a verbal component for 1 round/level. Comprehend Languages. Understand all spoken and written languages. Cure Light Wounds. Cures ld8 +l/level damage (max +8).
Detect Undead. Reveals undead within 60 ft. Endure Elements. Ignores 5 damage/round from one energy type. Enlarge. Object or creature grows +10%/level (max 50%) for 1 min/level. Erase. Mundane or magical writing vanishes. Estivation* (Dr). Subject hibernates for up to 3 months without nourishment in extreme heat. Expeditious Retreat. Doubles your speed for 1 min/level. Goodberry. 2d4 berries each cure lhp (max 8 hp/24 hrs), and nourish as 1 meal for Medium-size creature. Grease. Makes 10 ft. square or one object slippery. H ibernation4' (Dr). Subject hibernates for up to 3 months without nourishment in extreme cold. Identify. Determines the most basic function of a magic item. Inflict Light Wounds. Inflicts ld8 +l/level damage
3 ---------- J h Ti. - i n - i n r i ^
S p e lls
Invisibility to Animals. Animals can't perceive one subject/level. Jump. Subject gets a +30 on jump checks, and has no maximum jump distance. Nystul's Magical Aura. Grants object a false magical aura. Nystul’s Undetectable Aura. Masks magic item’s aura. Odorless'"' (Mo). Target neither emits nor leaves traces of smell for 10 min/level. Opposable Thumbs* (Mo). Creature grows fingers, thumbs, and even hands if needed. Mage Armor. Gives subject +4 armor bonus. Obscuring Mist. Fog surrounds you. Protect M ount’'' (W). Mounts struck by non-magical weapons may make Will save to avoid damage. Protection from Chaos/Evil/Good/Law. +2 AC and saves, counter mind control, hedge out elementals and outsiders. Random Action. One creature acts randomly for one round. Reduce. Object or creature shrinks +10%/level (max 50%) for 1 min/level. Remove Fear. +4 on saves against fear for one subject +l/four levels. Shield. Provides +7 deflection bonus to AC and +3 on Reflex saves, against magic missiles and one direc tion. Shocking Grasp. Touch delivers ld8 +1/level of electri cal damage. Silent Step (Me). Subject gains a +10 competence bonus to Move Silently checks. Sleep. Put 2d4 HD of creatures into comatose slumber. Spider Climb. Grants ability to walk on walls and ceilings for 10 min/level. True Strike. Adds +20 bonus to your next attack roll.
)
—
—
c
Inflict Moderate Wounds. Inflicts 2d8 +l/level damage (max +10). Invisibility. Subject is invisible for 10 min/level or until it attacks. Iron Fist* (E). The target’s fist deals an additional ld6 damage For 2 rounds/caster level. Knock. Opens locked or magically sealed doors. Leomund’s Trap. Makes item appear trapped. Lesser Restoration. Dispels magic ability penalty or repairs ld4 ability damage. Mask Allegiance*' (W). Conceals the subject's thoughts of loyalty from penetration by magical means. Obscure Object. Masks object to divination. Pass W ithout Trace. One subject/level leaves no tracks. Protection from Arrows. Subject gains DR 10/+1 against ranged weapons for 10 min. Protection from Disease* (Me). Provides a +4 resistance bonus on saving throws against mundane/magical diseases. Psychometry* (Me). When touching an object, you gain an image of the last creature to touch it. Pyrotechnics. Turns fire into blinding light, or choking smoke. Remove Paralysis. Frees one or more creatures from paralysis, hold or slow. Resist Elements. Ignores 12 damage/round from one energy type. See Invisibility. Reveals invisible creatures or objects. Speak w ith Animals. You can communicate with natural animals. Spinewrack* (Me). Target shakes in pain and suffers a -2 circumstance penalty to AC, attack and damage rolls. Undetectable Alignment. Conceals alignment for 24 hrs. Web. Fills 10 ft. cube/level with sticky spider webs.
2ND LEVEL ALCHEMIST ELIXIRS Aid. +1 attack, +1 on saves against fear, ld8 temporary hit points. Augury. Learns whether an action will be good or bad. Arcane Lock. Magically locks a portal or chest. Blur. Attacks miss subject 20% of the time. Bull’s Strength. Subject gains ld4 +1 Str for lhr/level. Calm Emotions. Calms ld6 subjects/level, negating emotion effects. Cat’s Grace. Subject gains ld4 +1 Dex for 1 hour/level. Cure Moderate Wounds. Cures 2d8 +l/level damage (max +10). Darkvision. See 60 ft. in total darkness. Delay Poison. Stops poison from harming subject for 1 hr/level. Endurance. Gain ld4 +1 Con for 1 hr./level. Fog Cloud. Fog obscures vision. Glitterdust. Blinds creatures for 1 round/level, and reveals invisible creatures.
3
....... .... ............... ...........
3RD LEVEL ALCHEMIST ELIXIRS Agonize* (Mo). Subject is unable to perform actions for 1 round/level. Air Breathing* (Mo). Aquatic creatures can breathe air for 2 hours/level. Blindness/Deafness. Makes subject blind or deaf. Death Mist* (Me). Summons blinding, gagging, sulfurous gases for 10 min/level. Displacement. All attacks against recipient of this spell suffer a 50% miss chance. Explosive Runes. Deals 6d6 damage when read. Fire Trap. Opened object deals ld4 +l/level fire damage. Fly. Subject flies at a speed of 90. Forceful Burst* (Me). Converts up 1 container/2 levels (maximum 10) into a burst of force. Gaseous Form. Subject becomes insubstantial (DR 20/+1) and flies for 2 min/level.
>
S
Gentle Repose. Preserves one corpse. Hold Person. Holds one person helpless for 1 round/level. Haste. Extra partial actions and +4 AC for 1 round/level. Hideous Appearance* (E). Recipient of spell has Charisma of 3 for 1 day/caster level. Keen Edge. Doubles normal threat range for edged weapons for 10 min/level. Locate Object. Senses direction toward object (specific or type). Make Whole. Repairs an object. Magic Vestment. Armor or shield gains +1 enhance ment bonus/three levels. Negative Energy Protection. Subject resists level and energy drains. Nondetection. Hides subject from divination/scrying. Obscure Object. Masks objects against detection. Protection from Elements. Absorbs 12 damage/level from one kind of energy. Remove Blindness/Deafness. Cures normal or magical conditions. Remove Curse. Frees person or object from curse. Slow. One subject/level takes only partial actions, -2 AC, -2 all melee rolls. Speak w ith Dead. Corpse answers one question/ 2 levels. Speak w ith Plants. You can talk to normal plants and plant creatures. Stinking Cloud. Nauseating vapors; 1 round/level. Stonetell1(Du). Allows subject to commune with spirits of the earth. Undead Attraction* (E). Target attracts all undead within 100 ft., which seek out and attack him. Waking Nightmares* (E). Target loses actions and Dex modifier for 1 round +1 round/caster level. Water Breathing. Subjects can breathe underwater.
4TH LEVEL ALCHEMIST ELIXIRS Bestow Curse. -6 to an ability, -4 on attacks, saves, and checks; or 50% chance of losing actions. Breath of the Wyrm* (Dr). Spell allows subject to use breath weapon against one target. Confusion. Makes subject behave oddly for 1 round/level. Contagion. Infects subject with disease. Detect Scrying. Alerts you of magical eavesdropping. Discern Lies. Reveals deliberate falsehoods. Divine Power. Gain attack bonus of a fighter of your level, 18 Str, and lHP/level for 1 round/level. Emotion. Arouses strong emotion in subject. Enervation. Subject gains ld4 negative levels. Fear. Subjects within cone flee for 1 round/level. Fire Shield. Creatures attacking you take ld6 +l/level fire damage; protected from heat or cold.
pells
Force Bridge* (Me). You create a bridge of force. Forget* (Me). Subjects in a lO-ft.-radius burst forget a number of minutes equal to your caster level. Freedom of Movement. Subject moves normally despite impediments. Giant Vermin. Turns insects into giant vermin. Greater Magic Weapon. +1 bonus/three levels (max +5); 1 hour/level. Improved Invisibility. As invisibility, but subject can attack and remain invisible. Locate Creature. Indicates direction to familiar creature. M inor Globe of Invulnerability. Stops 1st through 3rd level spell effects for 1 round/level. Neutralize Poison. Detoxifies venom on or in a subject. Polymorph Other. Gives one subject a new form. Polymorph Self. You assume a new form. Shout. Deafens all within cone for 2d6 rounds, and deals 2d6 sonic damage. Rearguard* (Me). Creature touched retains Dexterity bonus to AC when flanked, for 1 hour/level. Repel Vermin. Insects stay 10 ft. away. Restoration. Restores level and ability score drains. Scrying. Spies on subject from a distance. Spell Im m unity. Subject is immune to one spell/four levels. Shrapnel* (Me). Turns a handful of coins into metal shrapnel. Stoneskin. Give subject DR 10/+5 for 10 min/level. Tongues. Speak any language.
5TH LEVEL ALCHEMIST ELIXIRS Antimagic Aura* (Mo). Target is surrounded by a field of antimagic for 10 min/level. A nim al Growth. One animal/two levels doubles in size and HD. Death Ward. Grants Immunity to Death spells and effects. Dream. Sends message to anyone sleeping. Feeblemind. Subject’s INT drops to a score of 1. Nightmare. Sends vision dealing ldlO damage, fatigue. Passwall. Breaches walls 1 ft. thick/level. Permanency. Makes certain spells permanent; costs XP. Righteous Might. Your size class increases by one step (height x 2, mass x 8), +4 enlargement bonus to Str. Sandstorm* (Me). Blinds and knocks down creatures with a sandstorm. Secret of the Grave* (Dr). Caster chooses one piece of dying target’s knowledge to obscure. Seeming. Changes appearance of one person/two levels. Spell Resistance. Subject gains +12 +l/level SR. True Seeing. See all things as they really are. Transmute M ud to Rock. Transforms two 10 ft. cubes/ level. Transmute Rock to Mud. Transforms two 10 ft. cubes/ level.
y 4
>
Spells
6TH LEVEL ALCHEMIST ELIXIRS Analyze Dweomer. Reveals one property, spell or power per round; lasts 1 round/level. Antilife Shell. 10 ft. shield hedges out living creatures. Antimagic Field. Negates magic within 10 ft. Flesh to Stone. Turns subject creature into statue. Guards and Wards. Array of magical effects protect area. Globe of Invulnerability. As minor globe of invulner ability, plus 4th level. Negative Energy Invulnerability* (Mo). Immune to negative energy attacks and level drain for 1 min/level. Repulsion. Creatures cannot approach you. Slay Living. Touch attack kills subject. Stone to Flesh. Restores petrified creature to normal. Tenser’s Transformation. Subject gains combat/armor/ ability bonuses for 1 round/level. True Seeing. See all things as they truly are.
7TH LEVEL ALCHEMIST ELIXIRS Greater Scrying. As scrying, but faster and longer. Repulsion. Creatures can’t approach you. Elemental Flurry* (Me). Target receives 4d4 acid, cold, electricity and fire for 2 full rounds. Forcecage. Cube of force created as a barred cell (20 ft. cube) or windowless cell (10 ft. cube). Otiluke's Freezing Sphere. Freezes water or deals cold damage. Sequester. Subject is invisible to scrying and sight. Ethereal Jaunt. You become ethereal for 1 round/level. Retain Natural Armor* (Dr). Allows polymorphed creature to retain its natural armor bonus. Statue. Subject becomes a statue at will for 1 hour/level.
8TH LEVEL ALCHEMIST ELIXIRS Antipathy. Object or location repels certain creatures. Clone. Duplicate awakens when the original dies. Etherealness. Travel to Ethereal Plane with compan ions. Greater Restoration. As restoration, plus restores all levels and ability scores. Heal. Cures all damage, diseases, and mental conditions. Iron Body. Grants DR of 50/+3, various immunities and bonuses, for 1 min/level. Limited W ish. Alters reality — within spell limits. M in d Blank. Subject is immune to mental/emotional magic and scrying. Polymorph Any Object. Changes subject into anything else. Protection from Spells. Confers +8 magic resistance bonus. Raise Dead. Restores life to subject who died up to 1 day/level ago.
*
>
A
<
Retain Supernatural Powers* (Dr). Allows polymorphcd creature to retain its abilities. Shape of the True Soul* (Dr). Subject becomes half-dragon; either 1 round/level or permanent. Symbol. Triggered runes have an array of effects. Sympathy. Object or location attracts certain creatures. Watery Demise* (Mo). Fills target’s lungs with water.
_______________ BARD SPELLS 0 LEVEL BARD SPELLS (CANTRIPSI Detect Precious Metals* (Du). Detects concentrations of precious metals. Sharing the Ancient Lore* (Dr). Transfers a single memory from caster in a lO-ft.-radius area effect. W isdom of the Ivory Emperor* (Dr). Caster may ask the Ivory Emperor one question.
1ST LEVEL BARD SPELLS Athanae's Age Estimation* (Me). You immediately know the age of the item to the closest year. Athanae’s Know Contents* (Me). Caster learns the contents of a container no larger than 5 sq. ft. Mask Allegiance* (W). Conceals the caster’s thoughts of loyalty from penetration by magical means. Quickread* (Me). One page per round is read and fully absorbed. Set Traps* (Dr). Causes mechanical traps to automatically reset themselves 5 min after use.
2ND LEVEL BARD SPELLS Athanae’s Know Creature* (Me). Caster learns nature of an animal from its spoor. Death Curse * (Dr). Caster curses target as caster is dying, with serious effects on the target. Forceful Footfalls* (Du). Exerts pressure equal to a 200lb. person; moves 30 ft. a round. Psychometry* (Me). When you touch an object, you gain an image of the last creature to touch that item. Staff of Defense* (Me). Caster’s staff comes alive tor 1 round/level; confers +2 to AC and +4 AC vs, attacks of opportunity.
3RD LEVEL BARD SPELLS Ambush* (Me). Creates an illusory terrain feature to hide behind until you dispel or break concentration. Athanae’s Know Status* (Me). Caster learns if target is living, dead or undead. Cloaked Sphere of Radiance* (Du). Functions like daylight, except is a sphere of darkness. Detect Allegiance* (W). Provides answer as to where subject’s loyalties lie.
Distant Light* (Du). Functions as daylight at a distance. Shocknet* (Me). Hurls net of electricity at target; deals ld8 +1 electricity damage per round. Unseen Marker*(G). For 1 day / level, scry checks against the target become easier to make.
4TH LEVEL BARD SPELLS Forget4' (Me). Subjects in a lO-ft.-radius burst forget a number of minutes equal to your caster level.
5TH LEVEL BARD SPELLS Dance of the Dead4' (U). Uses music to turn, bolster or rebuke undead creatures as if a cleric 2 levels lower. Hold Undead* (U). Similar to hold person, only for undead; lasts for 1 round/level. Smother Magic4' (Dr). Target may not cast spells nor use spell-like abilities for 1 round/level.
_____________ CLERIC SPELLS O-LEVEL CLERIC SPELLS (ORISONS! Ancestor’s Touch4' (G). Spell reveals a newborn child’s most famous ancestor. Borin’s Ham m er4' (Me). For 1 round/level, you make a slashing weapon deal blunt damage only. Chastise* (G). A humanoid cleric can complain about his god failing him, and receive a bonus the next day. M inor Restoration4' (Me). Repairs 1 point of temporary ability damage.
1ST LEVEL CLERIC SPELLS Berserker Blessing* (G). This spell removes fatigue, the side effects of a barbarian’s rage ability or other strenuous labors. Bless Thrower* (G). The target receives a +1 ranged attack bonus and a +ld4 damage bonus with any thrown object. Excavate* (G). Excavates one partially-buried object. M inor Heal Undead* (U). Heals 2d8 +l/caster level damage to undead only. Protect M ount* (W). Mounts struck by non-magical weapons may make W ill save to avoid damage. Protection from Light* (G). Creatures do not suffer from light sensitivity. Quickread* (Me). One page per round is read and fully absorbed.
2ND LEVEL CLERIC SPELLS Battle Fury4' (G). The creature touched gains a +2 morale bonus to Strength, Constitution, and Will saves.
Benediction of Z o h l’Nahk* (G). Ogres within 50 ft. gain a +2 morale bonus on all attack and damage rolls, and a +1 luck bonus to all saving throws. Bone Spikes" (E). Spikes grow on skeletons; deals addi tional ld6 damage per strike. Bonestaff* (U). Creates a +2 bone quarterstaff that deals 2d6 damage that lasts for 1 min/level. Fingerteeth* (Me). Unarmed damage is enhanced and deals an extra +ld6 damage. Havrokr’s M inor Blessing* (U). 1 HD/caster level of undead receives one of several sacred bonuses. Ill Omen* (E). Provides insight whether a decision results in a detrimental effect or not. Mask Allegiance* (W). Conceals the caster's thoughts of loyalty from penetration by magical means. Mask Undead* (U). For 2 hours/level, the target does not register as undead. Protection from Disease* (Me). Provides a +4 resis tance bonus on saving throws vs. mundane/magical diseases. Resist Turning* (U). All undead in a 30 ft. radius spread, receive a +4 turn resistance bonus, for 1 round/level. Spinewrack* (Me). Target shakes in pain and suffers a -2 penalty to AC, attack and damage rolls. Staff of Defense* (Me). Staff comes alive; confers +2 to AC and +4 AC vs. attacks of opportunity.
3RD LEVEL CLERIC SPELLS Agonize* (Mo). Subject is unable to perform actions for 1 round/level. Air Breathing* (Mo). Aquatic creatures can breathe air for 2 hours/level. Detect Allegiance* (W). Provides answer as to where subject's loyalties lie. Divine Parlay* (G). Allows the caster to commune with a god directly (only if the god wants them to). Enrage* (G). For 1 round/level, the target acts as if under the barbarian ability Rage. Fangs of Chaos* (G). Grants you an additional melee bite attack which deals ld8+ 1-1/2 times your Strength modifier. Giant Fit* (G). Enlarges items to fight Giant sized creatures for 1 hour/level. Grounding* (Me). Creates a safety zone for lightning attacks for 1 round/level. Heal Undead* (U). Heals 4d8 +l/caster level damage to undead. Restful Death* (U). This spell sanctifies and protects a corpse from reanimation as undead. Smash* (G). A single hammer-like blow that deals ld6+l bludgeoning damage per caster level (maximum 12d6+12).
>
<
Spells
Undead Attraction* (E). Target attracts all undead with in 100 ft., which seek out and attack him. Unseen Marker* (G). For 1 day/level, scry checks against the target become easier to make.
4TH LEVEL CLERIC SPELLS Air Bubble* (G). Creates a l-ft.-radius/level sphere of air for underwater use; 1 min/level Cloaked Sphere of Radiance* (Du). Functions like daylight, except is a sphere of darkness. Distant Light* (Du). Functions as daylight at a distance. Dragonshield* (Dr). As lesser dragonshield, but cancels the breath weapon entirely. Greater Grounding* (Me). Like grounding, only you may choose an energy type. Hold Undead* (U). Similar to hold person, only for undead; lasts for 1 round/level. Rally of the Damned* (Me). Dispels turning/rebuking effects in a 50 ft. radius. Reign in the Soul* (G). Allows the soul of a dead creature to remain for resurrection at a later date. Slow Missiles* (W). Missiles arrive at the target the next round, provides a +6 circumstance AC bonus. Smother Magic* (Dr). Target may not cast spells nor use spell-like abilities for 1 round/level. Sum m on Sentinel* (Me). Inanimate object comes alive to guard you for 1 hour/level. W ither* (G). Causes all vegetable matter within radius to wither and die. W ounding* (E). All wounds bleed for 1 point of hp/round until healed or bandaged.
6TH LEVEL CLERIC SPELLS Blessing of the Light Bringer* (U). All Negative ener gy is banished from the area of spell, when it is com pleted. Exhaust* (Me). Target moves at 1/2 normal speed, and suffers -6 to Str and Dex, until it rests for 1 hour. Havrokr’s Desecration* (U). Removes all celestial presence and good enchantments from an area. Torment* (G). All damage the target inflicts during the spell’s duration (1 round/level) harms the target as well.
5TH LEVEL CLERIC SPELLS Anim ation Field* (U). Any creature that dies in the radius becomes a zombie in ld4 rounds. Awe* (Me). Allows the cleric to turn his enemies like undead, for 1 round plus ld4+2 rounds. Darkwound* (G). Cast on a weapon, which then deals damage that cannot be felt or seen. Enslave.* (G) Forces subject to act against his will for 1 hour/level. Field of Caltrops* (W). Contorts the ground; deals damage to those who cross it. Greater Dragonshield* (Dr). As dragonshield, but affects all dragons' breath weapons equal to or younger than the scale (focus) used. Havrokr’s Blessing* (U). As Havrokr's minor blessing, but with greater effects. Quagmire* (W). Turns 50-ft.-diameter +10 ft./level area into impassable mud.
>
7TH LEVEL CLERIC SPELLS Havrokr’s Greater Blessing* (U). As Havrokr's blessing, but far more powerful. Mass Anim ation* (U). Animates all dead within 10 ft./level radius spread, centered on caster; lasts 1 min/level. Watery Demise* (Mo). Fills target’s lungs with water
8TH LEVEL CLERIC SPELLS Disrupt Soul* (E). Soul is removed from target’s body for 1 round/caster level.
9TH LEVEL CLERIC SPELLS Dom inion* (G). Target becomes an automaton under your control for 1 day / level Life Drain* (Mo). Caster steals life force from subject, making herselt younger. Speed Reinforcements* (W). Doubles movement rate of 500 friendly troops +100/level.
____________ CLERIC DOMAINS
ANIMAL DOMAIN Granted Power: You cast animal friendship once per day. Knowledge (nature) is a class skill.
AIR DOMAIN Granted Power: Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 +your Charisma mod ifier.
Air Domain Spells !. Obscuring Mist 2. Wind Wall 3. Gaseous Form 4. Air Walk 5. Control Winds 6. Chain Lightning 7. Control Weather 8. Whirlwind 9. Elemental Swarm*' * Cast as air spell only.
AMBITION DOMAIN* Granted Powers: The troll ancestry domain allows Vendak’s followers to call upon the collected lore of longdead trolls. Once per day, Vendak may preserve a troll’s head in order to mount it in a speaking circle.
Ancestry (Troll) Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Comprehend Languages Augury Clairaudience/Clairvoyance Divination Commune Find the Path Vision Discern Location Miracle
Animal Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Calm Animals Hold Animal Dominate Animal Repel Vermin Commune with Nature Antilife Shell Animal Shapes Creeping Doom Shapechange
ARM OF GARASTUS DOMAIN* (G ) Granted Power: As a divine servant of the Giant-Father, you may rebuke or command other giants or giant-type creatures (ogres, trolls, ettins, etc.) as an evil cleric rebukes or commands undead. You use this ability as many as 3 + Charisma modifier times per day.
Arm of Garastus Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Divine Favor Shatter Blindness/Deafness Control Water Flame Strike Harm Control Weather Earthquake Storm of Vengeance
BATTLE DOMAIN* (ME) Granted Power: Power Attack and Whirlwind Attack (once all of the prerequisites are achieved)
Battle Domain Spells 1. 2. 3. 4. S. 6. 7. 8. 9.
Fingerteeth* (Me) Forceful Burst* (Me) Force Chakranr' (Me) Shrapnel* (Me) Divine Power Chain Lightning Fire Seeds Iron Body Incendiary Cloud
S
BETRAYAL DOMAIN* (G) Granted Power: Your alignment cannot be discovered by magical means.
Betrayal Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Change Self Detect Thoughts Suggestion Emotion Darkwound Mislead Control Undead Symbol Foresight
BLESSING OF UMTALA DOMAIN* (G) Granted Power: Once per day, you may call upon the Giant-Mother to protect your tribe. This requires a stan dard action. All friendly giants within a 10 ft./caster level radius receive a +1 divine bonus to AC and all saving throws. This spell-like ability lasts 1 round/caster level.
Blessing of (Jmtala Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Bless Aid Cure Serious Wounds Death Ward Wall of Stone Heal Greater Restoration Antimagic Field Miracle
BLOOD DOMAIN* (E) Granted Power: You may cut yourself while casting domain spells. Each time you do this, you suffer one point of damage per level of the spell. The duration of the spell is doubled as per the Metamagic Feat, Extend Spell.
Blood Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
>
Cause Fear Bull’s Strength Magic Vestment Summon Monster IV Scrying Wind Walk Repulsion Unholy Aura Time Stop
pells
CHAOS DOMAIN Granted Power: You cast chaos spells at +1 caster level. Chaos Domain Spells 1. Protection from Law 2. Shatter 3. Magic Circle against Law 4. Chaos Hammer 5. Dispel Law 6. Animate Objects 7. Word of Chaos 8. Cloak of Chaos 9. Summon Monster IX COMPOSITION DOMAIN’
CREATION DOMAIN* (W ) Granted Power: You may use Minor Creation, 1 time/day as a spell-like ability.
Creation Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Summon Monster I Make Whole Create Food and Water Restoration Wall of Stone Heroes' Feast Resurrection Mass Heal Summon Monster IX
DARKNESS DOMAIN* (E ) Granted Power: Darkvision 60 ft.
Darkness Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Obscuring Mist Darkness Deeper Darkness Invisibility Invisibility Sphere Mislead Mass Invisibility Power Word, Blind Gate
DEATH DOMAIN Granted Power: You may use a death touch once per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a creature. When you touch, roll ld6 per cleric level, if the result is more than the creature’s hit points, it dies.
Death Domain Spells Corruption Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Curse Water Desecrate Contagion Wither Insect Plague Antilife Shell Destruction Horrid Wilting Storm of Vengeance
<
1. 2. 3. 4. S. 6. 7. 8. 9.
Cause Fear Death Knell Animate Dead Death Ward Slay Living Create Undead Destruction Create Greater Undead Wail of the Banshee
>
Ji
<
Spells
DESPERATION DOMAIN* (G ) Granted Power: You may cast domain spells as if you had memorized it with the Maximize Spell, Quicken Spell, Quiet Spell, Spell Penetration, and Still Spell Metamagic Feats. This is not without a price, however, as you perma nently loses one hit point each time. You may not target yourself with this spell.
Desperation Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Sanctuary Shield Other Helping Hand Freedom of Movement Break Enchantment Word of Recall Refuge Screen Foresight
DESTRUCTION DOMAIN Granted Power: You gain the smite power, the supernat ural ability to make a single melee attack with a +4 attack bonus, and a damage bonus equal to your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day.
Destruction Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Inflict Light Wounds Shatter Contagion Inflict Critical Wounds Circle of Doom Harm Disintegrate Earthquake Implosion
DIPLOMACY DOMAIN* (G ) Granted Power: You gain a +4 divine bonus to all Diplomacy checks.
Diplomacy Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Command Enthrall Obscure Object Discern Lies Scrying Heal Greater Scrying Greater Planar Ally Miracle
DISEASE DOMAIN* (E ) Granted Power: Immunity to all natural diseases. In addition, you may add your caster level to any saving throw against magical diseases.
Disease Domain Spells 1. Curse Water 2. Inflict Moderate Wounds 3. Contagion 4. Poison 5. Slay Living 6. Circle of Death 7. Destruction 8. Horrid Wilting 9. Energy Drain
DOMINATION DOMAIN* (G ) Granted Powers: Once per day, you can cause fear, as per the spell. Your caster level is equal to your cleric level for the purposes of this spell.
Domination Domain Spells 1. Command 2. Benediction of Zohl'Nahk* (G)
3. Hold Person 4. Lesser Geas 5. Enslave* (G) 6. Geas/Quest 7. Blasphemy 8. Unholy Aura 9. Implosion
EARTH DOMAIN Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke or command earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 +your Charisma mod ifier.
Earth Domain Spells 1. Magic Stone 2. Soften Earth and Stone 3. Stone Shape 4. Air Walk 5. Control Winds 6. Chain Lightning 7. Control Weather 8. Whirlwind 9. Elemental Swarm
A
>
<
S
EVIL DOMAIN Granted Power: You cast Evil spells at +1 caster level.
Evil Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Protection from Good Desecrate Magic Circle against Good Unholy Blight Dispel Good Create Undead Blasphemy Unholy Aura Summon Monster IX
FABRICATION DOMAIN* (G ) Granted Power: When building construct-type monsters such as golems, you are considered four levels higher than your actual level. You must still be able to cast any spells required by the creation process.
Fabrication Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Continual Flame Create Food and Water Minor Creation Leomund’s Secure Shelter Fabricate Major Creation Awaken Prismatic Wall Create Life
FEAR DOMAIN* (G ) Granted Power: Intimidate is a class skill. You may make Intimidate checks and cast Fear domain spells against anything with an Intelligence score, overriding any nor mal immunities (unintelligent creatures without an immunity to fear are still affected). This is considered a supernatural ability.
Fear Domain Spells 1. Cause Fear 2. Scare 3. Fear 4. Confusion 5. Nightmare 6. Repulsion 7. Symbol* 8. Insanity 9. Antipathy * May only use fear as the effect.
>
pells
>
■A
<
FIRE DOMAIN Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke or command fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.
Fire Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Burning Hands Produce Flame Resist Elements Wall of Fire Fire Shield Fire Seeds Fire Storm Incendiary Cloud Elemental Swarm
FORAGING DOMAIN* (G ) Granted Power: You may Track as if you possess the Track Feat. If you do not have at least 4 skill ranks in Wilderness Lore, you Track as if you do.
Foraging Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Endure Elements Find Traps Create Food and Water Divination True Seeing Forge Rock Refuge Discern Location Gate
FURY DOMAIN* (G ) Granted Power: Once per day, the cleric may rage as a barbarian of his cleric class level or he may cause someone else to rage. Inducing rage in another person is a standard action. Once the action is complete, the target rages. Unwilling targets must make a W ill save (DC 10 + your cleric level) to avoid raging.
Fury Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Cause Fear Scare Suggestion Emotion Mind Fog Mass Suggestion Power Word, Stun Power Word, Blind Power Word, Kill
<
>
*
<
Spells
GUARDIAN DOMAIN* (ME) Granted Power: While specifically on guard duty you gain a +1/level bonus to all Listen and Spot checks. Note that this bonus does not apply if you are on any other kind of duty. Listen and Spot are class skills.
Guardian Domain Spells 1. 2. 3. 4. 5. 6. 7. 8. 9.
Alarm Rearguard* (Me) Glyph of Warding Summon Sentinel* (Me) Mordenkainen’s Faithful Hound Guards and Wards Forbiddance Greater Glyph of Warding Foresight
GLUTTONY DOMAIN*
t iL
M
ercen ary
Co
m p a n ie s
and allowed her to flee to the south rather than endure the humiliation of a forced betrothal. Since then, she has adapted her skills to tracking down criminals and others scum. Valentine uses her opponent’s expectations against them, posing as a helpless damsel right up to the point where she leaves him hog tied in front of the local guard post. Jett Thorris: This towering hatf-orc is known to bring in bounties in peace or in pieces. Those who aren’t inti mated by his glowering snarl are usually battered sense less by his brutal fists. Jett cares little for the background or circumstances of his target, so long as the pay is high enough. However, he is far from black-hearted and prefers to avoid seriously injuring or killing his quarry. Jett is merely practical about his profession, and never lets emotion or other superfluous considerations get in his way. Bounty Hunter, Exp6: CR 5; SZ M (hum anoid); H D 6d6; hp 24; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +3 armor); Atk Club +4 melee (ld6) or net +6 ranged (entanglement) or light crossbow +6 ranged (ld8); AL NG; SV Fort +2, R e f+4, Will +7; Str 11, Dex 15, Con 10, Int 13, W is 14, Cha 12. Skills: Bluff +10, Disguise +10, Gather Inform ation +10, Hide +11, Move Silently +11, Read Lips +10, Use Rope +11, Wilderness Lore +11. Feats: Dodge, Exotic W eapon Proficiency (net), Skill Focus (wilderness lore), Track. Possessions: Club, net, light crossbow, 10 bolts, studded leather armor,
potion o f expeditious retreat, potion of haste, potion o f love, cloak o f elvenkind.
Thug Bounty Hunter, War3: CR 2; SZ M (hum anoid); H D 3d8+3; hp 20; Init +0; Spd 30 ft.; AC 13 (+3 arm or); Atk Greatclub +6 melee (1 d l 0+4) or throwing axe +3 ranged (ld6+3); AL N; SV F o rt+5, R e f+1, Will +1; Str 16, Dex 11, Con 13, Int 8, W is 11, Cha 7. Skills: Intim idate +4. Feats: Improved Bull Rush, Power Attack. Possessions: Greatclub, throwing axes (3), studded leather armor,
potion o f heroism, potion o f cure light wounds.
BURGLAR W hen stealth and speed are more important than a sharp sword or a stout shield, the burglar is your mercenary of choice. W hile most of these mercenaries make fine liv ings on their own, some hire out as specialists for adven turing parties, finding traps, picking locks, and exploring cramped nooks that are too tight a fit for a heavily armored warrior. Burglars are rarely trustworthy, but their skills are useful enough that many expeditions that need one grit their teeth and accept the risk of paying someone who might turn around and rob them blind.
Tactics Most burglars are very specific about their duties with an adventuring party. They refuse to en-gage in combat un less they are dir-ectly threatened, and many flee at the first sign of trouble.
Even missile weapons are too much of a risk to most burglars, as firing at a monster is the surest way to garner its attention. Most burglars prefer to do as little as possible until they encounter something that requires their skills, such as a locked door or trapped chest.
Examples Aris the Rat: Having earned his nickname for freely selling information concerning his rival thieves' opera tions to the town guard, Aris now works as a freelance burglar for hire. He does not dare show his face in the city’s less cultured quarters, as more than a few of the vic tims o f his doublecrosses seek revenge against him. Aris is short, and his beady eyes, buck teeth, and stubby nose give him the look of a humanoid rat. He lives in rich part of town, coasting by on the cash remaining from the reward for his treachery, but as his funds run low he is desperate for legitimate work to maintain his comfortable life. The city watch keeps a close eye on Aris to prevent his past associates from harming him, but as a side-effect Aris cannot afford to return to his thieving ways. Thus, he hopes to strike it rich on a dungeon expedition in order to secure a lifetime of comfort. G w ip Alefilcher: Lanky and tall for a gnome, Gwip is known as an honest if erratic locksmith and trap springer. His nose is a deep red, marking his many years of alcohol abuse, and he commonly insists on carting a few skins of brandy or ale along with him on any expedition. Gwip was once an adventurer, but an encounter with a pack of undead that left his companions dead soured Gwip on that life. For a time, he tried to make it as a tradesman and locksmith, but his heavy drinking and erratic nature made it difficult to hold down a job. Now, he works as a mercenary, grudgingly signing on with adventurers to make ends meet. Gwip is a grizzled veteran, and he often relies on a few shot of liquor to steady his nerves before checking out a lock or trap. He never got over the loss of his friends, and he has a fatalistic, depressing outlook on most things. Human Burglar, Rog3: CR 3; SZ (humanoid); HD 3d6; hp 14; Init +3; Spd 30 ft.; AC 16 (+3 Dex, +2 armor, +7 ring o f protection); Atk Short sword +2 melee (ld6) or short bow +5 ranged (ld6); SA Sneak attack +2d6; SQ Evasion, uncanny dodge; AL NE; SV Fort +1, Ref +6, Will +0; Str 10, Dex 16, Con 11, Int 9, Wis 9, Cha 9. Skills: Climb +6, Disable Device +5, Hide +9, Listen +5, Move Silently +9, Pick Pocket +9, Open Lock +9, Search +5. Feats: Dodge, Evasion, Run. Possessions: Short sword, short bow, 10 arrows, dagger, leather armor, +7 ring o f protection, potion o f expeditious retreat.
Gnome locksmith, male gnome Rog4: CR 4; SZ S (humanoid); HD 4d6+4; hp 21; Init +2; Spd 20 ft.; AC 16 (+2 Dex, +3 armor, +1 size); Atk Light mace +4 melee (ld6) or light crossbow +6 ranged (ld8);
SA Sneak attack +2d6, +1 to hit goblins and kobolds; SQ Evasion, uncanny dodge, gnome abilities; AL N; SV Fort+1, Ref+4, Will+1; Str 10, Dex 15, Con 12, Int 14, Wis 8, Cha 11. Skills: Appraise +9, Bluff+7, Disable Device +9, Escape Artist +9, Hide +9, Listen +6, Move Silently +9, Open Lock +11, Search +11, Tumble +9. Feats: Skill Focus (open lock), Skill Focus (search). Possessions: Light mace, light crossbow, 10 bolts, masterwork studded leather, masterwork thieves’ tools, periapt o f proof against poison, goggles o f minute seeing.
GLAIVER Relying on the reach of his chosen polearm, the glaiver serves to support fighters, paladins, barbarians, and other combat-oriented characters. O n adventures, the glaiver keeps to the back of the party, ready to move forward when ordered to do so. W hen the party engages in battle, he supports the group’s frontline fighters, using his glaive to strike enemies from a distance or support the efforts o f others.
Tactits Glaivers stand back in battle. They wait for the party’s primary fighters to engage the enemy, then move forward to fight with their polearms. Most glaivers use the aid another action to support characters, unless they see a chance to deliver a decisive attack against a monster.
Examples Bojan Fellspike: A grizzled veteran o f several cam paigns and expeditions, Bojan’s strength and stamina belie his gray hair and bent back. Bojan is never afraid to offer his advice and experience to adventurers, and takes a patronizing, dismissive attitude towards greenhorns who hire him. Unfortunately, Bojan has an arrogant streak in him, and he tends to speak authoritatively even on sub jects he knows little about. In combat, Bojan knows his place. He sticks to the back and prefers to help the efforts o f others, rather than make himself a target. Kethek Farspear: A youngster who was recently dis charged from a mercenary unit, Kethek is eager to sign on with an adventuring party and earn a fortune in treasure. Kethek feels intimidated by adventurers and anyone else who comes across as an experienced tighter, and does his best to obey orders. Sometimes, though, his drive to prove himself pushes him to take too many risks in combat. Glaiver, War!: CR 1/2; SZ M (humanoid); HD ld8; hp 6; Init +1; Spd 20 ft. (scale-mail), base 30 ft.; AC 15 (+1 Dex, +4 armor); Atk Glaive +3 melee (Idl0+1) or dagger +2 melee (ld4+1); Reach 10 ft. (glaive); AL LN; SV Fort+2, Ref +1, Will +0; Str 13, Dex 12, Con 10, Int 11, Wis 10, Cha 10. Skills: Handle Animal +4, Ride +5, Swim +5. Feats: Quick Draw, Weapon Focus (glaive). Possessions: Glaive, dagger, scalemail armor.
3 ----- .......... - ... .......................- ...T
....... ...
...... ^
--- £
M
ercen ary
Co
m p a n ie s
Veteran Claiver, War4: CR 3; SZ M (hum anoid); H D 3d8; hp 15; Init +1; Spd 20 ft. (banded arm or), base 30 ft.; AC 17 (+1 Dex, +6 arm or); Atk Glaive +7 melee (ldl0 + 3 ) or short sword +5 melee (ld6+2); Reach 10 ft. (glaive); AL LN; SV Fort +3, Ref +2, Will +1; Str 14, Dex 12, Con 10, Int 11, Wis 10, Cha 10. Skills: Intim idate +7, Ride +8, Swim +9. Feats: Power Attack, Quick Draw, W eapon Focus (glaive). Possessions: Masterwork glaive, short sword, banded armor.
GUIDE Guides use their knowledge of the wilderness to ferry bands of explorers from one point to another without any undue delays or dangers. W hile a guide is no guarantee of safety, a party with one stands a bet ter chance of evading a wide range of hazards, from prowling monsters to more subtle threats such as quick sand, avalanches, and rockslides. W hile guides act ively avoid combat, their ability to help adventurers navi gate around ambushes makes them a valued addition to any expedition. Tactics W hen arrows fly and swords are drawn, guides run tor cover. They usually carry bows for hunting and perhaps a dagger for selfdefense, but rarely accept the risk of combat unless given no other choice. Many guides part ways with their employers once their path reaches a dun geon or other dangerous point.
Examples R ennet U lquad: As a youngster, Kennet spent his days wandering the forests near his village. As the eldest son in his family, he was due to inherit a sizable manor from his father. Yet, the life o f a wealthy, country gentleman held little appeal to him. Shortly after coming of age, Kennet
disavowed his inheritance and took to the road. Oddly enough, Kennet is a pacifist, with little stomach for vio lence. This attitude precluded adventuring as a career, and he instead worked for a time as a lumberjack, outrider, and now finally a guide. Kennet enjoys the feeling of hav ing others rely on his expert advice and skills, and he takes his duties very seriously. He abhors violence, and steers his charges as far from danger as possible. Tarak Bladespike: A grizzled explorer, Tarak special izes in leading adventurers into the caverns and passages beneath the earth. Tarak has seen more than his share of ore ambushes and dark elf attacks, and when fighting breaks out he’s more than happy to heft his heavy pick and wade into bat tle. A no-nonsense, straight talker, Tarak has occasionly abandoned an employer and returned home when he felt his warnings went unheeded or the expedition was bent on a fool ish course of action. Tarak’s coarse per sonality and blunt manner ensure conflicts on any trip with him are inevitable. W ilderness G uide, Exp3: CR 2; SZ M (hum anoid); H D 3d6; hp 12; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 armor); Atk Dagger +2 melee (ld 4 ) or shortbow +4 ranged (ld 6 ); AL NG; SV Fort +1, R e f+3, Will +5; Str 10, Dex 14, Con 11, Int 11, Wis 15, Cha 10. Skills: Know ledge (nature) +6, Listen +10, Intuit Direction +8, Spot +10, Swim +6, Use Rope +8, Wilderness Lore +8. Feats: Alertness, Endurance, Track. Possessions: Shortbow, 20 arrows, dagger, leather armor, backpack, 5 days trail rations, waterskin, tent, bed roll, flint and steel, fishing line and hooks. Underrealms G uide, D w arf Exp3/War3: CR 5; SZ M (hum anoid); H D 3d6+3d8+12; hp 38; Init +0; Spd 20 ft.; AC 14 (+4 arm or); Atk Heavy pick +9 melee (ld6+3) or masterwork light crossbow +6 ranged (ld 8 ); SA +1 to hit ores and goblinoids; SQ Darkvision 60 ft., stonecunning, +4 AC v. giants, +2 save v. poison, +2 save v. spells, +2 appraise and craft; AL CN; SV Fort +7, R e f+2, Will +4; Str 14, Dex 11, Con 16, Int 9, Wis 10, Cha 7. Skills: Anim al Empathy +6, C lim b +8, Intim idate +4, Intuit Direction +6, Search +5, Wilderness Lore +6. Feats: Lightning Reflexes, Run, W eapon Focus (heavy pick). Possessions: Masterwork heavy pick, masterwork crossbow, 20 silver bolts,
M
>
<
ercen ary
Co
m p a n ie s
chain shirt, backpack, 3 days rations, m a p case, parchment, ink pot, quill, wineskin, lantern, 4 flasks o f oil, 12 pitons, small hammer.
HEALER W hile most expeditions rely on a cleric or other divine spellcaster to provide healing,'in the dangerous depths of a dungeon an expedition can never have too many people who have the ability to tend to injuries. Healers either have access to magic or are trained to bind wounds and aid the fallen. Most of them are either adepts who special ize in cure spells or trained doctors and surgeons who have served in larger mercenary units.
Tactics Needless to say, most healers seek cover as soon as a fight breaks out. However, as soon as one of their allies falls, they are capable of great feats of bravery. Healers know that an incapacitated soldier has only mere seconds to live, and they are quite willing to risk their lives in order to administer aid to a dying comrade.
T hror W hitestone: The Whitestone clan has a long tradition of service as healers and medics, one that Thror takes very seriously. The earnest young dwarf’s chubby, bespectacled appearance belies his toughness and bravery in battle. Thror has crawled into vicious melees in order to administer aid to a fallen warrior, and he gladly risks his own life to aid another.Thror is quiet and reserved, but he takes an active interest in adding his contribution to any tactical planning. He always makes sure that his employ ers take care to plan for evacuation routes and other con tingency plans. H u m a n Sawbones, Exp3: CR 2; SZ M (hum anoid); H D 3d6+6; hp 18; Init +0; Spd 30 ft.; AC 15 (+3 armor, +2 shield); Atk Dagger +2 melee (1 d4) or dagger +2 ranged (ld 4 ); AL CN; SV Fort +3, Ref +3, Will +4; Str 10, Dex 11, Con 14, Int 14, W is 13, Cha 10. Skills: Alchemy +8, B lu ff+6, Concentration +8, D ip lo m ac y +6, Heal +9, Hide +6, Knowledge (anatomy) +8, Profession (surgeon) +7, Ride +6. Feats: Lightning Reflexes, Shield Proficiency, Skill Focus (heal). Possessions: Dagger, studded leather armor, large wooden shield, masterwork healer’s kit,
8 potions of cure light wounds.
Examples Illiu s the Healer: For years, Illius served with a rough gang of mercenary fighters, sewing their wounds and bandaging vicious cuts. W hile a competent surgeon, he refuses to become involved in combat, preferring to care for the fallen after a battle is done. Rumor has it that Illius has sometimes aided a patient along to the afterlife in order to clean out his pockets, but the doctor insists such rumors stem from boorish, dissatisfied employers who expected him to carry a sword and fight.
D w arf C om bat Medic, Adp2/War1: CR 2; SZ M (hum anoid); H D 2d6+ld8+9; hp 24; Init +1 (Dex); Spd 15 ft. (chainm ail), base 20 ft.; AC 16 (+1 Dex, +5 armor); Atk W arham m er +3 melee (ld 8 + l) or light ham m er +3 ranged (ld 4 + l); SA Spells, +1 to hit ores and goblinoids; S Q Dw arf qualities, spells; AL LG; SV Fort +4, R e f+2, Will +5; Str 12, Dex 13, Con 16, Int 10, W is 15, Cha 11. Skills: Concen-tration +8, Heal +7, Ride +3. Feats: C om bat Casting, Dodge. Spells (3/2): 0 - create water, cure minor wounds (x2); 1 - cure light wounds, obscuring mist. Possessions: W arhamm er, 2 light ham m ers, chainm ail, healer's kit, 4 potions o f cure
light wounds.
M
ercen ary
Co
m p a n ie s
sage A sharp blade, stout shield, or fiery spell are an adventur ers most important assets, but sometimes a bit of knowl edge concerning a particular topic proves more useful than a battalion o f invokers. A sage provides advice, knowledge, and specialized, academic skills beyond the ability of most adventurers. W hile sages rarely accompa ny adventurers on their trips to the dungeon depths, they can provide important information for an expedition. Knowledge of the monsters typically found in a region, the glyphs and runes used in an ancient civilization, or the habits and preferences of a red dragon all can come in handy during the course of an adventure.
Tatties Sages primarily attend to their tomes of knowledge, ven turing out into the wilds only under the most dire o f cir cumstances. However, some sages crave first hand looks at ancient ruins. These sages, though braver than their fel lows, have little stomach for battle and seek cover at the first sign o f violence.
Examples Jak Starbright: For the past two years, Jak Starbright toiled over a dimly lit desk in the wizard guild’s library, serving as a scribe to the powerful wizards and young apprentices studied in its halls. Since he was a child, Jak has dreamed o f becoming a wizard, but thus far he has shown little potential to master the magical arts. Hoping that a job in the guild would give him an inside edge into acceptance there, he apprenticed as a scribe and then took a position within a guild. However, after two years it became apparent that no matter how many wizards he befriends, nothing can change the fact that he simple lacks a spark for the magic. Even the simplest enchant ments leave his head swimming. Frustrated and bitter, he left the guild and now offers his services as a scribe and sage to adventuring parties. Unlike other learned men, Jak eagerly agrees to accompany expeditions. He hopes to make a name for himself as an explorer and secretly dreams o f uncovering some magical artifact that grants
doddering oldster and has a disturbing tendency to doze off in mid-sentence. Still, his mind is as sharp as ever, as more than a few would-be thieves have discovered to their chagrin. Human Academic, Expl: CR 1/2; SZ M (humanoid); HD ld6; hp 4; Init +1; Spd 30 ft.; AC 11 (+1 Dex); Atk Dagger-1 melee (ld4-l) or dagger+1 ranged (ld4-l); AL NC; SV Fort +0, Ref+1, Will +4; Str 9, Dex 12, Con 11, Int 18, Wis 14, Cha 8. Skills: Alchemy +8. Decipher Script +10, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (religion) +8, Profession (scribe) +8, Search +8, Spellcraft +8, Spot +6, Wilderness Lore +6. Feats: Skill Focus (profession: scribe). Skill Focus (decipher script). Possessions: Dagger, ink and quill. 2 blank journals. Gnome Lorekeeper, Exp3/lll5: CR 7; SZ S (humanoid); HD 3d6+5d4+l6; hp 42; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 Dex, +1 ring of protection); Atk Club +3 melee (1 d6—1) or light crossbow +5 ranged (ld8); SA Spells, +1 to hit kobolds and goblinoids; SQ Low-light vision, gnomish qualities; AL NG; SV Fort +4, Ref+3, Will +7; Str 8, Dex 12, Con 14, Int 16, Wis 11, Cha 10. Skills: Alchemy +16, Craft (brewing) +4, Decipher Script+14. Knowledge (ancient civilizations) +14, Knowledge (arcana) +14, Knowledge (monsters) +14, Spellcraft +14. Feats: Brew Potion, Dodge, Scribe Scroll, Spell Focus (illusion), Spell Penetration. Prohibited Schools: Divination, Necromancy. Spells (4/4/3/2): 0 - detect magic, prestidigitation, read magic (x2); 1 - color spray, magic missile, silent image, unseen servant; 2 - blur, knock, protection from arrows; 3 - dispel magic, major image. Possessions: Club, light crossbow, 10 bolts, wand o f minor image (18 charges), cloak o f the bat, potion o f haste, potion o f blur.
SAPPER Combining knowledge of engineering with brute torce techniques, the sapper is an ideal mercenary for battering down strong points, demolishing secret doors, and under m ining a dungeon’s defensive hard points. Sappers nor mally serve in the military as field engineers, digging tun nels beneath castle walls and setting up temporary defen sive fortifications, such as trenches, mantlets, and stock
him sorcerous powers. Q u issit Lorekeeper: An elderly, bespectacled gnome,
ades.
Quissit was once an accomplished adventurer who settled down to a quiet life o f study after uncovering a great trea sure horde of lost artifacts. Quissit studies monsters, the cultures of the underrealni caverns, and other topics that
Tattits
fascinated him during his adventuring days. He offers his services to adventurers are reasonable rates, and often pro vides research in return for samples of defeated monsters, rubbings of ancient runes, dungeon maps, and accounts of expeditions. W hile Quissit is healthy, he is a bit o f a
Sappers normally steer clear o f combat, preferring to save their skills and energy for their primary duties, such as sundering doors and smashing through hidden portals, if cornered, a sapper fights to defend himself, but most sap pers insist on drawing up contracts that provide for their protection and safekeeping.
M
ercenary
Co
m pa n ie s
Examples Botac Stonecleaver: Expelled from his clan home at a young age for cowardice in the face of an ore incursion, Botac spent several years working as a miner in human lands. A goblin invasion forced the local baron to impress every able bodied man into military service, a fate Botac dodged by volunteering to serve as a sapper. A coward at his core, Botac balances his lust for gold, treasure, and wealth with his overwhelming desire to turn tail and run at the first sign of trouble. In battle, Botac rushes to the rear or plays dead, which is more appropriate. Throvald Fertheson: Throvald grew up expecting to follow in his father’s footsteps as a career soldier, but as he grew older he was drawn to the art of engineering. Fascinated by the construction and design of siege engines, Throvald made plans to apprentice to the duke’s master of weapons. WhenThrovald’s father learned of this plan, he was livid. H iding behind a catapult was not fit work for a Fertheson, his father insisted, and when Throvald insisted on following his plans his father arranged for his expulsion from the duke’s militia. Since then, Throvald has worked as a mercenary, hiring on with adventuring parties who need his services. W hile Throvald is competent enough at his job, he tends to rush into combat a bit too eagerly, as part of him feels guilt at taking up a profession that doesn’t place him at the fore front of a battle. D w arf sapper, male dw arf War3: CR 2; SZ M (hum anoid); H D 3d8+6; hp 22; Init +0; Spd 20 ft.; AC 14 (+4 armor); Atk Heavy pick +4 melee (ld6 + l) or light crossbow +3 ranged (1d8); SA +1 to hit goblinoids and ores; S Q +4 AC v. giants, stonecunning, dw arf features; AL N; SV Fort +5, R e f+1, Will +1; Str 13, Dex 11, Con 14, Int 12, Wis 10, Cha 8. Skills: Craft (stonem ason) +7, Profession (engineer) +7, Search +4. Feats: Endurance, Power Attack. Possessions: Heavy pick, light crossbow, 10 bolts, chain shirt, sledge ham mer, small ham mer, 20 spikes, 50 ft. rope, chalk, lantern, 3 flasks o f oil, backpack, large sack. H u m a n Engineer, Exp4: CR 3; SZ M (hum anoid); H D 4d6+4; hp 20; Init +0; Spd 30 ft.; AC 12 (+2 armor); Atk Heavy pick +7 melee (ld6+6); AL LN; SV Fort +1, Ref +1, Will +4; Str 18, Dex 10, Con 13, Int 12, Wis 11, Cha 10. Skills: Craft (stonem ason) +8, Craft (blacksmith) +8, Craft (carpentry) +8, Disable Device +8, O pen Lock +7, Profession (engineer) +7, Search +8, Use Rope +7. Feats: Power Attack, Sunder, Weapon Proficiency (heavy pick). Possessions: Heavy pick, leather armor, 6 torches, 50 ft. rope, 12 pitons, small ham m er, wood saw, pickax, backpack.
SCOUT Ranging ahead of the party, the scout seeks out potential threats and provides valuable information that allows a party to ambush enemies, avoid deadly encounters, and
proceed ahead without tear of an unexpected attack. Scouts rely on stealth and caution to survive their mis sions, and most actively avoid combat. Adventuring com panies that lack a rogue or similar point man turn to a scout to help keep them out of danger.
Tactics In battle, scouts try to stay out of the way of their more competent comrades. Scouts see their duty as setting the table for their comrades, putting them in a position to attack from surprise or outflank an enemy before fading into the background. If pressed into combat, scouts prefer to rely on ranged weapons, and most flee if charged and attacked in close quarters.
Examples Jerris Farwander: Growing up in a frontier halfling settlement, Jerris was always bored as a youngster. He craved excitement, and often departed on days long jour neys into the wilderness. Shortly after his coming o f age, he enlisted in a local baron’s militia and served as a scout. However, he found military life too restrictive and dull. After a year of service, he gave up his commission and took to the life of a mercenary. Since then, he has accom panied several expeditions into the wilderness. Jerris is fidgety, irritable, and energetic. He tends to wander off on his own, and his short attention span sometimes causes him to forget his orders in favor of investigating some interesting sight or trinket. Logan Torredet: In his youth, Logan was a street thief and pickpocket with a small gang of thugs until an attempted mugging spiraled out of control, leaving his gang charged with murder. After several years of forced, heavy labor, Logan was given the chance to serve in an army formed to repel an ogre incursion. He jumped at the chance for freedom, and after a few years of service he finally earned a pardon. Now, Logan works as a mercenary scout, hoping to earn enough cash to pay off a few large debts he ran up before his arrest. Logan hopes to walk the straight and narrow, but the pressure to come up with cash, quick, may force him back to a life of crime. Halfling Point M an, Exp3: CR 2; SZ S (hum anoid); H D 3d6; hp 14; Init +7 (+3 Dex, +4 Im p Init); Spd 20 ft.; AC 15 (+3 Dex, +2 armor); Atk Dagger +1 melee (1d4-l) or sling +5 ranged (1 d4—1); SA +1 to hit with thrown weapons; AL CN; SV Fort +1, R e f+4, Will +4; Str 8, Dex 17, Con 11, Int 10, Wis 12, Cha 10. Skills: Clim b +10, Hide +13, Listen +11, Move Silently +11, Spot +9. Feats: Alertness, Run. Possessions: Dagger, sling, leather armor. H u m a n Scout, Rog2: CR 2; SZ M (hum anoid); H D 2d6+2; hp 12; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 armor); Atk Short sword +1 melee (1d6) or light crossbow +3 ranged (ld 8 ); SA Sneak attack +ld6; SQ Evasion; AL N; SV Fort +1, R e f+7, Will +1;
>
A
<
M
<
ercen ary
Co
m p a n ie s
Str 11, Dex 15, Con 12, Int 10, W is 13, Cha 11. Skills: Balance +7, C lim b +5, Escape Artist +7, Hide +7, Listen +6, Move Silently +9, Pick Pocket +7, Spot +6, Use Rope +7. Feats: Lightning Reflexes, Skill Focus (move silently). Possessions: Short sword, light crossbow, 10 bolts, masterwork studded leather
MAN AT ARMS Many adventuring bands wish to hire a few extra warriors to help ease the load in battle, watch over camp at night, and handle a powerful monster’s weaker minions. It is impossible to cover all the potential variations on the typical warrior, but the following pack ages cover most standard uses for men-at-arms you may encounter during a campaign. The man-at-arms stat block is broken down into a few different pieces. The first stat block is a lst-level warrior with a selection of feats and skills that fit a soldier or typical man-atarms. After that stat block, a selection of mini-templates, each summariz ing a specific set of skills and feats to meet a particular specialty, covers the range o f duties normally ful filled by mercenary warriors.
Fights with both swords at once. Attacks become longsword +1 melee (ld8+l) and short sword -4 melee (ld6) or longsword +3 (ld8+l). Sentinel: Replace Point Blank Shot with Alertness, replace Clim b and Swim with Listen +4 and Spot +4. Sharpshooter: Replace Weapon Focus (longsword) with Precise Shot. Sw ordsm an: Swap Strength and Dexterity scores, replace feats with Weapon Focus (rapier) and Weapon Finesse (rapier), replace large wooden shield with buck ler.
MERCENARY LEGENDS In a fantasy world, there are always unique individu als that defy easy categorization. The following mer cenaries represent creatures from strange back grounds that offer their unique services to the highest bidder. The hirelings presented hear work best in a high-magic campaign. In worlds with a grittier feel or where strange creatures are rare and terrifying, they may not fit with the mood and themes of the setting.
AAVRIAL, AZER SW0RDSMITH Years ago, the azer wizard Aavrial experimented with
H um a n W arl: CR 1/2; SZ M (hum anoid); H D ld8; hp 6; Init +0; Spd 20 ft. (scalemail), base 30 ft.; AC 16 (+4 armor, +2 shield); Atk Long sword +3 melee (ld8 + l) or light cross bow +1 ranged (ld 8 ); AL N; SV Fort +2, Ref +0, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 10, Cha 11. Skills: C lim b +5, Ride +4, Swim +5. Feats: Point Blank Shot, W eapon Focus (longsword). Possessions: Longsword, light crossbow, 10 bolts, scalemail, large wooden shield.
opening passages to other planes of existence, includ ing the prime plane. He hoped to construct a reli able pathway between his tower and areas rich in gold, iron, and gems, primarily to gain easy access to those materials. Under the stern rule of a strict azer noble, Aavrial had found many of the shipments of precious metals his servants had uncovered confiscated for the royal treasury. Unfortunately for Aavrial, his experiment ran amok, casting him into the prime plane with lit
Axeman: Replace longsword, large wooden shield with great axe. Replace feats with Power Attack and
tle chance o f returning home. W hile at first sad dened, Aavrial soon came to love the freedom and opportunity he enjoyed now that he had escaped azer society, as the fire dwarves v are renowned for their strictly regi! ' mented lives. Currently, Aavrial serves as a swordsmith, producing masterwork and enchanted blades o f unsurpassed quality. The azer some
Cleave. Cavalry: Replace light crossbow and bolts with heavy lance, replace Point Blank Shot with Mounted Combat. Crossbowman: Replace Weapon Focus (longsword) with Weapon Focus (light crossbow).
times absentmindedly forgets that most creatures of the prime plane are vulnerable to fire, and he has scorched more than a few would-be customers after offering them a still-hot blade for inspection. Aavrial lives in a tower forged of pure bronze after he accidentally incinerated his
D uellist: Replace Point Blank Shot with Two-Weapon Fighting, replace large wooden shield with short sword.
first two wooden homes. He charges the standard rate for producing magic items, though his specialties are flaming and flaming burst blades. His weapons feature intricate
Man Ar Arms Variants
M
ercen ary
Co
m p a n ie s
etchings and details, and he often scribes the tales of a customer’s greatest deeds or life story upon the blade of a sword using Ignan runes.
In Your Campaign
A
<
search of gold, gems, and other valuables to steal. Klirrik and his fellows made a nice profit with this arrangement, until one day K lirrik’s deception was discovered. Surrounded by fierce dwarf warriors, he was forced to flee ever upward through the mines, finally emerging in the
Aavrial makes a colorful patron or source of magical trin kets and weapons. He gladly produces custom-made
surface world, where he managed to evade his pursuers after several tense days. Bewildered by this strange, new
items, so long as the characters are quite clear in what they want out o f the item. Aavrial is rather absentminded, and at times he forgets that he isn’t back home in the plane of elemental fire. Aavrial is also a good source of story hooks and adventures. He often needs explorers to
world, Klirrik studied his surroundings and mastered the basics of the common tongue. Adopting the name Carstein, Klirrik has made a com
track down rare ingredients and ores for his work, and he prefers to pay hirelings with magic items and weapons.
Fees Aavrial is available to forge magic weapons and armor to order. O f course, he must meet all prerequisites for an item in order to construct it and must obey all rules as normal for producing an item. Aavrial charges a fee equal to 20% o f the item’s value. However, his items are so beau tifully wrought that connoisseurs consider them collec tors’ items. An item produced by Aavrial sells for 10% above its listed value. Aavrial, Azer Wiz14: CR 16; SZ M (outsider, fire, lawful); HD 2d8+14d4+48; hp 95; Init +1 (Dex); Spd 30 ft.; AC 18 (+1 Dex, +5 ring o f protection, +2 force shield ring): Atk +4 flam ing burst longsword +16/+11 melee (1d8+1d6+7); SA Heat, spells; SQ Fire subtype, spells; SR 13; AL CN; SV Fort +7, Ref+7, Will +12; Str 16, Dex 12, Con 16, Int 20, Wis 15, Cha 11.Skills: Alchemy+22, Climb +2, Concentration +20, Craft (blacksmith) +22, Craft (weaponsmith) +22, Hide -1, Knowledge (arcana) +22, Listen +5, Search +8, Spellci’aft +22, Spot +7. Feats: Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Extend Spell, Forge Ring, Maximize Spell, Power Attack, Scribe Scroll, Spell Penetration. Spells (4/6/5/5/ 5/4/3/2): Has spellbooks containing all 0 to 7th level spells. Possessions: +4flam ing burst longsword, staff of fire (40 charges), +5 ring o f protection, ring o f force shield.
CARSTEIN THE CLIMBER, ARANEA SCOUT In one of the seediest parts of town, behind a blacksmith’s shop stands a small hut owned by an elderly dwarf named Carstein. Oddly enough, Carstein actively avoids the other dwarves who make their home in the city, prefer ring to keep to himself rather than associate with his fel lows. Yet, the steady stream of adventurers and sages who visit his tiny hovel belie his reputation as a solitary, grutf old hermit. In truth, Carstein is an aranea named Klirrik who has the ability to transform into a dwarf. For years, he lived in a small colony o f araneas w'ith the same ability. The colony made its home deep in the earth, not far from a dwarf mine that the araneas regularly sneaked into in
fortable home in the city. He works with adventurers and explorers, serving as a scout for groups heading into the caverns deep beneath the earth. Klirrik hopes to reunite with his people, and collects maps of the underearth in hopes of discovering a road leading home. Klirrik uses his identity as Carstein to keep his true nature secret. W hile known as a dependable scout, his true identity has yet to be revealed to those who regularly hire him. However, Klirrik has yet to master the manner isms and speech patterns used by dwarves. He speaks lit tle, as he is acutely aware o f this shortcoming and worries that it may be his downfall. Klirrik often forgets to respond to his alias, and is wholly ignorant of dwarf cul ture, history, and traditions. If pressed about his back ground, he becomes evasive and claims to suffer from amnesia. He often places his verbs before his subjects, and must speak in slow, careful tones in order to avoid slip ping into aranea grammar, which places verbs before sub jects and adjectives after nouns. He also has a terrible grasp of sarcasm and metaphors, as his native aranea tongue lacks both of those features.
In Your Campaign Klirrik makes a good helper for a low-level party that needs some mercenary support but cannot normally afford it. He gladly accepts low fees in order to explore dungeons and caverns, always hoping to find that passage leading home. Klirrik makes an excellent red herring in an adventure, as his bizarre, often suspicious behavior can draw the players' attention away from a much more press ing threat. For his part, Klirrik tries his best to fulfill his obliga tions and works hard to soothe any suspicions he may inadvertently arouse. If he hears of a group preparing to make a journey deep into the earth, he may approach a party and offer his services at a reduced rate.
Fees Klirrik asks for 60 gp per day if a job offers him the chance to descend deep into the earth. Otherwise, he insists on 120 gp per day. W hile his skills could demand much more, he keeps his aranea form and qualities, including his sorcerer spellcasting abilities, a complete secret. He only uses them to save his life, as he fears the truth o f his
M
ercen ary
Co
m p a n ie s
nature may lead to his arrest and imprisonment. Araneas are rare enough that Klittik has not yet determined how society would treat him, but he suspects the city would not welcome a giant, magic-using spider. Carstein/Klittik, Aranea Rog2: CR 6; SZ M (shapechanger); HD 3d8+2d6+10; hp 28; Init +6 (+2 Dex, +4 Imp Init); Spd 50 ft, climb 25 ft.; AC 15 (+2 Dex, +2 armor, +1 natural); Atk Short sword +4 melee (ld6) or light crossbow +5 ranged (ld8) or bite +5 melee (1d6 and poison) or web +5 ranged; SA Spells, web, poison, sneak attack +ld6; SQ Alternate forms (dwarf, hybrid), evasion; AL N; SV Fort +5, Ref +8, Will +4; Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14. Skills: Climb +14, Concentration +8, Craft (weaving) +8, Disable Device +6, Escape Artist +8, Hide +6, Jump +6, Listen +3, Move Silently +6, Search +6, Spot +3. Feats: Alertness, Dodge, Improved Initiative, Weapon Finesse (bite). Spells (6/6): 0 - daze, detect magic, light, mending, ray offrost; 1st - expeditious retreat, silent image, sleep. Possessions: Masterwork short sword, light crossbow, 10 bolts, leather armor, masterwork thieves’ tools, 50 ft. silk rope.
TALIEK THUNDERH00F, CENTAUR MESSENGER As a general rule, centaurs disdain the crowded, trashstrewn streets o f human cities. As creatures of the wood lands, centaurs much prefer a grassy meadow or the cool shade of the woodlands to man's cities and towns. O f course, every rule has its exception, and Taliek Thunderhoof violates almost every last one o f the assumptions and stereotypes surrounding his people. From birth, Taliek seemed a bit different from the rest of his tribe’s youngsters. Rather than engage in the rough and tumble play of the other children, he preferred to engage the elders in discussions o f philosophy and reli gion. W hen a small band of elves visited his tribe, the young centaur’s fate was sealed. A wizard amongst the elves, Layreth, struck up a quick friendship with the cen taur, igniting his interest in magic and leading Taliek to take up the study of wizardry. Layreth managed to use his contacts with a wizard academy in the city to secure a place for Taliek, who was more than happy to leave the wilderness behind for a chance to become a wizard. After a few years of study and a lengthy apprenticeship, Taliek finally fulfilled his dream. Currently, he hopes to study the myths and teachings of his people to establish a new magical tradition with roots in centaur lore. Taliek hopes to cultivate a new magical tradition amongst his people, once centered on the arcane arts. He works as a messenger and courier in order to earn enough cash to build his own tower and accumulate the resources needed to commence his research. Taliek is a study in contrasts. He is a towering, well muscled centaur, yet he is both soft-spoken and shy. Amongst his people, Taliek was considered a puny
shrimp, and his experiences dealing with that attitude carry over to his dealings with other races. Bookish and erudite, Taliek has a tendency to chatter on excitedly about an esoteric subject or his knowledge of arcane lore. Despite his years of living within human society, he still feels like an outsider, and takes pains to avoid social gaffes and other missteps that could highlight his inexperience and awkward manner.
In Your Campaign Taliek can serve two purposes over the course of a cam paign. W ith his contacts amongst his tribesmen, he is the perfect hook for any adventure that requires the PCs to journey out into the wilderness. W hen monsters or other trouble threaten the centaurs, they send word to Taliek to find heroes to help aid them. He also could serve as the centerpiece of an adventure, with the characters hired to escort him on a courier run. For instance, a wizard who hires Taliek to carry some valuable components to a fron tier town may pay the characters to journey with the young centaur. O f course, the characters and their allies may simply need someone to transport important trinkets and pack ages for them. Taliek can serve as a messenger between
M
ercen ary
Co
m p a n ie s
the PCs and their allies, and in this role he can become an important recurring NPC. W hile the PCs might not normally need a messenger, during a scenario t where the PCs are separated or dealing with f several different crises at once, his tal ents can prove invaluable.
Fees Taliek charges 60 gp per day for his services plus expenses, such as food and shelter for a
Unlike most orders of monks, the Scarlet Fists disdain martial arts weapons like the kama or singham. They wield longswords and battleaxes with the same ease and fluid grace that a normal monk handles the nunchacku. Some also learn to wear light armor without losing their ability to anticipate and dodge blows. Compared to other monk orders, the Scarlet Fists are far more militaristic and battle hungry. They even go so far as to hire themselves out as mercenaries, both to expand their range o f combat experiences and to raise money to support their travels across the world.
long journey. Taliek Thunderhoof, Centaur Wizl: CR 4; SZ L (monstrous humanoid); HD 4d8+ld4+10; hp 30;lnit +2 (Dex); Spd 50 ft.; AC 13 (-1 size, +2 Dex, +2 natural); Atk Staff+6 melee (ld6+3) or composite longbow +6 ranged (ld8); Face 5 ft. by 10 ft.; SA Spells; SQ Spells; AL CG; SV Fort +3, Ref+6,Will +7; Str 14, Dex 14, Con 15, Int 14, Wis 13, Cha 11. Skills: Hide +2, Knowledge (arcana) +6, Knowledge (nature) +4, Listen +4, Spellcraft +4, Spot +4, Wilderness Lore +5. Feats: Run, Skill Focus (knowledge: arcana)), Weapon Proficiencies (composite longbow, greatclub, heavy lance). Spells Normally Prepared (3/2): 0 - light, mending,
„
Scarlet Fists travel in cara vans of up to a dozen wag ons. Each wagon serves as a home for three to five monks. Once every five years, the Scarlet Fist car avans meet to share their experiences, pool resources, and
make plans for their next five years of travel. W hile most Scarlet Fists remain with a caravan and seek mer cenary work, at some point in time most strike out on their own as adventurers, seeking to hone their skills at the side of fighters, bar barians, wizards, and other heroes.
resistance; 1st - expeditious retreat, shield. Spellbook: 0 - all; 1st expeditious retreat, magic missile, obscuring mist, shield, summon monster I. Possessions:
THE EAST WIND BROTHER HOOD
Staff, composite longbow, 20 arrows, large sack, backpack. y —
THE SCARLET FIST Wandering the land in a small convoy of wagons, the monks of the Scarlet Fist belie the stereotype of monks living cloistered lives in distant monasteries. The Scarlet Fists worship the Five Spirits of Battle, a minor pantheon of lesser gods who each personify a particular aspect of combat. The spirits have no name, and according to the monks' beliefs only in battle can a Five Spirits worshipper
The East W ind Brother-hood is a fair
ly typical Scarlet Fist car avan. Each Scarlet Fist caravan adopts a unique nickname to distinguish it from other caravans and to establish a tradition and reputation with its deeds. Numbering six wagons and twenty monks total, the East W ind Brotherhood seeks duty as ore hunters and skir mishers for larger mercenary or royal armies. Its wagons are painted a bright, sky blue, and the monks wear simple robes o f a similar sky blue color. The master of the Brotherhood, a taciturn old monk
divine the true nature and inner secrets ol their worship. To this end, the monks travel the world, seeking to fight battles over a wide range of terrain and against a cavalcade of foes. The monks believe that fighting a troll in the snow
named Berrek, is a shrewd bargainer who harbors the belief that conflict of all sorts, particularly debate and bar tering, are just as important as a monk’s development in combat. He drives a hard bargain for his Brotherhood’s
may grant them one particular secret of their art, while struggling against goblins in a swamp grants them anoth er. Only by sampling the wide range of sensations and experiences offered by the battlefields and opponents of the world can a monk achieve perfect mastery.
services, and settles for nothing less than rates at least 10% above average. Nerrakus Shieldsplitter is Berrek’s current favorite stu
>
dent. Once a wild, hard-drinking mercenary, this half-orc joined the Brotherhood after Berrek kicked him around a
M
>
ercen ary
Co
m p a n ie s
borderlands tavern a half-dozen times during the course of a drunken brawl. Nerrakus had overturned Berrek’s personal wagon, touching off the old monk’s carefully hidden explosive temper. Impressed with the old man’s skill, Nerrakus doggedly followed the monks' wagons like an adoring puppy until they finally accepted him for membership. Nerrakus's greatest claim to fame is shatter ing a fire giant's kneecap with a single kick. Berrek, H u m a n M nklO : CR 10; SZ M (humanoid);
HD 10d8+10; hp 70; Init +3 (Dex); Spd 60 ft.; AC 24 (+3 Dex, +4 armor, +5 Wis, +2 monk bonus); Atk Unarmed +9/+6/+3 melee (Idl0+1) or +2 longsword +10/+7/+4 melee (ld8+3), or sling+11/+6 ranged (ld4+l); SA Flurry of blows, stunning attack (10/day), ki strike (+1); SQ Evasion, still mind, slow fall (50 ft.), purity of body, wholeness of body, leap of the clouds, improved evasion; AL LN; SV Fort +8, Ref +10, Will +12; Str 12, Dex 17, Con 13, Int 11, Wis 20, Cha 14. Skills: Climb +14, Diplomacy +14, Escape Artist +16, Hide +13*, Jump +14, Tumble +16. Feats: Deflect Arrows, Dodge, Improved Trip, Mobility, Scarlet Fist, Scarlet Mastery (leather armor), Weapon Focus (unarmed attack). Possessions: +2 longsword, masterwork sling, 10 masterwork bullets, +2 leather armor, cloak o f elvenkind, 8 potions o f cure light wounds. *lncludes bonus from cloak o f elvenkind. Berrak is a tall (6' 8") spindly old man with a carefully trimmed, salt and pepper beard. His dark hair is streak
Typical Members The rest o f the East W ind Brotherhood is composed of 4 veteran monks and 14 initiates. The stat blocks below summarize the typical veteran and initiate. Veteran Scarlet Fist, H u m an Mnk4: CR 4; SZ M
(humanoid); HD 4d8; hp 21; Init +2 (Dex); Spd 40 ft.; AC 16 (+2 Dex, +2 armor, +2 Wis); Atk Unarmed +5 melee (1d8+l) or masterwork longsword +5 melee (ld8+l) or masterwork light crossbow +6 ranged (ld8); SA Stunning attack (4/day), flurry of blows; SQ Evasion, still mind, slow fall (20 ft.); AL LN; SV Fort +4, Ref +6, Will +6; Str 12, Dex 14, Con 11, Int 10, Wis 15, Cha 10. Skills: Climb +8, Escape Artist +9, Listen +9, Move Silently +9, Tumble +9. Feats: Scarlet Fist, Scarlet Mastery (leather armor), Weapon Focus (unarmed attack). Possessions: Masterwork longsword, masterwork light crossbow, 20 +7 bolts, leather armor, potion o f heroism, potion o f cure light wounds. Scarlet Fist Initiate, H u m a n M n k l: CR 1; SZ M
(humanoid); HD ld8; hp 8; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex, +2 armor, +2 Wis); Atk Longsword +1 melee (ld8+l) or unarmed attack +1 melee (ld6+l) or light crossbow +2 ranged (ld8); SA Stunning attack (1/day), flurry of blows; SQ Evasion; AL LN; SV Fort +2, Ref+4, Will +4; Str 12, Dex 14, Con 11, Int 10, Wis 14, Cha 10. Skills: Climb +5, Escape Artist +6, Listen +6, Move Silently +6, Tumble +6. Feats: Scarlet Fist, Scarlet Mastery (leather armor). Possessions: Longsword, light crossbow, 10 bolts, leather armor.
with gray, and his blue eyes blaze with an earnest intensi ty. He uses forceful, direct language, frequently relying on military analogies and references to combat tactics to make his points.
__ .____ SCARLET FIST FEATS The following feats are available only to members of the
Nerrakus Shieldsplitter, Half-Orc Ftr4/Mnk5: CR 9;
SZ M (humanoid); HD 4dl0+5d8+18; hp 71; Init +2 (Dex); Spd 40 ft.; AC 21 (+2 Dex, +5 armor, +3 Wis, +1 monk bonus); Atk Unarmed attack +14/+9 melee (ld8+8) or greataxe +13/+8 melee (1dl 2+9) or mighty composite longbow +9/+4 ranged (ld8+4); SA Stunning attack (5/day), flurry of blows; SQ Evasion, still mind, slow fall (20 ft.), purity of body; AL Lawful neutral (was once neutral); SV Fort +8, Ref +5, Will +5; Str 22, Dex 14, Con 15, Int 7, Wis 16, Cha 7. Skills: Escape Artist +7, Ride +9, Tumble +7. Feats: Cleave, Deflect Arrows, Improved Unarmed Strike, Power Attack, Scarlet Fist, Scarlet Mastery (leather armor). Weapon Focus (unarmed attack), Weapon Specialist (unarmed attack). Possessions: +3 leather armor, greataxe, mighty composite longbow (+4), 30 arrows. Nerrakus's short, squat body is covered in the scars of hundreds of fights. For years, he worked as a bodyguard, bouncer, and mercenary, using his raw strength to pound enemies into submission. A rowdy drunkard and brawler, an encounter with Berrek opened his eyes to the power of the martial arts. Soon, he underwent a radical change in philosophy and dedicated himself to learning the martial arts at his new master’s feet.
>
Scarlet Fists.
SCARLET FIST [MERCENARY GROUP] You are a member of the Scarlet Fist order of monks. Unlike traditional monks, you have trained to use the longsword, battleaxe, and other weapons, unlike tradi tional monks who wield martial arts weapons, such as the bo stick. Prerequisite: M onk level 1+. Benefit: You gain proficiency with a single martial weapon. For purposes of all monk class abilities, that weapon counts as a martial arts weapon one size smaller than its actual size. N orm al: Monks may only use flurry of blows or their unarmed base attack bonus with a martial arts weapon. Special: To gain this feat, you must join the Scarlet Fist monks. In order to qualify as a member, you must donate 20% o f your earnings to the order for at least a year and journey with a Scarlet Fist caravan for six months.
>
M
*
<
ercen ary
Co
m p a n ie s
SCARLET MASTERY [MERCENARY GROUP] You are an experienced member of the Scarlet Fists and have mastered some of their more esoteric secrets. You can wear armor or use a shield without losing any of your monk class abilities. Prerequisite: Scarlet Fist. Benefit: W hen you take this feat, you gain mastery with leather and padded armor. You may wear leather or padded armor without losing any of your monk abilities. You operate as if you were not wearing armor for purpos es o f all m onk abilities except the enhanced movement. Norm al: A monk who wears armor loses his Wisdom bonus to AC, heightened movement, unarmed attack bonus, and AC bonus for his monk level. Special: i f you take this feat more than once, you learn to wear even heavier armor without spoiling your monk
>
A
<
monks never take work that does not involve their under lings. After all, a Fists caravan cannot operate if its leader ship is off on some adventure. The following contract demands apply to all Scarlet Fist caravans: The Scarlet Fists insist on one hour each morning for meditation and practice with their martial arts. H alf of the money offered on a contract must be paid in advance. Upkeep and expenses must include a potion of cure light wounds per caravan member per week. I f potions are not available, the caravan requires the services of a spell caster able to use at least one cure spell per day. This caster must be placed under the command of the Fists’
abilities. The second time you take it, you gain mastery with studded leather and hide armor. If you take it a third time, you gain mastery with the chain shirt and the breastplate. You learn to remain agile on your feet and pre serve all your monk abilities despite the armor’s weight. However, when wearing any medium armor, reduce the improved speed granted by the monk class by 10 ft. The raw weight of the armor makes it difficult to move
leader. The Fists begin negotiations asking for a weekly pay rate equal to 10 gp per each monk’s level. However, this assumes that a coming conflict interests the monks in some way. For example, the siege of a castle perched atop a glacier may interest a caravan of Fists who have never before fought in the snow. I f the contract involves duties the Fists are familiar with, they ask for the standard rate for each monk and a rate of 60 gp per
quickly.
level for all monks above 6th level.
Hiring the Scarlet Fists As befits a mercenary fighting force, the Fists rarely hire out individual members to serve with adventuring bands.
_ _
M
ercen ary
Co
m p a n ie s
THE DELVERS Deep within the earth, entire civilizations rise, fall, march to war, and carry on a complete history unknown to the nations and kingdoms of the surface world. Few make the perilous journey through the caverns and deep galleries that lie between the deep kingdoms and the upper world, yet those merchants and travelers who do manage to sur vive the terrible journey through darkness reap tremen dous profits. Items that the surface or deep societies con sider mundane trinkets are treated, and priced, as rare, wondrous artifacts when placed on sale in their counter part's markets. Yet, only the bravest, most daring, or most foolish merchants dare the dungeon corridors and caves that connect the two worlds. The Delvers is a minor guild formed to deal with this situation. Composed o f renegade dark elves, deep dwarves, and svirfneblin, its members specialize in ferry ing surface worlders to the drow kingdoms, deep dwarf strongholds, and svirfneblin communities that lie deep within the planet. They know of the strange, frightening monsters that stalk the darkest galleries and caverns, such as mind flayers, grimlocks, and worse, helping their employers to avoid and, if necessary, defeat them. The Delvers commonly accompany caravans that seek to establish trade routes with the underworld’s civilizations, charging hefty fees dwarfed only by the boundless profits promised by underearth trade routes. The guild's mem bers serve as guides, scouts, diplomats, negotiators, and traders, smoothing any difficulties that may arise during a trade run, from something as simple as finding a trust worthy buyer for a surface caravan’s goods to keeping watch for signs of monster activity on or near a trade route. The Delvers are too few to staff a full caravan, and most merchants hire one or two members to help ferry their goods to market.
The Deep Rangers A chapter of the Delvers, the Deep Rangers enjoy a sharply split existence. O n one hand, their members are treated with blatant suspicion and open hostility by the people of the city. After all, stories and adventurer’s tales say that creatures such as drow and deep dwarves are hor rid aberrations banished to beneath the surface o f the world for crimes against the natural order. W hile some truth lies at the center of these legends, not all members of the deep races look to the surface with malevolent intent. Some, such as the svirfneblin, are friendly crea tures who must contend with a hostile environment to survive. To these deep gnomes, the opportunity to estab lish economic and diplomatic ties with potential allies is too great a chance to pass up, despite the hazards involved in making their way to surface. The Deep Rangers were originally formed by a small community of svirfneblin
who needed a new market for the gems, worked goods, and other items they produced. Enlisting a ragged band of mercenaries and cast-offs, the Rangers scouted out a path from their home realm to the surface world. Since then, they have helped a few ambitious merchants ferry small caravans of goods to and from the world’s depths. Oddly enough, the svirfneblin found their traditional drow enemies approaching them for a chance to partici pate in this arrangement. A small band of drow mercenar ies led by the rogue merchant prince Yriel Sethellen strike a deal with the svirfneblin to include drow goods in the trade runs, allowing Yriel to pocket tremendous profits and finance his war of assassination and espionage against his dark elf rivals. Thus far, the arrangement has worked well for all parties, though the danger of the journey to and from the depths has thus far prevented the operation from making more then four or five trade runs per year. To supplement their income, the Delvers hire out as guides and assistants to adventuring parties, explorers, and other groups that make forays into the world below. Thus far, this side-business has met with great success, and the guild has plans to arrange for more mercenaries and guides to migrate upwards in search of work. The current head of the Deep Rangers is Oolthor Mabinarra, a svirfneblin merchant who negotiates con tracts for the guild’s members and arranges for larger par ties to accompany trade expeditions. Adventurers seeking to hire a guide or ranger must also deal with him, and most walk away from the meeting saddled with pay rates scraping the limits of what they can afford. The old gnome is a master negotiator, and he has an expert eye for assessing how far he can push a prospective client with his demands. The drow elf Rellien Davarak serves as Yriel’s agent and emissary on the surface world. He commonly scours the city’s markets under the cover of a hat of disguise in order to avoid attracting any unwanted attention from the locals. Rellien looks out for deals on goods that fetch excellent prices down below, particularly well-crafted wooden items. He keeps a close watch on the adventurers who hire out the Deep Ranger mercenaries, sometimes enlisting competent bands to carry out small tasks for him or his master, such as bringing a message or bundle of documents to a contact living in a svirfneblin settle ment or hunting down and destroying a monster that threatens his master’s trade routes. O n a few occasions, Rellien has used human adventurers to eliminate drow rivals, feeding them information on a drow outpost in hopes that they take the bait and sack the place. If neces sary, he concocts false cover stories to push well-meaning but guileless paladins and other crusaders to do his dirty work, telling them a particular dark elf is responsible for a string of crimes or has designs on attacking the surface
M
ercenary
Co
m pa n ies
world. After all, he explains, such a move threatens his master's peaceful intentions, and any conflict is bad for business on both sides. Thus far, the drow members of the Deep Rangers have yet to cross the line to undermining the city's stability. Yriel does not yet have plans to make any military moves against the surface world, arrd he considers his stake in the Delvers to be a last ditch escape plan should things turn sour for him. The appearance of the merchant prince on the surface could be the prelude to a drow invasion launched by Yriel’s enemies to punish his “allies" and track down and capture the upstart elf. O olthor Mabinarra, Svirfneblin R ogl2 : CR 13; SZ M (hum anoid); H D 12d6+24; hp 68; Init +4 (Dex); Spd 20 ft.; AC 23 (+4 Dex, +4 armor, +1 size, +4 dodge); Atk +2 short sword +12/+7 melee (1d6+2) o r +2 short bow +16/+11 ranged (ld6+2); SA Sneak attack +6d6; SQ Darkvision 120 ft., stonecunning, cast blindness, blur, and change self once per day as W iz l2 , evasion, uncanny dodge, defensive roll; SR 23; AL NC; SV Fort +8, R e f+14. Will +8; Str 10, Dex 18, Con 14, Int 12, W is 15, Cha 14. Skills; B lu ff+17, Clim b +15, Disable Device +16, D iplom acy +19, Hide +25, Move Silently +17, Read Lips +16, Search +16, Use Magic Device +17. Feats: Dodge, Mobility, Point Blank Shot, Skill Focus (Diplomacy), Spring Attack. Possessions: +2 short sword, +2 shortbow, 20 arrows, +2 leather armor,
wand of magic missile (27 charges), vest o f escape.
Oolthor is short, squat, and fat even by the standards of his diminutive race. His brownish skin is mottled with deep, dark freckles acquired from overexposure to the sun, and he commonly wears a large, brimmed hat to keep the sunshine out of his eyes. Oolthor developed quite an appetite for surface cuisine such as roast pheasant, butter, and potatoes, quickly piling weight on to his once wiry frame. Despite his appearance as a soft, sedate merchant, Oolthor’s m ind is as sharp as ever. A vicious negotiator, he knows that the Deep Ranger’s skills are rare and in strong demand. He rarely relents on his contract terms, and works hard to keep his profits coming in. At his core, Oolthor loves the surface world, and doesn't plan to return home any time soon. Rellien Davarak, Drow Brd4: CR 5; SZ M (hum anoid); H D 4d6; hp 18; Init +3; Spd 30 ft.; AC 15 (+3 Dex, +2 shield); Atk Rapier +3 melee ( ld 6 - l) or light crossbow +7 ranged (ld 8 ); SA Spells; SQ Darkvision 120 ft., +2 Will save vs. spells and spell-like abilities, cast dancing lights, darkness, and faerie fire once/day as Sor4, light blindness, elf traits, bardic music, bardic knowledge, spells; SR 15; A L C N ; SV F o rt+1, R e f+7, Will +5; Str 8, Dex 16, Con 10, Int 14, Wis 12, Cha 15. Skills: D iplom acy +9, Knowledge (underdark) +9, Gather Inform ation +9, Hide +10, Perform +9, Pick Pocket +10. Feats: C om bat Casting, Dodge. Spells (3/3/1): 0 - daze, detect magic, ghost sound, mending, open/close, read magic; 1st - charm person, mage
armor, unseen servant; 2nd - invisibility, sound burst. Possessions: Masterwork rapier, masterwork light crossbow, 10 bolts, large w ooden shield, hat of disguise, wand of cure light wounds (37 charges).
An arrogant, vain rake, Rellien is the closest thing to a trusted advisor amongst the drow merchant Yriel’s follow ers. Rellien normally uses his hat of disguise to appear as a tall, thin-faced, blond human. In this guise as Ericall of the West, he conducts business with the city’s merchants, buying up supplies and goods for the caravans Yriel dis patches to the surface. More importantly, he recruits adventurers for missions to the underdark, dispatching them to destroy nests of Yriel’s enemies, though he com monly feeds them cover stories that keep them ignorant of the true nature of their strike. “Ericall" urges adventur ers to hire guides from the Delvers, kicking back a portion of the profits from an adventure to Rellien’s pocket. Rellien enjoys this risky double life, and he loves adopt ing a unique disguise for a night of wild debauchery. In Rellien’s mind, his hat is an open license to avoid any responsibility for his actions. Delver G uide, Deep D w arf Rng2: CR 2; SZ M (hum anoid); H D 2dl0+6; hp 21; Init +5 (+1 Dex, +4 Im p Init); Spd 20 ft.; AC 16 (+1 Dex, +3 armor, +2 shield); Atk Battleaxe +4 melee (ld 8 + l) or battleaxe +2 melee (ld 8 + l) and hand axe -1 melee (ld 6 ) or heavy crossbow +3 ranged (ld IO ); SA Favored enemy (outsiders); S Q Dw arf traits, deep dwarf traits, darkvision 90 ft., light sensitivity; AL N; SV Fort +6, R e f+1, Will +1; Str 12, Dex 12, Con 16, Int 10, Wis 13, Cha 6. Skills: Anim al Empathy +3, Intuit Direction +6, Listen +6, Wilderness Lore +6. Feats: Ambidexterity*, Improved Initiative, Two-Weapon Fighting*. *Applies only while wearing no or light armor. Possessions: Masterwork battleaxe, hand axe, heavy crossbow, 20 bolts, studded leather armor, large wooden shield. Drow Emissary, Exp3: CR3; SZ M (hum anoid); H D 3d6—3; hp 9; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 armor); Atk Light mace +2 melee (ld 6 ) or light crossbow +4 ranged (ld 8 ); S Q Darkvision 120 ft., +2 Will save vs. spells and spell-like abilities, cast dancing lights, darkness, and faerie fire once/day as Sor3, light blindness, elf traits; SR 14; AL CN; SV Fort +0, Ref +3, Will +3; Str 10, Dex 15, Con 8, Int 14, W is 11, Cha 10. Skills: Alchemy +8, Bluff +6, Clim b +6, D iplom acy +6, Hide +8, Pick Pocket +8, Profession (merchant) +6, Sense Motive +6. Feats: Dodge, Skill Focus (Diplomacy). Possessions: Light mace, light crossbow, 10 bolts, leather armor, ring of sustenance. Svirfneblin Scout, Rog2: CR 3; SZ S (hum anoid); H D 3d6+3; hp 15; Init +3 (Dex); Spd 20 ft.; AC 20 (+3 Dex, +2 armor, +4 dodge, +1 size); Atk Short sword +3 melee (ld 6 ) or shortbow +4 ranged (ld6 ); SQ Darkvision 120 ft., stonecunning, cast blindness, blur, and change self once per day as Wiz3, evasion, uncanny dodge; SR 14; AL NG; SV Fort +4, Ref +10, Will +4; Str 10, Dex 16, Con 13, Int 11, W is 12. Cha 6.
M
ercen ary
Co
m p a n ie s
Skills: Clim b +6, Decipher Script +6, Disable Device +6, Hide +13, Listen +7, Move Silently +9, Search +6, Spot +7. Feats: Lightning Reflexes, Point Blank Shot. Possessions: Masterwork short sword, shortbow, 20 arrows, leather armor, masterwork thieves’ tools,
potion of haste, stone of alarm, dust of tracelessness.
Hiring the Delvers W hile in theory Oolthor manages all contracts and busi ness dealings with surface worlders, Rellien often goes behind the gnome’s back in order to strike deals at the behest o f his master Yriel. Oolthor insists on fees at least double the standard rate for a delver hireling. The abilities and talents his staff pos sesses are above and beyond the capabilities of a human or dwarf o f a similar experience level, while journeys into the underdark are more dangerous than the typical expe dition to a simple dungeon or across the wilderness. Thus, Oolthor feels that his rates are both fair and justified. Rellien, on the other hand, is eager to insert drow oper atives into adventuring bands. He approaches adventur ers, usually while in disguise using his hat, and asks them to embark on journeys to the underdark to complete mis sions ranging from carrying a cache of items or goods to an outpost or raiding a drow lair. For these missions, Rellien supplies half the cash necessary to hire a drow emissary, who sup posedly acts as a guide or
humanoids offer many terrible fates for their enemies, and skill and glee with which goblin torturers attend to their profession has spawned many a terrifying story around a taproom’s hearth. The goblin warlord Krotok is spoken of with exceptional dread. Yet, he is known nei ther for ferocity or sadism. True, a small army of humanoids follows him, and his skill in battle is unques tioned. But rather than burn towns to the ground and shatter castles, he does something that in the minds of many is far, far worse. He drives an incredibly hard bargain. Years ago, Krotok was a middling lieutenant in an army raised by a great necromancer. After suffering defeat at the hands of a host raised by a cadre of paladins, the gob lin found himself stuck far from home, surrounded on all sides by enemies. Many of Rrotok’s compatriots chose to settle down in lairs and raid the countryside, but he saw that such a path could only end in defeat. The humans and elves would surely track down any raiders to their lair and destroy them. After a few days in deep thought, Krotok hit upon a brilliant idea. He remembered how, as the war progressed, both sides recruited warriors who fought purely for money. In the aftermath o f great battles fought between the necromancer and the paladins, he deduced that surrounding communities would surely be short of manpower for defense and labor. Putting two and two together, he rounded up a small gang o f goblins w illing to work with him and a
diplomat while actually keeping close tabs on the characters and confirm ing the success or failure of their mission. Aside from their high pay
half-orc herald, Drelza, who had served with him . Using Drelza as an ambassador to surrounding com
rate, the mercenaries of the Delvers ask for no other spe cial arrangements. They
munities,
expect treasure shares at the standard rate and daily expenses, but make no special arrange ments for burial, breach of contract, or other
Krotok
issues.
KR0T0K S CROAKERS Ores and goblins are a blight on the land. They rob, pillage, loot, and murder with impunity. An ore sighting near a borderlands town is cause enough for alarm that inevitably the town’s population dips as merchants seek safer market, only to bounce back up as
^
soldiers, mercenaries, and royal troops ~~ move to garrison the place. The evil
<
M
erc en ary
Co
m p a n ie s
soon uncovered enough towns desperate enough for laborers and mercenaries to accept small units o f goblins as watchmen. In particular, the goblins’ darkvision made them very well suited to nightshifts on the streets. The goblins were assigned to work with human troops, pri marily walking patrols at night or helping with sweeps through the city sewers. Since then, Krotok has built up a reputation as a merce nary broker and dealer for those willing to cut costs and employ goblins, kobolds, and even the occasional ogre or ore. Most humans are nervous enough around humanoids that few, if any, opt to deal with bigger races such as ogres, preferring to deal with puny, more manage able goblins. In some cities, Krotok’s Croakers are banned from operations, either due to mistrust o f goblinoids or because of a few unfortunate incidents involving the gob lins. In other places, those who employ the goblins are viewed with distrust and suspicion. W hile only a fool would place his life in the hands of a goblin, Krotok’s men have a reputation for keeping a measure of control over themselves. Krotok's goblins handle a wide variety of tasks and con tracts, but their most common assignments include the following: Scouts and guides in dungeons. As goblins, the Croakers have a much better time managing parlays and negotiations with ogres, bugbears, and other monsters. Guards and outriders. Caravans that hire Croakers allow the goblins to sleep during the day and keep watch at night. W hen a caravan needs to travel quickly, its mer chants hire a few Croakers to serve as drivers and guards to supplement their human troops, allowing the wagons to travel by day and night. Manual laborers and bearers. After a rough, tenuous existence in a dungeon or wilderness, civilization beck ons to a few goblins who seeks a more comfortable life. Most goblins are too proud and violent to even consider employment with Krotok, but a few of the smarter ones make their way to his banner. Originally, Krotok chose the name Croakers as a refer ence to the act of murder, but most humans assume it is a reference to the harsh, guttural language spoken by goblins.
ORGANIZATION The Croakers are led by an opportunistic goblin named Krotok, who relies on Drelza the bard to maintain con tacts with the civilized races and negotiate contracts with potential employers. Krotok collects all money directly, then distributes the fund to the goblins and other crea tures who fulfilled the contract. Krotok normally keeps 20% o f a fee for himself. Krotok makes his lair in a large system of caves and cav erns. He requires his followers to make their homes there, too, both to keep close tabs on them and to prevent them
from stirring up trouble in civilized towns. He also arranges for the delivery of ale, food, and other entertain ment to the caves, docking an additional portion of each of his followers’ pay in return for such diversions. Krotok actively discourages his followers from mating and start ing families, as he fears that overpopulation could push his people to revert to their savage ways. Normally, a gob lin returns to the wilderness after a few years of service, bearing the coins and treasures he earned. Some of the savvier ones head to the deep earth caverns to find employment with dark elves, kuo toa, and other reason ably civilized evil races who have a use for an educated, experienced goblin. Krotok, Goblin Rog8: CR 8; SZ S (humanoid); HD 8d6; hp 36; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft.; AC 18 (+3 Dex, +4 armor, +1 size); Atk +7 short sword +8/+3 melee (ld6+1) or shortbow +11 /+6 ranged (id6); SA Sneak attack +4d6; SQ Darkvision 60 ft., evasion, uncanny dodge (Dex bonus to AC, can’t be flanked); AL LN; SV Fort +2, Ref+9, Will +4; Str 10, Dex 16, Con 11, Int 16, Wis 14, Cha 17 (19). Skills: Appraise +14, Bluff +15, Climb +11, Diplomacy +15, Escape Artist+14, H ide+18, Intimidate +15, Open Lock +14, Move Silently +18, Search +14, Sense Motive +13. Feats: Dodge, Improved Initiative, Skill Focus (Diplomacy). Possessions: +7 short sword, masterwork shortbow, 20 arrows, m ithral shirt, +2 cloak o f charisma, potion o f haste, potion o f invisibility.
This old, one-eyed goblin keeps his head shaved bald and prefers comfortable silk robes to armor or other rugged wear, primarily because he has long developed quite a large belly from indulged in ale, wine, and sweets. Krotok is greedy above all else, yet he saw first hand the destruction of a powerful army of evil and quickly real ized that brute force was a poor tool to riches. He prefers to make steady, easy cash, and to this end he created his band of hireling goblins. He is a brutal leader, and if one of his followers causes problems with the civilized world, such as by attacking innocents, he cheerfully orders the fool’s head lopped off and has it delivered to the offended party as a token of regret. Drelza, Half-Orc Brd5: CR 5; SZ M (humanoid); HD 5d6+5; hp 24; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex, +2 armor, +2 shield); Atk Morningstar +6 melee (1d8+2) or +7 composite longbow +6 ranged (1d8+l); SA Spells; SQ Darkvision 60 ft., bardic knowledge, bardic music, spells; AL N; SV Fort +2, Ref +6, Will +4; Str 14, Dex 14, Con 13, Int 11, Wis 10, Cha 15. Skills: Diplomacy +10, Hide +10, Perform +12, Tumble +10. Feats: Point Blank Shot, Skill Focus (Perform), Weapon Proficiency (composite longbow). Spells (3/4/2): 0 - daze, detect magic, ghost sound, mage hand, prestidigitation, resistance: 1st - alarm, charm person, silent image, sleep: 2nd - cure moderate wounds, shatter, sound burst. Possessions: Masterwork morningstar, +7 composite longbow, leather armor (10% arcane spell failure), darkwood shield, wand o f charm person (23 charges).
>
<
M
ercen ary
Co
m p a n ie s
A subordinate to Krotok during their army days, Drelza bears only the smallest hints of her orcish heritage. Her nose is turned upward in a vague semblance of an orcish snout, yet it gives her face a delicate, exotic structure that many find attractive. Drelza works as an agent for Krotok, earning a sizable chunk o f the Croakers’ profits by scout ing out potential new employers, maintaining ties to existing clients, and gathering rumors of wars, bandit incursions, and other troubles that promise more work for the Croakers. Goblin Scout, R o g l: CR 1; SZ S (hum anoid); H D ld 6 ; hp 6; Init +2 (Dex); Spd 20 ft.; AC 15 (+2 Dex, +2 armor, +1 size); Atk Light mace +0 melee (ld 6 - l) or light crossbow +1 ranged (ld 8 ); SA Sneak attack +ld6; S Q Darkvision 60 ft.; AL NE; SV Fort +0, Ref +2, Will +0; Str 8, Dex 14, Con 11, Int 10, W is 11, Cha 8. Skills; Bluff +3, C lim b +3, Disable Device +4, Hide +10, Move Silently +10, O pe n Lock +4, Pick Pocket +6, Search +4. Feats: Run. Possessions: Light mace, light crossbow, 10 bolts, leather armor, thieves' tools. Goblin Soldier, F t r 1 : C R l ; S Z S (hum anoid); H D ld IO ; hp 10; Init +1 (Dex); Spd 15 ft. (scalemail), base 20 ft.; AC 18 (+1 Dex, +4 armor, +2 shield, +1 size); Atk Short sword +3 melee (ld 6 ) or shortbow +2 ranged (ld 6 ); SQ Darkvision 60 ft.; AL NE; SV Fort +2, Ref +1, Will +0; Str 11, Dex 13, Con 11, Int 10, Wis 11, Cha 8. Skills: H andle Anim al +3, Ride +5. Feats: Point Blank Shot, W eapon Focus (short sword). Possessions: Short sword, shortbow, 20 arrows, scalemail armor, large wooden shield. Goblin Ambassador, Exp3: CR 2; SZ S (hum anoid); H D 3d6; hp 12; Init +1 (Dex); Spd 20 ft.; AC 14 (+1 Dex, +2 armor, +1 size); Atk Club +0 melee (1 d6—1) or sling +2 ranged (1 d4—1); SQ Darkvision 60 ft.; AL NE; SV Fort +1, R e f+1, Will +3; Str 8, Dex 12, Con 10, Int 12, Wis 13, Cha 12. Skills: B lu ff+7, D ip lo m a c y +9, Intim idate +7, Listen +9, Read Lips +7, Sense Motive +7, Spot +9. Feats: Alertness, Skill Focus (Diplomacy). Possessions: Club, sling, 5 bullets, leather armor, robes.
Hiring Krotok's Croakers The Croakers are willing to work for almost anyone, provided they have enough cash. Prospective employers first meet with Drelza and either negotiate with her or, if they prove to be good bargainers, meet with Krotok for a one-on-one
■
>
•
<
session. The Croakers charge rates equal to half the stan dard listed ones. However, the goblins suffer a -2 penalty to all Morale saves, as they are at their core cowardly, greedy, and lazy. The Croakers rarely ask for any special concessions or considerations in their contracts, though clients are expected to pay half their money up front and deliver the other half on completion of the contract. All payments are made to Krotok, Drelza, or one of their cho sen representatives.
WAR WIZARDS' CONCLAVE W hile most people think of wizards as doddering old aca demics, a spellcaster fresh from his apprenticeship faces the daunting prospect of establishing himself as a wizard and building a steady stream of clients to keep his coffers full. Only in the most isolated villages does a low-level
M
>
ercen ary
Co
m p a n ie s
wizard have any prospect of finding customers, and typi cally in such areas the prices his potential customers can afford rarely exceed the expenses and components need ed to brew a potion. Some neophytes become assistants to more accomplished wizards, scribing scrolls, brewing potions, and researching new spells. However, many wiz ards find this to be little more'than a glorified apprentice
ship, and few masters who seek such aides treat them with respect or dignity. W hile some wizards slowly increase their skill and abilities laboring in the laboratory for another, most are continually frustrated by the mis treatment, boring work, and lack of opportunities to prac tice their magic. Thus, many wizards turn to adventuring to hone their skills and gather the resources needed to fund the construction of a proper tower and laboratory. Some wizards, attracted to the adventuring life but lack ing the courage and initiative to strike out on their own, instead become mercenaries. The war wizards' conclave is a loose collection of allied wizards who form a network of spellcasters for hire. Chapters of the guild in each city serve to validate contracts, hold advances and other pay ments for members, and help members manage their careers and master the talents needed to attract gainful employment. The guild began as an agreement amongst a small group of apprentices to look out for one another and exchange information and tips regarding mercenary employment. Over time, the guild grew into a formal organization as its original members invested part of their earnings into improving its services. Most major cities host a guildhouse where adventurers, mercenary gener als, and others can find a spellcaster who has the skills they need. W hile the typical wizards’ guild covers some of the ser vices offered by this organization, the conclave specializes in services designed for younger wizards who specialize in combat. In particular, the train ing and support the conclave provides draw many young, freelance wizards to its halls. Generally, after a few years of mercenary work a wizard gains the skill and reputation necessary to join the normal wizards’ guild and settle down in a more traditional trade.
ORTON CITY GUILD Orton is a prosperous city standing on the shores of the great western sea. Exotic merchants from distant ports, many clad in turbans, billowy silks, and other strange garb drop anchor here, selling spices, magic com ponents, gems, and other rare items and sailing away with cargoes of wool, steel weapons, and other trade goods. As a center for commerce and travel, Orton is a common des tination for mercenaries and adventurers. Its war wizards’ conclave is both heavily-staffed and composed of many competent wizards. The guild owns a large mansion located in the city's mercantile quarter. This place has 8 bedrooms available for guild members on the second floor, along with a large working lab that members have free access to for brewing potions and conducting research. Therris Jurgensdottir is the current master of the Orton guild. She occupies an apartment on the third floor o f the mansion and has sole access to a small librarv on the fourth floor. She negotiates -L
<
M
ercen ary
Co
m p a n ie s
any major contracts with the guild, handles all discipli nary matters, and maintains contact with guild chapters in nearby cities. She also interviews potential new mem bers and trains them in the guild’s rules and specialized training. The mansion's first floor holds a meeting room for employers and conclave members, a hall for meetings of the general membership, and a storage room with a selec tion of weapons and armor. Conclave members can pur chase any mundane simple weapon here at half the listed price. Most of the day-to-day business of the guild is handled by the scribes Hothus of Fartower and Lela Starrune. This elderly, married couple is responsible for drawing up con tracts, keeping the guild's records, and managing its funds. Normally, anyone seeking an inexperienced mage or offering work that doesn't involve danger. Therris Jurgensdottir, H u m a n Wiz7: CR 7; SZ M
(humanoid); HD 7d4+10; hp 29; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +2 armor, +1 deflection); Atk Dagger +4 melee (ld4) or light crossbow +4 ranged (ld8); SA Spells; SQ Spells; AL LN; SV Fort +3, Ref+2, Will +5; Str 10, Dex 13, Con 12, Int 18, Wis 11, Cha 14. Skills: Alchemy +14, Concentration +11, Craft (metalworking) +14, Craft (woodcarving) +14, Diplomacy +7, Knowledge (arcana) +14, Spellcraft +14. Feats: Brew Potion, Combat Casting, Craft Wondrous Item, Dodge, Scribe Scroll, Toughness. Spells Normally Prepared (4/S/4/3/2): 0 -daze, mage hand, mending, resistance; 1st - alarm, hold portal, mage armor, magic missile, message; 2nd - ghoul touch, levitate, mirror image, summon monster II; 3rd -fly, stinking cloud, slow; 4th - improved invisibility, polymorph self. Possessions: Masterwork dagger, masterwork light crossbow, 10 bolts, +7 ring o f protection, +2 bracers o f armor, scroll o f fireball, scroll o f haste, scroll o f sleep, scroll o f charm person, scroll o f magic missile.
Therris’s flowing, blonde hair, ice-blue eyes, and fair skin mark her as a native of the far north. Therris is the daughter of a barbarian warrior. His marriage to Therris’s mother, the daughter of a witch reputed to summon the spirits o f the wind, was a continual source of social ten sion within the tribe. Spurred by her mother’s magical abilities and fed up with her people's prejudices against magic, she journeyed south to study the arcane arts and to live her life without the tribe's gossip and scorn. Therris is a tough, no nonsense woman who has no time to waste on fools. She has been known to abruptly walk out of meetings with ill-prepared adventurers or those who obviously could not afford the conclave's ser vices. She expects her wizards to handle themselves in a professional manner, and expects the same from her clients. She uses short, blunt sentences, and speaks in slow, measured tones. Hothus and Lela (human Exp3) are an elderly, married
couple responsible for the daily upkeep o f the Orton con clave. They keep the first floor neat and orderly, and keep track of contracts, membership dues, and other adminis trative details. Their children have long since grown up and started families o f their own, and the couple treats even the most accomplished archmage with parental con cern. They badger the members about their diets, person al lives, and marriage prospects, pushing them to take bet ter care of themselves and continually worrying about the sort of things that parents use to drive their children up the wall. The conclave members know that the couple only has their best interests in mind, and most tolerate their prying questions with patient, respectful replies. Experienced Conclave W izard, H u m an Wiz3: CR 3; SZ M (humanoid); HD 3d4+3; hp 12; Init +0; Spd 30 ft.; AC 11 (+1 armor); Atk Staff +1 melee (1d6) or light crossbow +1 ranged (ld8); SA Spells; SQ Spells; AL LN; SV Fort +2, Ref+1, Will +5; Str 10, Dex 10, Con 13, Int 16, Wis 14, Cha 11. Skills: Alchemy +9, Concentration +7, Knowledge (ancient history) +9, Profession (scribe) +8, Spellcraft +9, Spot +5. Feats: Combat Casting, Dodge, Scribe Scroll, Spell Focus (enchantment). Spells Normally Prepared (4/3/2): 0 - daze (x2), resistance (x2); 1st - mage armor, magic missile, sleep; 2nd - acid arrow, holdperson. Possessions: Staff, light crossbow, 10 bolts, +7 bracers o f armor,
scroll o f mage armor, scroll o f sleep, scroll o f magic missile. Conclave Evoker, Elf Evk3: CR 3; SZ M (humanoid);
HD 3d4; hp 9; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk Longsword +1 melee (1 d8) or longbow +4 ranged (ld8); SA Spells; SQ Elf abilities, spells; AL CG; SV Fort +1, Ref+3, Will +3; Str 12, Dex 14, Con 11, Int 16, Wis 11, Cha 10. Skills: Concentration +6, Craft (weaponsmith) +9, Knowledge (arcana) +9, Spellcraft +9, Wilderness Lore +3. Feats: Dodge, Scribe Scroll, Spell Focus (evocation), Weapon Proficiency (longsword, all bows). Spells Normally Prepared (5/4/3): 0 - detect magic, flare (x2), resistance, ray o f frost; 1st - mage armor, magic weapon, magic missile (x2); 2nd - acid arrow, flam ing sphere, protection from arrows. Prohibited Schools: Divination, Illusion, Necromancy. Possessions: Longsword, masterwork longbow, 20 arrows, dagger, wand o f magic missile (27 charges), wand o f burning hands (13 charges), scroll o f mage armor, scroll o f protection from arrows. Beginning War Wizard, H u m a n W iz l: CR 1; SZ M
(humanoid); HD ld4+4; hp 8; Init +0; Spd 30 ft.; AC 10; Atk Club +2 melee (ld6+2) or heavy crossbow +0 ranged (ldlO); SA Spells; SQ Spells; AL N; SV Fort +1, Ref +0, Will +2; Str 14, Dex 10. Con 13, Int 15, Wis 11, Cha 10. Skills: Concentration +5, Jump +4, Knowledge (arcana) +6, Spellcraft +6, Swim +4. Feats: Dodge, Combat Casting. Spells Normally Prepared (3/2): 0 - daze, light, resistance; 1st - burning hands, sleep. Possessions: Club, heavy crossbow, 10 bolts, tower shield.
>
- ______ -_____
C
M ercenary Co m p a n ie s
Hiring Members of the War Wizards' Contlave An adventuring band or mercenary who wish to hire a war wizard must meet with the head o f the local guild house. This meeting serves to judge the worthiness of a potential client, and all are expected to bring a list of ref erences and spend an hour or two recounting their expe riences and plans. Rumors persist that the wizards some time pry a bit too deeply into an adventuring party's plans, drawing out the location of the dungeon or treasure stash the party seeks, then miring them in negotiations while a small cadre of wizards seeks out the treasure. However, such rumors have never been confirmed. In Orton, Therris takes her duties very seriously. The conclave seeks to keep the best interests of its members in m ind during all negotiations, and she turns away unfit, foolish, or inexperienced employers. Even acceptable par ties who fail to impress her often find themselves curtly rebuffed by the icy guild mistress. The conclaves charges base rates equal to 1.5 times the normal daily cost for a mercenary. In addition, the con clave insists on a contract clause that grants its members the right to demand their rate and shares in magic items, though most savvy negotiators can remove it. For purpos es o f the negotiation system, consider the deletion of this clause as difficult to institute as a 10% reduction in the wizard’s pay rate. Conclave chapters keep in close touch. A character or party who causes the death of a conclave wizard in one city soon finds conclaves all over the world refusing to work with him. I f an employer causes the death of a wiz ard through incompetence or poor planning, the conclave demands payment for the use of resurrection or similar spells.
Joining the War Wizards The war wizards’ conclave offers several benefits to those who joins its ranks. To qualify for membership, a wizard must simply demonstrate his knowledge of magic and his ability to cast spells in an interview with the local chap ter’s highest-ranking officer. The applicant must make a Spellcraft check (DC 5) to answer the officer’s basic ques tions on magical theory and then cast any lst-level arcane spell. After successfully completing this test, the appli cant becomes a probationary member. For six months, he must accept at least three assignments from the conclave and carry himself in a responsible, professional manner. The new member receives only half the normal fee he would collect from these three jobs, with the rest going to the conclave to cover his first year’s dues. If the neophyte proves himself, he is given full membership in the con clave. From then on, he must pay 200 gp per year in mem bership dues. In return, the conclave offers the following to its members:
____________ i/
/ x
• Free room and board for up to 2 months per year at any conclave guildhouse. • A 10% discount on weapons, ammunition, and mun dane supplies worth less than 30 gp. Note that the guild allows members to buy gear only for their own use. Any suspiciously large purchases are normally denied, both to cut back on abuse of this privilege and to ensure that all members have access to the guild’s stocks. • Free access to any spell components that have a value less than 1 gp. • Access to strongboxes kept in a safe sealed with wizard lock and similar spells in the basement o f the conclave's guildhouse. Each member is allowed to keep one trea sure chest here free of charge. • Access to the guildhouse laboratory any three days each week. The lab has the equivalent of a alchemist’s lab and masterwork artisan’s tools. The conclave aggressively recruits young wizards and often comes into conflict with traditional wizards’ guilds. In some cities, the conclave holds sway due to superior management and political connections, while in others its members are cast as reckless upstarts by the estab lished mages’ guilds.
r.
. , v A .
.(^ P R E S T IG E C L A S S E ^ . n ^ , . , , , . . A
Zoo-2..
y
,
vv .
r
Cr+rr
lasses LASS SKILLS The assemblage undine are a collection of arcane spell casters who believe less in staid learning and tutelaries, ' “idicrnroiirirr-praiatiat5experience. Originally descended from a loose alliance of dwarven and human sorcerers and wizards, the assemblage is only nominally a school of magic, with a small headquarters and a full-time staff numbering less than thirty. Once they accept an appren tice, the assemblage calls upon a traveling magister to teach the student. Such teachers are, to put it mildly, unconventional, and many meet with their students only a few times over the course o f a year, preferring that their student finds his own path in the world. Many of the assemblage hire on as mercenaries, using the battlefield as their headmaster. Though the assem blages mages have less capability of casting higher level spells, they are truly the masters o f the spells that they do know. H it Die: d4.
REQUIREMENTS All of the following are requirements for joining the assemblage undine class. Spellcasting: The ability to cast arcane spells of third level, but none of sixth level or higher. Spellcraft: 6 ranks Feats: Any two metamagic feats Special: The prospective student must demonstrate independence. His test to become a student of the assem blage can be a number of different things, but should the apprentice fail, he is never invited back.
The class skills for the assemblage undine class, and the key ability for each skill, are Alchemy (Int), Appraise (Int), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Scry (Int), Search (Int), Spellcraft (Int), and Use Magic Device (Cha). S k ill Points at Each Level: 4 + Int modifier.
CLASS FEATURES All o f the following are class features of the assemblage undine prestige class. A rm o r and W eapon Proficiency: Members of the assemblage undine gain no special skill with weapons or armor. Spellcasting: Members o f the assemblage undine effectively stunt their spell progression into the higher arts. W hile they advance in a manner similar to their pre vious class, they do not gain access to any new spell levels, and do not gain any other benefits for advancement. If a character has access to multiple arcane spellcasting class es, he must choose one to advance in when he joins the assemblage undine. H eightened Skill: Beginning at 1st level and continu ing every third level thereafter, the assemblage member learns to better channel his mystic energies. At each level of Heightened Skill, he reduces the spell slot cost increase of his metamagic feats by one, to a m inim um of one. Power o f One: An assemblage undine is hardier than most sorcerers and wizards. He always rerolls a roll of ‘1’ for hit points.
Bonus Feats: Beginning at 2nd level, and continuing every other level thereafter, the assemblage mage gets a free bonus Metamagic feat. Form er Assemblage U n d in e Members: W hile mem bers of the assemblage undine may multiclass, they may not multiclass into an arcane spellcasting class. As they have chosen another path, th'e concepts o f the high-level spells are beyond them.
means, an animal at least two sizes larger than him. The warrior then crafts his preferred weapon out o f the beast’s skeleton. This weapon must be the weapon he has a Weapon Focus in. W hen the weapon is fully crafted the warrior finishes the ceremony by placing a piece of his soul in the weapon, this process makes the weapon as hard as steel, conferring to it, many powers.
CLASS SKILLS
___________ BQNE WARRIOR The bone warriors are small group of tribesmen who found a way to tie their spirit into their weapons. The exact ritual involved is a well-kept secret, as bone warriors fear what their enemies could do to them if the precise nature o f the weapons’ abilities were commonly known. Most bone warriors are ostracized from their tribes because of the imagined stigma of the warrior not being fully in possession of his soul. Because of this, most bone warriors band together and sell their services as warriors. Almost a tribe themselves, the bone warriors are slowly beginning to come into their own as such, with marriages and births in the group growing more common through the years. H it Die: dl2
REQUIREMENTS To qualify to become a bone warrior, a character mustfulfill the following criteria: A lignm ent: Any chaotic Base A ttack Bonus: +6 Craft (any weapon): 4 ranks Move Silently: 4 ranks W ilderness Lore: 8 ranks Feats: Track, Weapon Focus (any) Special: In order to become a bone warrior, the hope ful initiate must undergo a rigorous test. First, the young warrior must go out into the wilderness with nothing but his clothes. The warrior must track and kill, using any
The bone warrior’s class skills (and the key ability for each skill) are: Clim b (Str), Craft (Int), Handle Animal (Wis), Jump (Str), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). S k ill Points at Each Level: 4 + Int Modifier.
CLASS FEATURES All o f the following are class features of the Bone Warrior. Weapon and Armor Proficiency: Bone Warrior’s are profi cient with all simple and martial weapons, light and medi um armor, and shields. S p irit Link: Starting at 1st level, a bone warrior places a part of his soul within his weapon, conferring bonuses and penalties on the warrior. I f the warrior and his weapon are ever separated by more than 90 ft., the warrior begins to feel negative effects. Each day that the warrior remains out o f contact with his weapon, he temporarily loses one point of Constitution and all class abilities and benefits. All benefits and temporary Constitution lost return as soon as the warrior comes into contact with his bone weapon. Because the warrior has placed a piece of his soul in the weapon, he knows at all times which direc tion and how far away his weapon is. As long as the war rior is alive, his bone weapon is indestructible. All damage dealt to the weapon is halved (rounded up) and dealt to the warrior instead (for instance, if the weapon has a hard ness o f 10 and someone strikes the weapon for 12 points of damage the warrior would cake 1 point of damage.
T a b le 10-1: T h e A s s e m b la g e U n d i n e Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special Spells per Day Heightened skill +1, power o f one Bonus feat Bonus feat, heightened skill +1, Bonus feat Heightened skill +1, Bonus feat Bonus feat, heightened skill +1
+1 +1 +1 +1 +1 +1 +1 +1 +1 +1
level level level level level level level level level level
o f existing o f existing o f existing o f existing o f existing o f existing o f existing o f existing o f existing o f existing
class class class class class class class class class class
P
r e st ig e
Call Weapon: Starting at 1st level, a warrior can call his weapon to his hand. The weapon must be within 30 ft. of the warrior. If someone or something is holding the weapon, they may make a Strength check opposed by the warrior’s Wisdom to keep possession of the weapon. W hen the warrior calls the weapon it flies through the air, dodging any obstructions, and lands in the warrior’s out stretched hand. Calling his weapon to his hand is a moveequivalent action. Im b u e Weapon: Starting at 1st level, a bone warrior engages in a ritual to further power his weapon. This allows the bone warrior to grant his weapon appropriate weapon enchantment Irorn Core Rulebook II. The total level enhancement bonus granted may not exceed the imbue weapon bonus. The imbuing ritual takes a number of hours equal to twice the level enhancement bonus of the potential enchantment. At 1st level, the total enchant ment bonus is +1. The bonus increases by +1 every two levels after the first. For instance, a bone warrior with a total enchantment bonus o f +4 could have a bone weapon +4, or he could have a +2 chaotic bone weapon, etc. Damage R eduction: Starting at 2nd level, and every other level thereafter, the bone warrior’s skin becomes magically hardened, yet remains fully tactile and mal leable. This grants the bone warrior damage reduction. The warrior’s damage reduction starts at 1/— at 2nd level. It increases to 2/— at 4th level, 3/— at 6th level, 4/— at 8th level, and 5/— at 10th level. Damage that the bone warrior takes from his weapon being damaged ignores his damage reduction. Im p a rt Spirit: At 6th level, the weapon acts as a sec ondary sensory tool. It gains the Alertness feat and imparts this ability to the warrior. If the warrior already possesses Alertness, it effects are doubled. In addition, anytime the bone warrior fails a Spot or Listen check, he may immediately may a check again, without modifiers. The D M makes this roll in secret.
A
Cla sses
CLAN CHAMPION The clan champion is the product of rigid martial tradi tion. Amongst a wide range of races, particularly hobgob lins and dwarves, specialized schools of fighting have developed that focus on teamwork and group tactics. Many of these races, particularly dwarves, must fight against great beasts such as giants and dragons that can easily cleave through their ranks. To counter this, their warriors must learn to fight together as a single unit, swarming the enemy and taking advantage of chinks in his defenses as he struggles to deal with his numerous opponents. The clan champion is the epitome o f this strategy. Trained to lead the warriors of his clan into battle, the clan champion coordinates the attacks of less experienced war riors to overwhelm and destroyed a single gigantic or highly skilled opponent. By drilling intensively with his comrades, the champion teaches them to work together as a single fighting unit, forging them into a force to be reckoned with. Many civilized and monstrous races train and use clan champions. Dwarves who take this prestige class are known as giant slayers. These veterans rally the clan’s war riors to take down frost giants, hill giants, trolls, ogres, and other towering creatures.Troglodytes and hobgoblins also commonly use clan champions, often to counteract the ability and skill of adventurers and other heroes amongst their enemies. H it Die: dlO.
REQUIREMENTS To become a clan champion, a character must fulfill all the following criteria: Base Attack Bonus: +8 D iplom acy or In tim id a te : 5 ranks Feats: Leadership, Tough ness
T a b le 10-2: T h e B o n e W a r r i o r Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Save +1 +2 +2 +3 +3 +4 +4 +5 +5 +6
Save +0 +1 +1 +1 +2 +2 +2 +3 +3 +3
Save +1 +2 +2 +3 +3 +4 +4 +5 +5 +6
Special Spirit link, call weapon, im bue weapon (+1) D am age reduction (1/— ) Im bue weapon (+2) D am age reduction (2/— ) Im bue weapon (+3) Im part spirit, dam age reduction (3/— ) Im bue weapon (+4) D am age reduction (4/— ) Im bue weapon (+5) D am age reduction (5/— )
P
r e st ig e
CLASS SKILLS
response to one use of the Great Cleave feat, but only once
The clan champion class skills (and the key ability for each) are Clim b (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str). Sk ill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
1
per attack. For example, if an ogre fighter activates Great Cleave once to make three attacks, the clan champion has a chance for an attack of opportunity in response to each of those three attacks, so long as he is capable of making attacks of opportunity. As with any attack o f opportunity, resolve the champi
All of the following are class features of the clan champi on prestige class. W eapon and A rm or Proficiency: Clan champions gain no additional skill with weapons or armor. C lan Allies: The clan champion gains a modified ver sion of the Leadership feat. He trains relentlessly with the followers and cohorts his Leadership feat attracts to his banner. After weeks o f working together, they learn to combine their attacks and fighting styles with the cham pion’s, transforming them into a lethal fighting combina tion. The followers and cohorts the clan champion gains with the Leadership feat are considered to be his clan allies for purposes of his class features. Swarm Attack: The clan champion learns to disrupt his opponent’s defenses, allowing his clan allies to make devastating attacks against their foes. I f the clan champi on uses a full-round action to make a single attack at his highest base attack bonus, he disrupts his opponent’s defense and allows his clan allies to coordinate their strikes with his own, granting them a bonus to hit. Until the clan champion's next action, his clan allies gain a +1 competence bonus to hit the creature the clan champion ■ attacked. This bonus increases by +1 at every odd-numbered clan champion level. Counterattack: Not only does the clan champion learn to coordinate his allies’ attacks, he also aids their defense. At,2nd level, any creature within the clan cham pion's threatened area that uses the Cleave or Great Cleave feats provokes an attack of opportunity from the clan champion. This works just like any other attack of oppor tunity, and obeys all rules for this attack form. I f the clan champion has more than one attack of opportunity per round, he may make several attacks o f opportunity in
on’s attack before the Cleave or Great Cleave attacks. C oordinated Attack: At 4th level, the clan champion can direct the attacks of his followers with a few barked orders. He trains with his men to such a great extent that they learn to leap to their guards and prepare tor a fight at the slightest hint from their leader. W hen rolling for ini tiative, the clan champion may opt to make one roll for himself and his clan allies. This Initiative check is made with the clan champion’s modifiers. W hen taking their actions, the clan champion determines the order in which he and his clan allies act, and this order may change from round to round. To resolve initiative ties between the clan champion and his enemies when using this ability, com pare the opponent’s Dexterity to the clan champion’s score, resolving any further ties as normal. In s p irin g Leader: At 6th level, as the clan champion and his clan allies fight together, they develop an intense bound of camaraderie which allows them to fight on in the face of overwhelming odds and avoid deadly effects such as spells and traps. Their morale is so high and their bounds so tight that they pull each other out of harm’s way, and work together to survive. If the clan champion or any of his clan allies stands adjacent to a fellow ally or the champion, they gain a +2 morale bonus to all saves. C oordinated Actions: After fighting at each other’s side for so long, the clan champion and his clan allies grow comfortable with their fighting styles and effort lessly blend their actions together to aid and augment their efforts. At 8th level, once per round, the clan cham pion or any one of his clan allies may use the aid another combat option with a free action. He must aid either the champion or one of his clan allies. Either the champion O R one of his clan allies may use this ability each round.
T a b le 10-3: T h e C la n C h a m p io n Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Clan allies, swarm attack +1 Counterattack Swarm attack +2 Coordinated attacks Swarm attack +3 Inspiring leader Swarm attack +4 Coordinated actions Swarm attack +5 Greater clan allies
> —
-'
Greater Clan Allies: At 10th level, the clan champion’s fame and prestige grows to such a great extent that he attracts a fresh crop of recruits who seek to fight under his banner. The clan champion gains a permanent +4 to his Leadership score. As the clan champion’s Leadership score rises and falls, so too does the number of followers and cohorts gained with this class ability.
___________
CLAN KALLIN
W hile only the most foolhardy of warlords would pur posefully seek out the wrath of dwarves, Clan Kallin is the worst of the lot. The other dwarven clans exiled Kallin and his men for their wanton brutality. Mercenary to the core, Clan Kallin will hire on to any cause, caring only for the combat they feel is their birthright. Clan Kallin is made up almost entirely of former war clerics, fighters, and barbarians, and has taken to hiring on non-dwarves due to their sundered ties with the Lands Below. Though newcomers to the clan face prejudice, any who prove their worth at arms can join.
Hit Die: dl2.
REQUIREMENTS To qualify to join Clan Kallin, a character must fulfill all ot the following criteria.
Base Attack: +7 (non-dwarves must have +10) Alignment: Any non-lawful, non-good. Special: The ability to rage, a weapon specialization, or the ability to cast war spells o f fourth or higher level. In addition, the prospective clan member must defeat a clan member in combat.
CLASS SKILLS The class skills for the Clan Kellin class, and the key abil ity for each skill, are Clim b (Str), Craft (blacksmithing)
Armor and Weapon Proficiency: All members of Clan Kellin are familiar with all simple and martial weapons, shields, and light, medium, and heavy armors. Throwing: Beginning at 1st level, all members of Clan Kellin receive training in throwing hammers and axes. The character can throw a one-handed hammer or axe, with a range increment equal to five times his Str bonus (if any). Bonus Feats: Beginning at 2nd level, and continuing every other level thereafter, members of Clan Kellin may choose any of the following as a free bonus feat: All or Nothing, Blind-Fight, Combat Reflexes, Endurance, Great Fortitude, Improved Critical, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Power Attack (Cleave, Great Cleave, Improved Bull Rush, Sunder), Toughness (Thick Skull, Thick Skin), and Weapon Focus.
No Time to Bleed (ex): Clan Kellin’s members are notoriously tough. Starting at 3rd level, by making a Fortitude save (DC 18), a member of Clan Kellin may con tinue fighting even though his hit points are reduced below zero. The clan member may continue to fight for a number of rounds equal to his Constitution modifier plus his levels in this class, or until reduced to -10 hit points (at which point, he dies as normal). W hile fighting, the character cannot make a check to see if he stabilizes. Revenge: At 5th level, Clan Kellin members react reflexively to melee attacks. Anyone attacking them with a melee strike provokes an attack of opportunity, unless the attacker is four or more levels higher than the clan member. Starting at 9th level, if the attacker has more than one attack, and the Clan Kellin member has Combat Reflexes, he may respond to each attack in kind. Take-Down: At 7th level, the clan member becomes skilled at knocking or dragging an opponent off his feet. By taking a full-round action, the clan member may attempt a mighty blow with a bludgeoning or slashing weapon. If he strikes successfully, the target must make a Reflexes save (DC o f 10 + the damage from the attack, -2
(Wis), Intimidate (Cha), and Jump (Str). Skill Points at Each Level: 1 +Int modifier.
T a b le
CLASS FEATURES
10-4: T h e C l a n K a l l i n Base
Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Throwing Bonus feat N o tim e to bleed Bonus feat Revenge Bonus feat Take-Down Bonus feat Revenge Bonus feat, M aim ! Kill! Destroy!
if the target has four or more legs, and an additional -2 per Size category greater than the clan member) or be dis mounted (if mounted) and tripped. Double the critical threat range of the character’s weapon for this attack. M aim ! K ill! Destroy!: At 10th level, the character’s blows are so mighty that they stagger opponents. If the character’s strikes threaten a critical hit, the target must make a Fortitude save (DC 10 +this character's level +his Strength modifier), or lose ld4 temporary Constitution points.
To qualify to become a dune runner, a character must ful fill the following criteria. A lignm ent: May not be good or evil (Mercenary band only). Feats: Skill Focus (Wilderness Lore) and Track. W ilderness Lore: 10 ranks. Special: The character must enter a desert with noth ing more than a dagger and his clothing, and spend a month there without aid.
CLASS SKILLS
___________ DUNE RUNNER It takes a certain kind of man to eke out an existence in the wastes of the world, and another entirely to thrive there. Those who do are righteous warriors, conniving vil lains, or simple hermits, but regardless of inclination, many generals find such men valuable. The deepest deserts hold great secrets, and the desert itself is a power ful weapon to wield against an enemy. The Dune Runners are a mercenary band who wander the southern deserts. Like many mercenaries, they follow money more so than morals, and have no qualms about exploiting their advantages. Those driven into the Dune Runners’ lands claim that the Runners followed them from a distance, occasionally offering higher and higher prices for their services. The Dune Runners do not deny this; desperate customers pay well. W hile Dune Runners are the largest band of mercenar ies with these abilities, other groups have similar abilities, and the DM may alter this prestige class to other climates with m ild difficulty (arctic runners would have Snowwalkipg rather than Sandwalking, for instance). Flit Die: dlO.
The dune runners class skills (and the key ability for each skill) are Animal Empathy (Cha), Balance (Dex), Handle Anim al (Cha), Hide (Dex), Intim idate (Cha), Intuit Direction (Wis), Listen (Wis), Ride (Dex), Use Rope (Dex), and Wilderness Lore (Wis). S k ill Points at Each Level: 3 + Int. modifier.
CLASS FEATURES All of the following are class features of the dune runner prestige class. A rm or and W eapon Proficiency: Dune Runners are proficient with all simple weapons, scimitars and spears, and light armor. Medium and heavy armors can actually be detrimental in the unforgiving lands o f the dune run ners. Survivalist: The first lesson new dune runners learn is how to survive for extended periods in harsh conditions. Following a successful Wilderness Lore check to aid against severe weather, he gains +4 to all his Fortitude saves, and may move at his full speed across without penalty across even the most difficult terrain or weather conditions. Alternately, some long as the dune runner has adequate food and water, he can survive the severe weath er indefinitely if he chooses to stay in one place. This effect does not extend to those the dune runner travels with.
T a b le
10-5: T h e D u n e R u n n e r Base
Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rds 4th 5th 6th 7th 8th 9th 10th
Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Survivalist Sandwalk Know the old roads Vanish without trace The sand is my ally Know the old roads A grain o f sand am ong many Master o f the mirage The desert is my shield A grain o f sand am o n g many
P
>
r e st ig e
Cla sses
< Sandw alk (ex):The desert presents many threats to the
cumstance bonus to Search and Spot checks to locate the
unwary traveler, not the least o f which is that loose sand and more solid earth are difficult to distinguish. Beginning at 2nd level, dune runners may cross either
runner. This ability lasts a number of rounds equal to the dune
with equal speed and little difficulty. W hile the dune run ner is wearing only light or no armor and is only lightly encumbered, he may cross any expanse of land despite its consistency, with quicksand being the equal of rock underfoot (arctic dune runners use snow instead of sand). This effect does not extend to other hazards, however, and the dune runner cannot walk on water. If the dune runner remains stationary while using this ability, he suffers the full effects of the hazard (if any). K now the O ld Roads: At 3rd level, the dune runner’s basic knowledge of his chosen home is complete, and his desert holds few secrets from him. He receives a +5 com
runner’s level per day and multiple uses are cumulative. M aster o f the Mirage: At 8th level, the character can exert some minor control over his desert environment. This ability allows him to make his opponents believe that the sand around them is shifting, disorienting them. Once per day, as a full-round action, the dune runner may conjure an illusion to disrupt his opponents. He may cast either major image or hallucinatory terrain as a 7th level spellcaster.
petence bonus to all Intuit Direction and Wilderness Lore checks in the his home desert and may always take 10 or take 20, no matter the conditions, so long as he remains. This effect extends to other deserts at 6th level. Vanish W ith o u t Trace (su): At 4th level, while the runner is in a desert and out of sight of any pursuers (including magical effects, such as invisibility), all attempts to track him through mundane or mag ical methods automatically fail if the character is higher level than his pur suers). The Sand is M y Ally: At 5th level, the dune runner begins to use the desert to aid him in combat. W hile those around him suffer movement and Dexterity penalties, he may move unimpeded. In addition, each round he may designate one opponent who is flat-footed in relation to the dune runner. This allows the dune runner to attack his opponent with a sneak attack (if any) and his opponent loses his Dexterity modifier and dodge bonus (if any) to AC in relation to the dune runner. A G ra in o f Sand A m o n g M a ny (sp): At 7th level, the dune runner’s native environ ment becomes almost a part of him. By making a successful Hide check, the dune runner simply disappears as though he had cast invisibility on himself. At 10th level, he may do this as though he had cast improved invisibility. The dune runner may use this ability in full sight of others, but they gain a +5 cir
T-
H
I
<
a
P
r e st ig e
The Desert is M y Shield: At 9th level, the character has achieved an almost perfect oneness with the desert. W hile within the bounds of the desert, the character need not eat, drink, or sleep, does not age, and automatically stabilizes if his current hit points are below zero. These effects end immediately if the character sets foot outside the desert, and possibly catastrophically so. Once outside the desert, the character’s bodily processes catch up with him, and he suffers the full, cumulative effects of any con dition this ability may have shielded from (i.e. a dune run ner who has spent a century in the desert will age a hu n dred years upon leaving it).
Classes
REQUIREMENTS To qualify to join the exiles of the burning road, a charac ter must meet the following requirements. Race: May not be an ore. Half-orcs are rarely accepted, but suffer prejudicial treatment. A lignm ent: Any nonevil. Base A ttack Bonus: +4. W ilderness Lore: 4 ranks Feats: Endurance Special: The character must participate in three raids on orcish villages, or in the protection of a people against three orcish attacks.
CUSS SKILLS
EXILES OF THE BURNING ROAD The Orc-Gate wars were a terrible time, when the reviled black ores marched upon the lands o f elf and man alike, putting to the torch all who opposed them. Though the conflict ended centuries ago, one tribe o f humans — the Rising Moon — never forgot or forgave the atrocity. W ith their lands sacked and their people culled, the remainder of the tribe decided to wander the world, awaiting their revenge whilst ensuring no others would suffer as they had. The years since this choice have not been kind, and the exiles virtually starve while attempting to balance their' own needs with those of the peoples they aid. A splinter group, the Soldiers of the Blackened Road, abandoned the old ways a generation ago, and desertion is common. Those who remain, however, are the staunchest allies any could hope for, and the best hope against future orcish incursions. Newcomers interesting in joining the exiles must find them in between their travels and prove themselves wor thy to be among these disheveled pariahs. H it Die: dlO.
T a b le
The class skills for the exiles of the burning Road (and the key ability for each skill) are Clim b (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), Swim (Str), and Wilderness Lore (Wis). S k ill Points at Each A d d itio n a l Level: 2 + Int modi fier.
CLASS FEATURES All of the following are class features of the exile of the burning road prestige class. A rm o r and W eapon Proficiency: Exiles of the burn ing road are proficient with all simple weapons, and all light armor and shields. Favored Enemy: All exiles of the burning road have ores as a favored enemy, as per the ranger class feature of the same name. This stacks with any previous favored enemy (ore) ability that a character may already possess. Bonus Feats: Beginning at 2nd level, and continuing eveiy other level thereafter, the exile may choose a bonus feat from the fighter’s list of bonus feats. Im proved Flanking: At 3rd level, the exile learns some of the basic teamwork techniques of his band, and gains a +4 flanking bonus on attack rolls when he and an ally flank an enemy, instead of the normal +2. This bonus only applies when both individuals flanking are exiles of the burning road.
10-6: T h e E x ile o f t h e B u r n i n g R o a d Base
Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +4 +5 +6 +8 +9 +9 +10
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Favored enemy Bonus feat Improved flanking Bonus feat I’ve got your back Bonus feat Whatever is necessary Bonus feat My life for yours Bonus feat 1
I ’ve Got Your Back (ex): At 5th level, the exile is intu itively aware of his allies’ weaknesses and may take a move-equivalent action to intercept someone flanking an ally, breaking the flank, so long as the ally is within your base movement. In intercepting them, you take the space that they would have entered to flank your ally. In order to intercept the movement, the exile must be holding or readying his action. This draws an attack o f opportunity as normal. W hatever is Necessary: At 7th level, the exile’s self lessness in combat becomes a tactical advantage. As a move-equivalent action, the exile may lower his AC by any amount up to and including his level in this class, adding the amount to his melee attack bonus. I f facing an ore, he gains an additional bonus to damage equal to the penalty taken. This effect continues until the exile takes another move-equivalent action to end it. My Life For Yours (su): At 9th level, the exile’s devo tion to his friends is all but insurmountable. He is no longer limited to one ally for aiding another actions, and enemies within his threatened area may not make attacks of opportunities on other characters. Lastly, if the charac ter holds or readies an action, he can draw an attack against an ally adjacent to him, onto himself. He gains a +4 circumstance bonus to AC for this attack.
__________________FANATIC Though most mercenary bands know better than to switch sides amidst battle, few generals wish to risk such treachery. One solution is to mix mercenary bands with individuals whose loyalties are absolute and unwavering, and who will ruthlessly punish betrayal. It is, of course, only coincidence that such fanatics sometimes threaten the general’s causes themselves. Fanatics are individuals who do not simply believe or hold ideals; they know they are correct, and dismiss con trary opinion as either idiocy or blasphemy. Unlike the superficially similar barbarians, a fanatic’s fervor extends
beyond combat, and many fanatics use their fervor in less destructive ways such as oration or craftsmanship. Ironically, such peaceful uses make them more deadly foes in politics. H it Die: d8.
REQUIREMENTS To qualify as a fanatic, a character must fulfill the follow ing criteria. A lig n m e n t: The character’s alignment must never have changed, and the character may not have performed an action in opposition to his alignment. Base W ill Save: +5 Feats: Iron W ill Special: The character must hold up one credo as an absolute truth, such as “Everia must be destroyed.” It must be also be a truth that even other characters of the same alignment may find disturbing (i.e. a lawful good charac ter will assume that theft is always wrong, but a lawful good fanatic may say that a beggar stealing a loaf of bread should be put to death).
CLASS SKILLS The fanatic’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (any not restricted to a particular class) (Int), Perform (Cha), and Sense Motive (Wis). S k ill Points at Each Level: 3 + Int modifier.
CLASS FEATURES All of the following are class features of the fanatic pres tige class. A rm or and W eapon Proficiency: Fanatics are familiar w'ith all simple weapons, light armors, and shields. They are also familiar with one exotic weapon of their choice. Fanatic Fervor: The fanatic adds his level in the class to all of his W ill saves to resist magical or supernatural attempts to sway his mind, and to all opposed skill checks to do so. Additionally, the fanatic may choose to invoke
T a b l e 10-7: T h e F a n a t i c Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special Fanatic fervor Fanatic fervor, leadership Fanatic fervor Fanatic fervor Fanatic fervor, rabble-rouser Fanatic fervor Fanatic fervor, divine protection Fanatic fervor, leadership Fanatic fervor Fanatic fervor, undying devotion
>
P
r e st ig e
Cla sses
U n d y in g Devotion: At 10th level, the fanatic’s zeal
his fervor when making checks or attack rolls directly related to his credo, during which time he may not stop
eclipses death itself. He becomes im m une to all Necromancy and Death spells and spell-like abilities tar geting him.
until he finishes his project (for checks), or will not stop until dead or until all opponents are dead or have fled (for combat). W hen invoking fanatic fervor in combat, the fanatic must always make full attacks. Leadership: At 2nd level, the fanatic gains this feat as a free bonus feat. At 8th level, the characters unwavering dedication passes on to his followers, and actually gains a +2 bonus to his Leadership score. Rabble-Rouser: At 5th level, the fanatic gains this feat
THE FIFTH COLUMN W hile no one welcomes the enemy’s mercenaries into camp, the wisest generals realize that some may already be there. Servants, families, and even low-ranking soldiers are all faceless blurs after a lifetime of service, and it takes only one mistaken acceptance to bring ruin to an army. The Fifth Column is a legendary group o f saboteurs-for-
as a free bonus feat. The fanatic’s rabble also have a morale bonus to resist dispersion equal to the fanatic’s level + his Charisma modifier. D ivine Protection: At 7th level, the force of the fanat
hire, their name used to berate lax underlings for even m inor breaches of security. According to the tale, an ancient human civilization faced attack from a rival
ic's personality is such that he gains magic resistance from it. Though many fanatics proclaim this to be a sign of holy
nation, and discovered an army of four columns moving to attack the capitol. The leading general, arrogant with his previous successes, dispatched a like amount to inter vene, but did not expect that a fifth column o f troops had hidden itself in the city for months prior. His base com
favor (hence the name), it is simply an outer sign of the fanatic’s will.The fanatic gains spell resistance equal to his level + Charisma modifier.
promised and his troops rife with double-agents, the gen eral’s army fell into chaos before the other four columns ever arrived. W hile historians and loremasters debate the logic of such a scenario (the name o f the general and both nations change with each telling), it remains a popular proverb among soldiers. Whether the fifth column ever existed, or whether it continues to exist, is less important than teach ing someone not to sleep on guard duty. H it Die: d6.
REQUIREMENTS The following are the requirements for joining the fifth column prestige class. A lignm ent: May not be lawful good. Bluff: 6 ranks Disable Device: 6 ranks Disguise: 6 ranks H ide: 8 ranks Move Silently: 8 ranks Feats: Alertness Special: Charisma may be no higher than 13, and no lower than 8.
CLASS SKILLS The fifth column’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Clim b (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (architec-
■HHHWn
>Oi —■
»■
T "
<
w k
P
r e st ig e
ture) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Read Lips (Int), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). S k ill Points at Each Level: 6 + Int modifier.
CLASS FEATURES All of the following are class features of the fifth column prestige class. A rm o r and W eapon Proficiency: The character gains no new familiarity with weapons, armor, or shields, but is encouraged to learn such techniques as part of his cover identities. O ne A m o n g M any: A good saboteur neither seeks nor avoids attention. A member of the fifth column gains a +10 competence bonus to all Disguise checks and auto matically rerolls any Disguise check roll of a natural 1. Sneak Attack: Starting at 2nd level, a member of the fifth column can make devastating attacks against oppo nents who cannot adequately defend themselves. Whenever an unseen hand strikes an opponent who would be denied his Dexterity modifier to his armor class or the unseen hand flanks his opponent, the unseen hand can strike a vital spot for extra damage. The extra damage is +ld6 at 2nd level, and an additional ld6 is added every three levels thereafter. This damage stacks with other sneak attack bonuses. A M in o r A djustm ent: Saboteurs rarely have the time to muddle with anything important for long. Beginning at 3rd level, the character may always take 10 on Disable Device checks, regardless o f stress or normal time allowances. A saboteur may use this ability repeatedly and consecutively. At 6th level, he can take 20 on Disable Device checks no matter the circumstances. Poison Use: Members of the fifth column know many infiltration techniques. Once inside someone's camp, knowing poisons is just as important. At 4th level, the saboteur never accidentally poisons himself when apply ing poison to a blade.
T a b l e 10-8: T h e F i f t h C o l u m
Classes
N o th in g u p m y Sleeve: At 7th level, the fifth column saboteur can sneak into an out of a compound with ease. Additionally, hiding an item on his person is child’s play. Whenever he attempts to hide a single Small or Tiny item, he can take 20 automatically when making a Hide check. In addition, he gains a +5 competence bonus to all Hide and Move Silently checks to remain hidden.
________ GORIDIN'S KNIGHTS They have appeared at the vanguard of armies of darkness, and have served alongside regiments of paladins in cru sades. Among the ablest of combatants, Goridin’s Knights are a mercenary band whose exact requirements few understand. They have charged enormous fees to some, and worked for free to others. Other times, they simply stand aside and watch the carnage, defending themselves only as necessary. In truth, Goridin’s Knights are dedicated to one princi ple — war. Though not evil, they are by no means heroic, and actively aid any side who would continue a war. Conflict, Goridin said, breeds strength, and enriches the lives o f the worthy. Goridin also spoke out against slaugh ter, accepting prisoners and refusing to draw steel against noncombatants. His clerics do the same to this day. H it die: dlO.
REQUIREMENTS All of the following are requirements for joining Goridins Knights. A lignm ent: Must be true neutral. Base Attack Bonus: +5. Feats: Combat Casting. Spellcasting: Ability to cast 3rd level divine spells from the War Domain. Those unable to cast divine spells, may still join the knights, but do not gain the spells per day of a typical member o f this prestige class. Special: Must have proficiency with and own a master work martial weapon.
n
Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special O ne am ong many Sneak attack +1 d6 A m inor adjustm ent Poison use Sneak attack +2d6 A m inor adjustm ent N othing up my sleeve Sneak attack +3d6 Bonus feat
^ ^ P r E S T IG E C L A S S E r ^ ^ i« f
TALAS THE LOST KING While there are many gods of war, few would sup port groups such as Coridin’s Knights, which fight with little cause, and many prospective knights, while they sympathize with the order’s actions and goals, are reluctant to joi(i due to fear that their gods would forsake them. Talas the Lost King is one exception, a god who rules a vast, blighted plane of endless conflict. Great heroes and terrifying villains are welcome in equal measure, and the greatest of them ascend to serve Talas directly. Talas’ domains are Destruction, Protection, Strength, and War, and his favored weapon is the warhammer.
CLASS SKILLS The class skills for Goridin's Knights (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), .Handle Animal (Cha) Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (mercenary) (Wis), Ride (Dex), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
^ 1 ■■ "'' »
the knights themselves fully understand. Knights always know how close and in what direction the nearest major battle is. In addition, once the knight is within one mile, he knows how many people are fighting, which races are involved, which side is winning, and what started the war. In addition, the knight may cast sending as a 9th level spellcaster to the general of any army in the conflict, alert ing him that Goridin Knight has arrived. Holy Terror: At 4th level, when the knight draws a weapon, all opponents within his threatened area must make a W ill save vs. his fear effect (DC equal to the knight’s overall level plus his Charisma modifier, plus any magical bonus from the weapon) or break ranks and flee from the knight for ld6 rounds. Divine Wrath: Though many question the compe tence of a pack of war-clerics, those who do in battle would do well to fear this ability. At 6th level, a knight may reroll any damage die that rolls a one. This ability may be used any number of times per day. Eight Men as One: Starting at 8th level, among their brethren, Knights are unusually canny foes. W hile fight ing alongside men he has journeyed with for at least one month, the knight and his allies are im mune to flanking and surprise. This ability falters if the Knight himself loses consciousness.
All of the following are class features o f Goridin’s Knights. Armor and Weapon Proficiency: Goridin’s Knights are familiar with all armors and shields, and with all sim
War Without End: A 10th level, the knight is nearlly unstoppable. The knight gains damage reduction equal to the number of his conscious allies within a 30-ft.-radius.
ple weapons. Spells: Goridin’s Knights, though nominally clerics, have a slower spell progression rate. Beginning at 1st level and continuing every other level thereafter, the knight gains a cleric level for the purposes of learning and cast ing spells. / Turning: Goridin's Knights, being one step removed
_________THE GREY WALKER
from true clerics, lose the ability to turn or rebuke undead. Sense Conflict: At 2nd level, the spirit of war first nudges its way into the knight’s heart. Major conflicts draw the knights to battle, an intuitive process not even
The grey walkers are the most exclusive, reactionary group of drttids known. Neutral to the last, these men and woman are also absolutely ruthless in their pursuit o f bal ance, joining ranks with evil, good, law, or chaos as the sit uation demands. Unlikely allies in the best of times, the grey walkers protect the world and nature first and fore most, and destroy any they perceive as threats to the greater balance.
T a b le 10-9: T h e G o r i d i n ’s K n i c h t s Base Class
Attack
Fort
Ref
Will
Level
Bonus
Save
Save
Save
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
+0 +1
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
+2 +3 +3 +4 +5 +6/+1 +6/+1
+7/+2
Special
Spells per Day
+1 level of spellcasting ability Sense conflict +1 level of spellcasting ability Holy terror +1 level of spellcasting ability Divine wrath +1 level of spellcasting ability Eight men as one +1 level of spellcasting ability War without end
P
3-
r e s t ig e
Grey walkers come from any race or region, and while unforgiving of transgressions, are surprisingly reasonable when it comes to warning others of potential abuse. Grey walkers realize that they cannot be everywhere at once, and that it is far easier for others to police themselves than for the grey walkers to cull the excess. H it Die: d8.
REQUIREMENTS The following are the requirements for joining the grey walkers. A lignm ent: Must be neutral. Base Attack Bonus: +5. Spellcasting: Ability to cast 3rd level or higher druid spells.
CLASS SKILLS The class skills for the grey walker class, and the key abil ity for each skill, are Animal Empathy (Cha), Clim b (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). S k ill Points at Each Level: 4 + Int modifier.
Cla sses
Spellcasting: Due to their fanaticism, grey walkers are actually one step removed from true druidic ideals. They gain a spellcasting level in their previous druidic class every other level, beginning at 2nd. They only gain the extra spell access and spells per day, and receive no fur ther benefits. N ature’s Blessing (su): Beginning at 3rd level and continuing every three levels thereafter, the grey walker gains a cumulative +1 sacred bonus to all attack and dam age rolls against characters one step away from neutrality (CN, LN, NE, and NG), and an additional +1 against char acters two steps away from neutrality (CE, CG, LE, and LG). These bonuses allow the walker to attack opponents who may only be struck by magical items. Sense Im balance (su): Beginning at 5th level, the grey walker may sense imbalance in an area. This allows him to detect the overall alignment of a location, the align m ents) o f its three most prominent individuals, and how dangerous the imbalance is to the world at large.This abil ity extends to 100 ft. and increases by 100 ft. every 2 levels thereafter. N a tu re’s Balance: At 6th level, the grey walker becomes im mune to damage from spells with a Chaotic, Evil, Good or Lawful component. Repeal Blessing (su): At 7th level, the grey walker’s
All of the following are class features o f the grey walker
attunement to the earth is such that he can cancel the magic of others. The grey walker gains the benefit of minor globe of invulnerability, which is constant but does not affect his own magic. At 10th level, this becomes a
prestige class. A rm or and W eapon Proficiency: Grey walkers gain
globe o f invulnerability with the same effects. In addition, he may cancel a single duration based
no special familiarity with armor, but may choose a single simple, martial, or exotic weapon which they gain profi
enchantment on any person within line o f sight as a stan dard action, a number of times per day, equal to his level in this prestige class. The target is allowed a W ill save (DC 10 + the grey walker’s level + Wisdom bonus (if any) to
CLASS FEATURES
ciency. Nature’s Protection: Starting at 1st level, any magical weapon that wounds the grey walker loses an effective +1 per successful strike. These lost bonuses return at the rate of one a day until the weapon is fully restored, but intelli gent weapons may refuse to attack the Grey Walker a sec
cancel this effect. At 10th level, he can do this as a free action, once per round, up to his maximum times per day.
ond time out of fear.
T a b le
10-10: T h e G r e y W a l k e r Base
Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special Nature’s protection
Spells per Day +1 level o f spellcasting class
Nature’s blessing +1 +1 level o f spellcasting class Sense imbalance Nature’s blessing +2, nature's balance Repeal blessing
+1 level o f spellcasting class +1 level o f spellcasting class
Nature’s blessing +3 Repeal blessing
+1 level o f spellcasting class
P
r e s t ig e
Cla sses
A
< INITIATE
_______ OF SHATTERED STEEL W hile armored warriors wielding fearsome weapons are the most common feature of the battlefield, those gener als who have heard of the Initiates o f Shattered Steel employ them against such comm on foes. The Initiates are a small order o f worldly monks who seek to perfect their souls in the fires o f combat, and many hire on as mercenaries (at a nominal fee, usually tithed to the orders’ monasteries) to better test themselves against a variety of foes. W hile all martial artists are learned in the ways of unarmed combat, initiates of shattered steel strive to attain further mastery in the ways of grappling and in the art of destroying weapons (and other inanimate objects.) Initiates of Shattered Steel are adept at disarming their opponents and destroying their weapons. This is gener ally the initiate’s first action in combat, for they believe the only honor is in unarmed combat, where both combatants are unarmed. The fact that this usually renders their opponent defenseless is beside the point — any true warrior should be prepared for such an eventuality. H it Die: d8
REQUIREMENTS To qualify to become an initiate o f shattered steel, a char acter must fulfill the following criteria: A lignm ent: Any lawful Base Attack Bonus: +5 Balance: 5 ranks Bluff: 4 ranks Intim id a te : 4 ranks Jum p: 5 ranks Sense Motive: 6 ranks Tumble: 8 ranks Feats: Improved Unarmed Strike, improved Disarm, and Sunder
CLASS SKILLS The initiate of shattered steel’s class skills (and the key ability for each skill) are: Balance (Dex), Clim b (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently ( Dex), Profession (Wis), Swim (Str), and Tumble (Dex). S k ill Points at Each Level: 2 +Int Modifier.
P
r e s t ig e
CLASS FEATURES All of the following are class features of the initiate ot shattered steel. W eapon a n d A rm o r Proficiency: Initiates of Shattered Steel gain no additional weapon or armor profi ciencies. Note: An initiate only has access to his class abilities when he is completely unarmed, unarmored, and lightly encumbered or unencumbered. Tiger Strike: Starting at 1st level, the initiate is a mas ter of empty hand fighting. He uses the m onk’s unarmed attack bonus and unarmed damage as if he were a monk of that level. If he was already a monk before becoming an
Cla sses
Fists o f Stone: At 7th level, the initiate’s fierce punch allows him to reroll all Is and 2s when dealing unarmed damage. This does not apply to weapons that may be used with his unarmed attack bonus. Fists o f Water: At 8th level, the initiate knows how and where to stand to gain the most from his talent. He automatically flanks anyone he stands next to, whether or not an ally is nearby. Shattering Blow: Starting at 9th level, an initiate per fects his ability to shatter inanimate objects. W hen strik ing an item, the initiate ignores non-magical hardness of the target. If the target is magical, its new hardness is equal to its magical bonus. For magic items without a
initiate, he adds his levels together. W hen using hand strikes, he does damage as if he were 1 size category larg er. Also, initiates may use the Sunder feat with their hands
magical bonus, treat the hardness as 2. Use o f this ability is a full round action. Master o f the E m p ty H and: Starting at 10th level, an
and feet. Destructive Grasp: Starting at 2nd level, initiates gain greater abilities to destroy weapons and inanimate objects. W hen an initiate attempts to break an inanimate object, he doubles his Strength modifier, only for purpos
initiate has attained full mastery of his abilities. His unarmed critical threat range is increases by 1 and his crit ical strikes deal triple damage. Also, his intensive exper tise in the destruction of inanimate objects has taught him m uch about his own weaknesses. He gains his Constitution modifier (if positive) as a bonus to his armor class. He retains this bonus even if he is denied his Dexterity modifier to his armor class or il he is immobile
es of dealing damage. Destructive Disarm : At 3rd level, initiates hone the defense capabilities to higher levels. W hen an initiate suc cessfully disarms an opponent, he may, as a free action, immediately damage the weapon dealing maximum dam age to the weapon in question. Using this ability does not draw an attack of opportunity. Responsive Disarm: At 4th level, initiates gain sharp er and greatly enhanced reflexes. W hen an initiate is attacked, he may forfeit an attack of opportunity to gain a +4 dodge bonus to one attack. If the attack misses, the ini tiate gains a bonus to his next attack in the next round to disarm that opponent equal to his level in this class. D ragon Strike: At 5th level, an initiate gains an intu itive ability to place his blows. The initiate gains his Wisdom modifier (if positive) as a bonus to his damage rolls. Great Sunder: At 6th level, the initiate ignores up to 5 points o f hardness when striking an object.
T a b le
or incapacitated.
____________________ LEGACY Some enemies are so great that no single man or army may destroy the foe in a single lifetime. Some monsters live in a timespan which dwarfs the life of mortals and indeed barely pays heed to such fleeting creatures. Dragons, liches, vampires, demons, devils, and spirits are no less dangerous to their enemies because of their cal lousness, but few would dedicate themselves to the eradi cation of such powerful nemeses. Legacies are such people. They clash with their ageless opposites down the centuries, born to previous legacies, trained by them, fighting their cause, and then training
10-11: T h e I n i t i a t e o f S h a t t e r e d S t e e l Base
Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +3 +4 +5 +6 +6 +7 +8
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special Tiger strike Destructive grasp Destructive disarm Responsive disarm Dragon strike Great sunder Fists o f stone Fists o f water Shattering blow Master o f the empty hand
,■■■■■■,
Ju,
■ Hi ,i.f *
.i ^ ^ P R E S T l G E
the new generation.Their reasons for doing so are myriad — indeed, while revenge is a common motivation to fight such powerful opponents, it usually kills the would-be hero before he could train another. More often, legacies hunt their foes simply because they have the best training to do so, and are more capable o f fighting such creatures on roughly equal ground. Besides, their failures are lessons to the next generation. Legacies easily integrate into mercenary bands, as their expertise is invaluable against the most dangerous adversaries. H it Die: d8.
REQUIREMENTS The following are the requirements for entering the lega cy prestige class. A lignm ent: May not be the same alignment as the legacy foe (see below). Base A ttack Bonus: +3. Knowledge (arcana): 6 ranks. Feats: Iron W ill Special: The character must have a legacy relative, or find and train under another member of this class. The character must also convince their teacher o f their com mitment, by defeating a creature of the same type as their legacy foe (see below), or an ally or lieutenant of the lega cy foe.
CLASS SKILLS The class skills (and key ability for each skill) for the lega cy prestige class are Alchemy (Int), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Inform ation (Cha), Heal (Wis), H ide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history), Knowledge (legacy foe) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (mer cenary) (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis). S k ill Points at Each Level: 4 + Int modifier.
C L A S S E ^ ^ - r n B . 'i ^ r i' m iai A ........
.
, r. . ^
CLASS FEATURES All of the following are class features of the legacy pres tige class. A rm o r and W eapon Proficiency: Legacies receive training in the use of all simple and martial weapons, and in the use of all light and medium armors. Heavy armors and shields tend to be more dangerous than helpful against the legacy foe, and most legacies eschew their use. Legacy Foe: Upon choosing to become a legacy (even before joining the class properly), the character chooses a legacy foe: an enemy so vastly powerful that it cannot real istically be defeated in one lifetime. Immortal and m il lennial characters and creatures are appropriate choices for legacy foes, but so are certain powerful organizations (such as hidden, ancient cults of evil; DMs have final say). The legacy foe is a favored enemy (as per the ranger abili ty of that name), and the legacy receives all benefits of having a favored enemy when opposing the legacy foe or its direct, knowing minions. This class feature does not stack with the ranger favored enemy class feature, as the legacy chooses his foe as an individual or individuals, not as part of a greater racial group. Careful Consideration: Legacies do not survive by carelessness, hiding when necessary from their legacy foes. Beginning at 2nd level, legacies gain a bonus equal to their level to the DC or any contested checks against lega cy foes attempting to discover them, whether magically (such as with Scry checks), or through more typical man ners (Spot or Gather Information checks). This effect is continuous. D eterm in ation : At 3rd level, the legacy’s studies into the nature of his foe reveals deeper insight into their nature and abilities. W hile fighting the legacy foe or its direct, knowing minions, the legacy adds his level in this prestige class to his Initiative checks. Furthermore, the legacy adds his level as a competence bonus to all Gather Information, Listen, Search, Spot and Wilderness Lore skill checks to track or otherwise find their legacy foe. Strength From Failure: Legacies must learn to cut their losses, and that the greater evil is to die a wasted
T a b le 10—12: T h e L e g a c y Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special Legacy foe Careful consideration Determination Strength from failure Steely resolve Praise to the fallen The enemy o f my enemy Deadly choices Deadly results Undying opposition
C lasses
death than to live a wiser coward. Beginning at 4th level, each time the legacy faces his legacy foe in combat, and both survive, the legacy gains a cumulative +1 compe tence bonus to all attack and damage rolls against the lega cy toe, as well as to all checks and saves against the legacy foe. A legacy may not have more bonuses from this abili ty than his level in this class, and any survived encounters beyond his level in this prestige class are not cumulative. Steely Resolve: Legacies, upon reaching 5th level, have hardened themselves against the nature of their foes and indeed begin identifying themselves in reference to them. They shift one alignment further in opposition with their legacy foe (if possible), and gain an additional W ill save to all mind-altering effects of their foe. Allies of the legacy gain a morale bonus to all W ill saves equal to the legacy’s level when facing the legacy foe. Praise to the Fallen: Though legacies learn combat and resistance training, many would argue that history is their greatest ally in the fight against the legacy foe. Beginning at 6th level, the legacy may make a Knowledge (history) skill check once per adventure (DC equal to the number of decades back the legacy wishes to research), to discover the successes and failures of previous legacies’ struggles against the foe. If the legacy succeeds, his player may ask the DM any single question, which the DM must answer as truthfully as the subject legacy would be aware. The E nem y o f M y Enemy: Eventually, legacies begin planning the final downfall of their foe, and attempt to recruit allies to the cause. At 7th level, the legacy’s name becomes common knowledge among all his legacy foe’s enemies and allies alike, and the legacy gains a circum stance bonus equal to twice his level in this class on all Charisma-related skill checks involving enemies of his legacy foe. If the legacy has the Leadership feat, he does not suffer penalties for hiring cohorts of another align ment, so long as both he and the cohort have the legacy foe as a common enemy.
legacy foe will not charge blindly into this encounter (if he sees an army waiting for him, he will recognize the trap for what it is), this is perhaps a legacy's best chance to destroy his opponent once and for all. U nd y ing O pp osition : At 10th level, the character's opposition to his legacy foe is so great that mere old age cannot stop him. The legacy ceases to age perceptibly, aging at the same rate as his foe does, and the legacy dies if and when his foe does (though the legacy’s death does nothing to his foe). Furthermore, the opposition between foe and legacy becomes a tiny part of the fundamental nature of balance, and neither can directly attack the other (all damage directed from one to the other is reduced to zero). Lastly, the character’s antagonism towards his foe is complete; his alignment permanently shifts to polar opposite of his foe’s. Former Legacies: Legacies who destroy their legacy foe (or who leave the class) may multiclass as normal, receiving no penalties. All classes may multiclass to and from the legacy class, so long as they do not violate their class's alignment or code of conduct restrictions over the course o f their careers as legacies. A legacy who allies with his opponent is less than despicable in his former allies’ eyes and was unworthy o f the trust placed w ithin him.
_______________ MAN-AT-ARMS Most warrior concentrate on mastering one or two weapons, to make them extensions of themselves. A manat-arms prefers a wider familiarity with weapons, at the cost o f overall skill with individual style. Men-at-arms are popular hires among poorer armies, as these warriors fight with whatever is at hand. H it Die: dlO
REQUIREMENTS
Deadly Choices: Eventually, each legacy risks his foe discovering him, and few individuals can stand the undi vided attention of some of the most powerful creatures in
To qualify to become a man-at-arms, a character must ful fill the following criteria: Base Attack Bonus: +8
existence. At 8th level, the legacy makes one final deci sion: to continue on his path, or to turn from it and save his own life (without losing the benefits o f this class; many legacies view this as a retirement of sorts, and most legacy teachers have taken this path). After 8th level, a
Feats: Power Attack, Weapon Focus (any four weapons)
legacy may only multiclass out of the legacy prestige class if he has reached 10th level, or if he has destroyed his lega cy foe. Deadly Results: Though legacy foes are canny, cun ning creatures, even immortals make mistakes. At 9th level, the legacy may provoke his opponent into a con frontation at a time and place of the legacy’s choosing, by publicly calling his opponent out (usually by destroying a favored servant or valuable of the legacy foe’s). W hile the
CLASS SKILLS The man-at-arms’ class skills (and the key ability for each skill) are: Clim b (Str), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis), and Swim (Str). S k ill Points at Each Level: 2 + Int Modifier.
CLASS FEATURES All of the following are class features of the man-at-arms. Weapon and Armor Proficiency: Men-at-arms are profi cient with all simple, martial, and exotic weapons, light, medium, and heavy armor, and shields.
P
r e s t ig e
G eneral S pecialization: A man-at-arms learns to wield every weapon equally, with grace and power. A man-at-arms gains a +1 bonus to hit and damage with any weapon that he wields. Preemptive Strike: Starting at 2nd level, a man-atarms gains the ability to anticipate his opponents' attacks and react accordingly. W hen a man-at-arms is attacked, he may forfeit an attack o f opportunity to gain a dodge bonus equal to his base attack bonus. This bonus last until his next action, at which point, he is only allow a single stan dard or move-equivalent action. Master Critical: Starting at 3rd level, a man-at-arms learns how to use weapons with devastating effects. A man-at-arms is considered to have the Improved Critical Feat with any weapon he has Weapon Focus in. Focused Strike: At 4th level, a man-at-arms learns to hone his strength while not losing speed. W hen using the Power Attack feat, he deals additional damage, equal to his Dexterity bonus (if any). R apid Attack: Starting at 5th level, a man-at-arms gains the ability to anticipate his foes’ plans, and predict a battle before it begins. The man-at-arms gains a bonus to his Initiative checks equal to his man-at-arms level. Strike at the Core: At 6th level, a man-at-arms can launch an attack that not only wounds his opponent, but crushes his fighting spirit. Each time the man-at-arms deals a critical hit, he deals temporary Constitution dam age equal to his Strength bonus (if any). This is in addi tion, to any normal damage dealt. L ig h tn in g Speed: At 7th level, a man-at-arms gains the Spring Attack feat, even if he does not meet the require ments. I f he already possesses this feat, he may choose one feat from the Fighter list of bonus feats. Furious Assault: A 8th level, a man-at-arms learns to more efficiently swing weapons, delivering blow after blow to his opponents. The man-at-arms gains the ability to make an additional attack at his highest attack bonus, when he takes a full attack action. If uses this ability, all of his attacks for the round suffer a -2 penalty.
T a b le
Cla sses
Legendary Prowess: Starting at 9th level, a man-atarms gains nearly total unity with his fighting spirit. A man-at-arms now gains +2 to his armor class and to his attack and damage rolls with all weapons. This ability stacks with his General Specialization ability. True Mastery: Starting at 10th level, a man-at-arms has attained true mastery with all weapons. He gains the Exotic Weapon Proficiency in two additional weapons of his choice and the Weapon Focus feat in four additional weapons of his choice.
ORDER OF THE SANGUINE KNIGHTS W hile most good leaders are loath to admit it, sometimes the easiest solution is also the best. Some men and women of evil have so much power that outright attacks are either impossible or unrealistic, leaving heroes with little alter native but to employ the order o f the sanguine knights. The order of the sanguine knights are nominally a reli gious sect, but count few actual spellcasters. The knights understand that sometimes the destruction of a greater evil requires the use of lesser ones, and volunteer them selves for such sins. The knights do not enjoy this task, and most constantly wonder whether their actions have been just. They charge nominal fees for their services, tak ing most o f their money from their victims (the better to keep the order autonomous). However, it is expected that a night donate a large portion of his spoils to a good or charitable cause. In the end, few know the real risks that these knights take. “Peaceful” men parade the order in the open as merciful and generous, hiding its true nature. In the end, most knights either die or fall to evil, or both. H it Die: dS.
10-13: T h e M a n - a t- A rm s Base
Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +1 +1 +2 +2 +3 +3 +4 +4 +5 +5
Special General specialization Preemptive strike Master critical Focused strike Rapid attack Strike at the core Lightning speed Furious assault Legendary prowess True mastery
JL
P
r e s t ig e
REQUIREMENTS
C lasses
vive, he retaliates as an attack of opportunity, automatical
All of the following are requirements for joining the Order of the Sanguine Knights. A lignm ent: Neutral Good or Chaotic Good. H ide: 6 ranks. Move Silently: 6 ranks. Sneak Attack: +2d6.
CLASS SKILLS The class skills for the sanguine knights class, and the key ability for each skill, are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot
ly hitting the knight, in turn, with a critical hit. B lissful Ignorance: At 10th level, the knight’s skill at evading detection becomes almost complete. W hile he has no weapons drawn, he does not set off any traps or wards, and all attempts to scry him have +20 to the DC. Unless someone is specifically looking for him, the knight acts as though he had invisibility cast upon him. Form er K nights: Knights who refuse to do penance for their actions, who purposefully kill innocents, or who become evil are cast out of the Order, losing all supernat ural and spell-like abilities. The Order also leaks informa tion about the fallen knight’s whereabouts, and other knights hunt the traitor down.
(Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). S k ill Points at Each Level: 4 + Int modifier.
__________________ PARTISAN
CLASS FEATURES All of the following are class features o f the sanguine knights prestige class. A rm o r and W eapon Proficiency: The order o f the sanguine knights does not teach its members any special skill in combat. Sneak Attack: Starting at 1st level, the knight gains extra sneak damage of +ld6 which stacks with previous sneak attack bonuses. At 3rd level and every two level thereafter, the knight gains an additional +ld6. Poison: At 2nd level, the knight never risks accidental ly poisoning himself. The H id d e n Dagger: The knights know how to hide weapons from the eyes of others. At 4th level, the knight can hide one Small object that cannot be found without a Search check (DC 20 +level in this class + Hide). Sanctuary: At 6th level, the knight is continuously protected by a sanctuary spell. I f the knight breaches his own sanctuary, he must wait until the dawn of the next day before it renews. B lood C alls to Blood: At 8th level, whenever a knight’s attack threatens a critical hit, he may choose to make the hit an automatic critical. Should the victim sur
The partisan are trained to ambush superior numbers and vanish before others discover him. Working primarily in the wild, partisans prove vital to an underdog army or mercenary band, capable of inflicting maximal casualties while receiving minimal in return. Partisans are adept at setting traps, infiltrating enemy outposts, sabotage, and when needed, assassination. The majority of partisans are guerrillas, rogues, rangers, and scouts at ease in the wild. Fighters and barbarians make for powerful partisans, but the need for subtlety occasionally hampers their fighting style. Some of the most terrifying partisans come from druidic back grounds, capable of bringing the land itself to bear against enemies. Sorcerers, wizards, and clerics rarely choose the path of the partisan, whose need for wilderness savvy and silence interferes with their spell studies. NPC partisans are rebels, scouts, and infiltrators, assist ing or harassing the PC’s while they travel, or preventing passage to certain areas through judicious use of traps. Regardless, a partisan is most at home in the wild, and is rarely found in the city or a dungeon. H it Die: dlO.
T a b le 10-14: T h e O r d e r o f t h e S a n g u i n e K n i g h t s Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Sneak attack +1d6 Poison Sneak attack +ld6 The hidden dagger Sneak attack +1 d6 Sanctity Sneak attack +ld6 Blood calls to blood Sneak attack +ld6 Blissful ignorance
P
r e s t ig e
REQUIREMENTS To qualify to become a partisan, a character must fulfill all of the following criteria. A lignm ent: Any non-lawful Craft (trapm aking): 4 ranks H ide: 4 ranks Move Silently: 4 ranks W ilderness Lore: 6 ranks Feats: Lightning Reflexes
Cla sses
<
Track: At 3rd level, the partisan gains the Track feat, if he did not have it already. If he already possess this feat, he gains a +2 competence bonus to all Wilderness lore checks to track instead. Over Here: At 4th level, the partisan can draw his ene mies into his traps and deeper into the woods. He gains a +4 competence bonus to all Bluff checks to get others to chase him and this ability lasts for 1 minute per check, rather than 1 round.
CLASS SKILLS The partisan's class skills (and the key ability for each skill) are Clim b (Str), Disable Device (Int), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Wilderness Lore (Wis). S k ill p o in ts at each level: 4 + Int modifier
CLASS FEATURES All o f the following are features of the partisan prestige class. W eapon and A rm o r Proficiency: Partisans prefer to strike from a distance, and as such, are proficient with all simple weapons, and all ranged martial weapons. They are proficient in light armor, but not shields. Traps: Partisans are adept at setting traps, and can devise potentially deadly obstacles for their quarry or pur suit in a short amount o f time. Setting a trap takes a num ber of rounds equal to 10 - the partisan’s level. The parti-' san make not take 10 when using this ability until he reaches 6th level and he cannot or take 20 using this abil ity until he reaches 9th level. Stealth: Starting at 2nd level, a partisan begins learn ing how tojmaximize use o f his environment, and as long as he is fighting in relatively wooded terrain, gains onequarter cover at all times. However, he must be free to move and any instance that would negate a Dexterity bonus also negates the cover. At 6th level, this increases to half cover and at 10th three-quarters cover.
Sneak Attack: At 5th level, the partisan gains the rogue sneak attack ability, but at a +2d6. Speed o f the W olf: At 7th level, the partisan's base movement increases by 10 ft. while in the wilderness and while wearing light or no armor. This ability stacks with the barbarian fast movement. Survivalist: At 8th level, the partisan can fend for him self in nearly any environment. In addition, he is so used to scraping by that he can survive with little or no food and water. A partisan needs half the food and water each day that a normal member of his race requires. In addi tion, he gains a +4 competence bonus to Wilderness checks when trying to forage for food and need only spend 1 hour doing so when foraging for himself. This ability stacks with other abilities of the same type.
_______ PERSONAL CHAMPION In many ways, the easiest way to end a war is to end its leaders. Very few great strategists hold their wisdom while still young, and so even the most famed warlords are not the greatest of combatants. It can be a surprisingly simple matter to simply kill one man. O f course, these strategists know that, too — it was their idea first. The personal champion's background is one of the closest-guarded secrets of his employer. He is often of a dif ferent race, has received different training, and some times speaks little or none o f his master’s language. This is
T a b le 10-15: T h e P a r t i s a n Base Class
Attack
Fort
Ref
Will
Level 1 2 3 4 5 6 7 8 9 10
Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Traps Stealth (one-quarter cover) Track Over here Sneak attack +2d6 Stealth (one-half cover), traps Speed o f the wolf Survivalist Traps Stealth (three-quarters cover)
la
>
P
r e s t ig e
all intentional - the more difficult it is for an adversary to reach the champion, the more difficult it is for the cham pion to turn against the general. Eventually, the champion earns an amount of political power with his position, as he becomes the general's most trusted companion. H it Die: dlO.
REQUIREMENTS All of the following are requirements for entering the per sonal champion prestige class. A lignm ent: Any lawful. Base Attack: +6. Heal: 4 ranks. Listen: 6 ranks. Sense Motive: 4 ranks. Spot: 6 ranks.
Classes
<
H u m a n Shield: W hen fighting defensively, dodging (as per the Dodge feat), or using the Expertise feat, the personal champion may elect to give these bonuses (cumulatively, if necessary) to any one person within his threat area. The target’s original opponents use their attacks of opportunity (if any) on the champion instead of his charge, as well. Using this ability is a move-equivalent action (the champion is moving to intercept incoming attacks), and provokes an attack of opportunity when used initially (the character may cancel his protection at the end of the round after he begins it). This ability only works if the person the champion is defending is of the same or smaller size, and if the person is only either fight ing defensively himself, casting spells, or take a partial move action. Eyes in the Back o f your Head: The personal champi
Feats: Alertness, Dodge, Expertise, and Quick Draw. Special: The personal cham pion must have an absolutely clean record, with no evidence of criminal activity, betrayal, or scandal that his charge’s best spies can uncover — if no suitable NPC exists, assume a spy with 10 ranks of Gather Information is performing the back ground check.
CLASS SKILLS The personal champion’s class skills (and the key ability for each skill) are Clim b (Str), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). S k ill Points at Each Level: 2 + Int modifier.
CLASS FEATURES All o f the following are class features of the personal champion prestige class. A rm o r and W eapon Proficiency: Personal champi ons are familiar with all simple and martial weapons, all light armors, and shields.
on is always alert, always watching his surroundings. He gains a permanent +2 bonus to his Wisdom score. D anger in Every Shadow: At 3rd level, the personal champion learns to expect treachery and ambush. He is no longer taken by surprise, and may not be flanked. This protection does not extend to anyone else. Lying in Wait: At 4th level, the personal champion is a coiled spring, waiting to strike. He gains the benefits of Lightning Reflexes and Improved Initiative, although he does not technically have these feats (i.e. these do no meet the prerequisites for other feats or class abilities). A Life For a Life: Many leaders argue that loyalty is not only a great virtue, but a powerful shield, as well. W ith personal champions, this is not a metaphor. At 5th level, the champion may add his saving throw bonuses to any one person in his threatened area. This is a full-round action that takes effect immediately, and draws an attack of opportunity. I f the champion must make a saving throw at this time, he has no bonuses whatsoever, and make a straight roll for the save. At 10th level, this can be done as a move-equivalent action. Additionally, he may split up his bonuses, provid ing his charge with whatever bonus he wishes to extend. He may also extend this bonus to any and all allies in his threat range.
T a b le 10-16: P e r s o n a l C h a m p io n Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
I---------
>
Special H um an shield Eyes in the back o f your head Danger in every shadow Lying in wait A life for a life To me! Betrayal’s knife Heightened senses Shield other A Life for a life
P
r e s t ig e
To Me!: At 6th level, the personal champion is never away from his charge. He can always occupy the same location (i.e. 5 ft. square) as his charge. Betrayal’s Knife: The loyalty of an honorable man is not lightly cast aside. At 7th level, he becomes acutely aware of his charge's condition, doubling the effects of the Alertness feat. He may also: extend his special ability Shield Other to more than one person in his threat range. H eightened Senses: At 8th level, the personal cham pion is so alert that he can never take damage from a sneak attack from any source. This ability is negated if the personal champion is ever immobilized. Shield Other: At 9th level, personal champion is will ing to die for his charge. By touching another, and taking a full-round action, the target permanently receives the benefits of a shield other spell as though the champion had cast it. The champion may affect a number of people equal to his Constitution modifier at any one time, and he loses 1 Constitution permanently if the shield other is somehow negated, or if his charge dies.
_____________ ___ SKIRMISHER Warlords have little time for soldiers who do not follow order and formation, seeing them as dangerous threats to their own tactics. Canny leaders, however, understand the benefit of using such troops to counter their opponents’ strategies, and hire on mercenaries skilled at skirmish combat. Capable of disrupting well-laid plans with ease, skirmishers are nonetheless expected not to survive more than a handful of battles, and most demand payment in advance for this very reason. H it D ie; d 10
REQUIREMENTS To qualify to become a skirmisher, a character must fulfill the following criteria: A lignm ent: Non-lawful
Classes
Base Attack Bonus: +5 C lim b : 4 ranks Disguise: 4 ranks Hide: 6 ranks In t u it D irection: 4 ranks Move Silently: 4 ranks Feats: Blind-Fight, Combat Reflexes, Improved Initiative, and Run
CLASS SKILLS The skirmisher’s class skills (and the key ability for each skill) are: Clim b (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intuit Direction (Wis), Jump (Str), Move Silently (Dex), Ride (Dex), Swim (Str), and Tumble (Dex). S k ill Points at Each Level: 4 + Int Modifier.
CLASS FEATURES All o f the following are class features of the skirmisher. W eapon and A rm o r Proficiency: Skirmishers are proficient with all simple and martial weapons, light and medium armor, and shields. S k irm ish ing: A skirmisher learns to maneuver on the battlefield staying clear o f danger. He gains his Intelligence modifier (if positive) as a bonus to his AC. He loses this bonus at any time that he would lose his Dexterity bonus to AC U northodox Tactics: Starting at 2nd level, a skirmish er may utilize unorthodox tactics in combat. W hen firing into melee, the skirmisher ignores up to his level in penal ties to his attack roll. For instance, a 3rd level skirmisher only suffers a -1 when firing into melee and a 6th level skirmisher only suffers a -2 when firing into melee, passed an ally who is providing cover. Fall Back: Starting at 3rd level, a skirmisher learns to fight normally while looking for a more advantageous location to fight. A skirmisher may now take both a full attack action and then a move-equivalent action in any given round.
T a b le 10-17: T h e S k i r m i s h e r Base
>
Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus
Save
Save
Save
+1 +1
+2
+2
+3 +3 +4 +4 +5 +5
+3 +3 +4 +4
+1
+2 +3 +4 +5
+6 +7
+8 +9
+10
+2 +2 +3 +3 +4 +4 +5
+6
+6 +6
+7
+5 +5
+6 +6 +7
Special Skirmishing U northodox tactics Fall back A m bush Disguised strike Sightless strike Enhanced reflexes Fast as lightning Enhanced critical Unreturned strike
P
r e s t ig e
A m bush: At 4th level, a skirmisher may ambush his opponents, striking before his foes' can react. Anytime a skirmisher attacks an opponent who is flanked or denied his Dexterity modifier to his armor class, the skirmisher strikes a vital spot. I f the skirmisher’s attack is successful, it is considered a critical threat. Disguised Strike: At 5th level, a skirmisher is able to completely conceal his intentions to attack, guaranteeing his opponents are caught off guard. A skirmisher is never surprised and gains a bonus to his attacks during a sur prise round equal to his level in this class. Sightless Strike: At 6th level, a skirmisher may oper ate without sight as if he could see perfectly. A skirmisher gains the Blindsight ability up to 30 ft. E nhanced Reflexes: At 7th level, a skirmisher can react to his opponent's actions more quickly than normal. Any time he allowed an attack o f opportunity on a single opponent, he may make two attack rolls instead of one, so long as he has attacks remaining. Fast As Lig h tning: At 8th level, a skirmisher’s speed becomes legendary. His base speed increases by +10 ft. when wearing no armor or light armor. This ability stacks with the barbarian’s fast movement ability. In addition, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. Enhanced Critical: At 9th level, a skirmisher becomes more deadly when ambushing his opponents. Whenever a skirmisher catches his opponents flat-footed, his critical threat range and critical modifier increase by 1. U nreturned Strike: Starting at 10th level, a skirmish er learns to attack and move before his foe can react to his attack. The skirmisher always catches his opponents flat footed.
__________________SLAYER Most mercenaries are, at worst, unfeeling about other intelligent creatures, neither protecting nor harming them directly outside of the stipulations of their con tracts. The slayers take another tack entirely, and engage in wanton destruction whenever possible (though lawful evil slayers may prefer a more systematic approach to their mayhem). To encourage their fearsome reputations, the slayers pillage, loot, and destroy at the slightest oppor tunity, and though this may cost them contracts from some queasy generals, the ones with stomachs for carnage find the slayers to be almost as valuable for their sheer leg end as for their combat prowess. H it Die: dl2.
Cla sses
REQUIREMENTS To qualify to become a slayer, a character must fulfill the following criteria: Base attack bonus: +8 A lignm ent: Any evil Feats: Cleave, Great Fortitude, Power Attack, Tough ness, Weapon Focus (Any) Special: The slayer cannot advance to the 6th level of this prestige class without Weapon Specialization.
CUSS SKILLS The slayer’s class skills (and the key ability for each skill) are: Bluff (Cha), Clim b (Str), Innuendo (Wis), Intimidate (Cha), Jump (Str), Ride (Dex). S k ill Points at Each Level: 2 + Int modifier.
CUSS FEATURES All o f the following are class features o f the slayer. W eapon and A rm o r Proficiency: A slayer is profi cient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields. W eapon Focus: Starting at 1st level, a slayer gains the Weapon Focus feat in any one weapon. Blood o f the Slayer: Starting at 2nd level, a slayer receives the ability to increase the damage dealing capaci
E nhanced Damage: Starting at 6th level, a slayer gains the ability to deal greater damage. W hen using a weapon that he has Specialization with, he increases the critical strike multiplier of that weapon by 1. W icked Strike: Starting at 7th level, a slayer gains the ability to deliver wicked strikes. Whenever he wields a weapon that he has Specialization with, the weapons counts as having the wounding enchantment. Im proved C ritical Strike: Starting at 8th level, a slay er gains the Improved Critical feat as a bonus feat. Greater C ritical Strike: Starting at 9th level, a slayer may deliver a Greater Critical Strike once per day. When he scores a critical strike normally, he may elect to use this ability. This ability allows the slayer to deal an extra ld6 of damage per slayer level. The critical strike modifier does not multiply these extra dice. Bloodbath: Starting at 10th level, a slayer may cause a bloodbath. Once per day, the character may enter into a frenzy of destructive rage as a free action. W hile enraged, the slayer receives two attacks at each of his attack bonus es, and deals +4 damage with each attack. The rage lasts until the slayer chooses to end it, but the slayer takes ld8 damage per round spent in the rage. This damage is taken at the stan of each round that the character is enraged.
ty of his weapon. He spends one day in prayer and immerses his chosen weapon in a barrel of blood (any blood will do, but the blood of his victims is most often used). At the end o f the day, he removes the weapon, and it is permanently stained blood red. This increases the damage die type by one (d8 becomes dlO, dlO becomes dl2, etc.) No weapon can ever be stained more than once. This benefit only applies to the weapon, while the slayer wields it. j Greater W eapon Focus: Starting at 3rd level, a slayer doubles the effects o f the Weapon Focus Feat. Supreme Force: Starting at 4th level, a slayer adds +2 to all damage rolls with a single weapon o f his choice. Supreme Cleave: Starting at 5th level, a slayer gains the ability to take one (and only one) S-foot step before making a Cleave or Great Cleave attack.
SOLDIERS OF THE BLACKENED ROAD Spawned during the same conflict which created the exiles of the burning road, the soldiers of the blackened road splintered off, deciding that ideals are dangerous handicaps on the battlefield. Mercenaries in every sense of the word, the soldiers o f the blackened road have worked for virtually every warlord in the last hundred years, and many other groups deride the soldiers as little more than a thug's guild. Surprisingly, soldiers of the blackened road bear no malice to the exiles (though the reverse is not true), and the soldiers frequently recruit from their ranks. The sol-
T a b l e 10-18: T h e S l a y e r Base
>
Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4rh 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Save +2 +3 +3 +4 4 +5 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Weapon focus Blood o f the slayer Greater weapon focus Suprem e force Supreme cleave Enhanced dam age Wicked strike Improved critical strike Greater critical strike Bloodbath
P
r e s t ig e
diers also share the exiles' distaste for ores, refusing mem bership to them and quietly killing as many ores as they can. Hit Die: d8.
Cla sses
Gang Tactics: At 3rd level, the soldier learns some of the basic teamwork techniques of his band, and gains a circumstance bonus to all attack rolls on an opponent, equal to the number of people attacking him at once (up to the Soldier’s level).
REQUIREMENTS To qualify to join the Exiles of the Burning Road, a char acter must meet the following requirements. Race: May not be an ore or half-orc. Alignment: Any non-good.
Base Attack Bonus: +6. Feats: Power Attack, Toughness. Special: The character must participate in three raids on orcish villages. Sometimes a small "fee” is charged to those interested in joining the Soldier’s ranks. This of course, is entirely up to the mercenary captain at the time, and is usually a reflection of the person or persons seeking membership.
CLASS SKILLS The class skills for the soldiers of the blackened road (and the key ability for each skill) are Clim b (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), Swim (Str), and Wilderness Lore (Wis). Skill Points at Each Level: 2 + Int modifier.
The Coward’s Way: At 5th level, the soldier learns to reposition himself when he is attacking with an ally. The Soldier may maneuver to a flanking position as a moveequivalent action. This does not provoke an attack of opportunity.
Wipe Them Out: At 7th level, the soldier’s ruthless ness in combat turns stomachs. For every coup de grace the soldier has performed in this combat, he gains a +2 fear bonus to his AC. This ability ends when the encounter ends or once an opponent successfully strikes the soldier. Additionally, the soldier can perform a coup de grace as a move-equivalent action that does not pro voke attacks o f opportunity. Bloodlust: At 9th level, the soldier’s skill at mayhem is so attuned that when striking with a piercing or slashing weapon, he may actually bleed his opponent to death. The soldier’s piercing and slashing weapons are considered to have wounding.This effect extends to ranged weapons, but only if the soldier is within 30 ft. of his target.
CLASS FEATURES
SPELLSLAYER
All of the following are class features of the soldiers of the blackened road prestige class.
Armor and Weapon Proficiency: Soldiers o f the blackened road are proficient with all simple weapons, and all light armor and shields. Favored Enemy: All soldiers of the blackened road have ores as a favored enemy, as per the ranger class fea ture of the same name. This stacks with any previous favored enemy ability that a character may already pos sess, in respect to ores Bonus Feats: Beginning at 2nd level and continuing every other level thereafter, the soldier may choose to take a bonus feat from the fighter list of bonus feats.
Not all cultures welcome spellcasters, and even clerics and paladins may find themselves hated and feared in some places. Magic is a terrifying unknown to some peo ple, and those who hunt it are among the greatest heroes such men and women will ever know. Spellslayers are not necessarily possessed of an irra tional hatred of magic, but such warriors are the norm, not the exception. Former barbarians are the most com mon spellslayers, but rogues and fighters are not unheard of. Outside of their own lands, spellslayers are in high demand as sell-swords, and command some of the highest prices o f such. H it Die: dlO.
T a b le 10-19: T h e S o l d i e r o f t h e B la c k e n e d R o a d Base Class
Attack
Fort
Ref
Will
Level 1 2 3 4 5 6 7 8 9 10
Bonus +1 +2 +3 +4 +5 +6 +8 +9 +9 +10
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Favored enemy Bonus feat G ang tactics Bonus feat The Coward’s way Bonus feat W ipe them out Bonus feat Bloodlust Bonus feat
P
REQUIREMENTS
restige
The following are the requirements for joining the spellslayer prestige class. Base Attack: +4. Spellcraft: 6 ranks Feats: Skill Focus (spellcraft) Spellcasting: May not haVe the ability to cast arcane spells. Special: The character may not own any magical items.
CLASS SKILLS The class skills for the spellslayer class, and the key abili ty for each skill, are Bluff (Cha), Clim b (Str), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Sense Motive (Wis), and Spellcraft (Int). Sk ill Points at Each Level: 2 + Int modifier.
CLASS FEATURES The following are the class features of the spellslayer pres tige class. A rm o r and W eapon Proficiency: Spellslayers are familiar with all simple and martial weapons, and with all light armors. U nforg iving Steel: Beginning at 1st level and contin uing every other level thereafter, the spellslayer becomes more resilient to magic. Magic weapons which strike him lose a +1 effect per Unforgiving Steel level and the char acter ignores a like amount of bonuses when attacking someone with magical armor. Spellslayers may also strike • opponents who may only be hit by a weapon of +1 or bet ter value, so long as their Unforgiving Steel ability meets or exceeds the required bonus. Shatter Protections: At 2nd level, the spellslayer is adept at th^ destruction of magical effects. The spellslayer may replicate the effects of dispel magic once per day as a spellcaster equal to his level in this class. Negate Magic: At 4th level, the character can willfully suppress the power of magical items. The character must make a touch attack for this ability to work. I f successful, the spellslayer cancels the effects o f one property o f the
Classes
magic item for a number of days equal to his level in this prestige class. I f the item is unattended it is not allowed a saving throw, otherwise, the DC of any saving throw to resist this power is 10 +your level in this prestige class. Strike D ow n the Mystic: At 6th level, the spellslayer may vary his attack to better suit his fighting styles against spellcasters. W hen attacking spellcasters and crea tures with spell-like abilities (which count as spells of the same level and number as the printed spell and its uses per day), the spellslayer may choose to disrupt his victim’s magical essence. The spellslayer must announce the use of this ability before declaring his attack, and make a Spellcraft check (DC equals twice the victim’s total spell casting levels). If he makes the check and successfully hits, the spellslayer negates a number of spells whose total level is equal to the damage inflicted (defender chooses which spells/spell slots are lost), reducing the damage to zero. Detect Magic: At 8th level, you can smell magic. This is functionally identical to the spell detect magic. The spell slayer must concentrate for one round per the spell. However, if the spellslayer has the Track feat, he doubles the effective range of this ability. Spell Resistance: Spellslayers, upon reaching 10th level, master their class’ countermagic, gaining a natural Spell Resistance equal to their overall level. This ability hinges on the character’s refusal to accept magic, and works against helpful and harmful spells alike. Form er Spellslayers: Most spellslayers multiclass freely between the prestige class and their original class or classes. O n rare occasions, however (usually as a result of realizing their own abilities are themselves magical), some spellslayers multiclass into a spellcasting class. Spellslayers who do this, or who knowingly employ mag ical items, may not advance further in this class, and lose access to the following class features: Shatter Protections, Strike Down the Mystic, Detect Magic, and Spell Resistance. Characters who abandon the class in such a manner may never return to it.
T a b le 10-20: T h e S p e l l s l a y e r Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Unforgiving steel +1 Shatter protections Unforgiving steel +2 Negate m agic Unforgiving steel +3 Strike down the mystic Unforgiving steel +4 Detect m agic Unforgiving steel +5 Spell resistance
C
P
restige
______ STALWART DEFENDER Stalwart defenders are guards and watchmen, the last line of defense against assault. Skilled less at winning combat than in prolonging it, these soldiers intend to outlast their opponents, whether by exhausting them or simply delay ing the fight’s outcome until the defender’s reinforce ments arrive. Mercenary units of defenders demand high wages for their talents, and almost invariably receive them. Lastminute hires, they appeal primarily to hopelessly out numbered and overpowered armies, and frequently suc ceed at their missions. H it Die: d 12
REQUIREMENTS To qualify to become a stalwart defender, a character must fulfill the following criteria: Base Attack Bonus: +7 Feats: Armor Proficiency (m edium), Endurance, Expertise, Great Fortitude, and Toughness
CLASS SKILLS The stalwart defender’s class skills (and the key ability for each skill) are: Clim b (Str), Craft (Int), Heal (Wis), Jump (Str), Profession (Wis), Ride (Dex), and Swim (Str). S k ill Points at Each Level: 2 + Int Modifier.
CLASS FEATURES All o f the following are class features of the Stalwart Defender. W eapon and A rm or Proficiency: Stalwart Defenders are proficient with all simple and martial weapons, light, medium, and heavy armor, and shields. Fortified C o n stitu tio n : A stalwart defender is very physically resilient. Also, now he applies his Wisdom modifier (if positive) as a bonus to his hit points gained per level. This new modifier (if applicable) is applied retroactively to all of the defender's levels.
T a b le
C lasses
S kin o f Iron: At 2nd level, a stalwart defender’s ability to shrug off damage increases. His battle hardiness grants him a natural armor bonus of +2. At 5th level, this bonus increases to +5. At 8th level, this bonus increases to +8. Im p ro v e d Toughness: At 3rd level, the stalwart defender gains 8 hit points. In addition, each time he takes the Toughness feat he gains an additional 8 hit points, rather than the normal 3. Damage R eduction: Starting at 4th level, a stalwart defender gains damage reduction of 2/— . At 9th level it increases to 4/— . Great Toughness: Starting at 6th level, a stalwart defender further enhances his physical stature. He gains 12 additional hit points. In addition, each time he takes the Toughness feat he gains an additional 12 hit points, rather than the normal 3. Ig n o re W o und s: Starting at 7th level, a stalwart defender may attempt to completely ignore an attack. Once per day, he gains a +2 morale bonus to saving throws and AC. Fie also gains spell resistance 10 + his Intel ligence modifier and protection from arrows. This protec tion persists for a number of rounds equal to his level in this prestige class. Once this protection ends, the stalwart defender is winded, suffering a -2 penalty to Strength and Dexterity for one hour. Supreme Toughness: Starting at 10th level, a stalwart defender is a truly formidable defender, for he is a verita ble wellspring of durability and health. He automatically gains the maximum amount of hit points each level for his die type. In addition, his hit die is permanently a d 12, no matter the class he joins.
__________ URBAN DEFENDER Constables, city guard, police officers, city watch — they go by many names, and every city needs them. They are the peacekeepers, law enforcers, and a city’s first line of defense against threats from both within and without. Urban defenders walk a thin line between tyranny and
10-21: T h e S t a l w a r t D e f e n d e r Base
Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +1 +1 +2 +2 +3 +3 +4 +4 +5
Special Fortified constitution Skin o f iron Improved toughness D am age reduction 2/— Skin o f iron Great toughness Ignore w ounds Skin o f iron Damage reduction 4/— Suprem e toughness
P
r e s t ig e
ineffectiveness, and falling into either category can spell disaster for a city. Urban defenders know every nook and cranny of their city, and the optimal ways to fight and get around in it. Most urban defenders are fighters, trained to guard and protect the city that is their home. Some are rogues, using their speed and stealth to track down and dispatch wouldbe troublemakers and invaders. A few are spellcasters, who through a particular loyalty to their city have chosen to see to its well-being. No self-respecting druid or ranger would ever tie himself to an urban environment long enough to become an urban defender.
Cla sses
NPC urban defenders are a group o f adventurers' best friends when they need the law’s protection, and their worst enemies when (far more often) on the run from it. Furthermore, urban defenders are just as vulnerable to corruption or coercion as anyone else, and can make trav elers’ lives a living hell even just trying to pass through. H it Die: dlO..
REQUIREMENTS To qualify to become an urban defender, a character must fulfill the following criteria. A lignm ent: Any non-chaotic. Base Attack Bonus: +3 Knowledge (local): 4 ranks Special: The city must commission the character into service and the character must come from a recognizable or friendly race that the locals know and do not fear. A character who saves the city from danger, may be able (with the D M ’s permission) to ignore this effect.
CLASS SKILLS The urban defender’s class skills (and the key ability for each skill) are Balance (Dex), Clim b (Str), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge (local) (Int), Search (Int), and Sense Motive (Wis). S k ill Points at Each Level: 4 + Int modifier
CLASS FEATURES All of the following are class features of the urban defender prestige class. W eapon and A rm or Proficiency: Urban defend ers are proficient with all simple and martial weapons, and all armor, but not shields. Loyalty: Nobody becomes an urban defender without a great deal of love for their city. W hile fighting to defend or protect their city, urban defenders gain a +1 morale bonus to attacks, damage, checks and saves. This bonus applies only when defending their home and its citizenry from an outside force, not merely in service to them. Street Fighter: Urban defenders are trained to take advantage of their familiarity with the terrain. When fighting in an area of a city with which they are familiar, urban defenders gain a +1 insight bonus to their AC, attack rolls, checks, and Reflex saves. Lawgiver: At 2nd level, the urban defender gains a +4 circumstance bonus to all Diplomacy, Gather Information, and Intimidate checks made while in his city, as a result of his familiarity with the city and its peo ple. Bonus Feat: At 3rd level, and every three levels after ward (6th and 9th) the urban defender gains a bonus feat from the fighter's list of bonus feats.
>
<
P
r e s t ig e
Lieutenant: At 4th level, a unit of lower-ranking con stables are placed under his command. Up to five charac ters whose total levels do not exceed the urban defenders are placed at his disposal, as NPC followers.To determine their level, consider the urban defender to have a Leadership score of 10 that never increases. Expert Street Fighter: At 5th level, the urban defend er knows the city so well that his insight bonus when fighting in a familiar urban area increases to +2. R io t C o n tro l: At 7th level, the urban defender becomes trained in non-lethai fighting techniques. He no longer suffers a penalty to hit when doing subdual dam age with a normal weapon. Investigator: The urban defender is so attuned to his city that, upon reaching 8th level, he can detect chaos 3 times/day within the city limits. Streetwise: At 10th level, the urban defender is so knowledgeable about urban combat tactics that his insight bonus applies in any area of any city, regardless of his familiarity with the area.
UNSEEN HAND Though most mercenaries are battlefield hires, some foes fall more easily to one death than to one thousand. After warrior contracts, assassin contracts are the most popular mercenary assignments, especially during nominal times of peace. The Unseen Hand is one of the most popular groups of assassins-for-hire, and with good reason - they only rarely leave signs of their passing, and primarily employ unarmed techniques, the better to catch oppo nents off-guard. The unseen hand recruits primarily from the popula tions of former monks, those bitter souls who lacked the discipline their fellows hold in such esteem. W hile few things salve wounded pride, the unseen hand argues that money does, and their most prosperous members clearly agree. H it Die: d8.
T a b l e 10-22: T h e U
rban
Cla sses
REQUIREMENTS To qualify to become an unseen hand, a character must fulfill the following criteria: A lignm ent: Any non-good Base Attack Bonus: +6 Bluff: 6 ranks Disguise: 8 ranks Escape Artist: 4 ranks H ide: 8 ranks Move Silently: 8 ranks Feats: Improved Initiative, Improved Unarmed Strike, and Mobility
CLASS SKILLS The unseen hands class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Clim b (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Spot (Wis), Tumble (Dex), and Rope Use (Dex). S k ill Points at Each Level: 6 + Int Modifier.
CLASS FEATURES All of the following are class features of the unseen hand. W eapon and A rm o r Proficiency: Unseen hands gain no additional weapon or armor proficiency. Note that an unseen hand who wears armor or wields a weapon cannot use any of his unseen hand class abilities. M onks: Monks who join the unseen hand can never become monks again, but retain all the previous abilities of their class. Soul Strength: An unseen hand can wound opponents that have damage resistance. At 1st level, the unseen hand’s unarmed strikes count as having a magical +1 bonus to hit only. This bonus increases to +2 at 3rd level, +3 at 5th level, +4 at 6th level, and +5 at 7th level. This bonus is reduced by 1, when using a melee weapon, and by 2 when using a ranged weapon. Sneak Attack: Starting at 1st level, an unseen hand can make devastating attacks against opponents who cannot adequately defend themselves. Whenever an unseen
D efen d er
Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Loyalty, street fighter Lawgiver Bonus feat Lieutenant Expert street fighter Bonus feat Riot control Investigator Bonus feat Streetwise
Cla sses
A
mmmm
hand strikes an opponent who is denied his Dexterity modifier to his armor class or the unseen hand flanks his opponent, the unseen hand can strike a vital spot for extra damage. The extra damage is +ld6 at 1st level, and an addi tional ld6 is added every two levels thereafter. This damage stacks with other sneak attack bonuses. U ncanny Dodge: Starting at 2nd level, an unseen hand can react to danger before he is even aware of it. An unseen hand never loses his Dexterity modifier to his armor class, even if he is flat-footed, flanked, or is struck by an invisible attacker. Insig nific a nt: At 3rd level, an unseen hand can blend into any surrounding. He gains a +5 competence bonus to all Hide and Move Silently checks. In addition, it he takes the Total Defense option in combat he gains 1/4 cover, no matter what terrain he is fighting on. Speedy Blow: Starting at 4th level, an unseen hand develops the ability to strike in the blink of an eye. The unseen hand receives his Wisdom modifier (if posi tive) as a bonus to his initiative. Poison Aura: Starting at 6th level, an unseen hand’s evil permeates to ever fiber of his being. Even his unarmed strikes are surrounded by viru lence. Whenever he strikes an opponent, the vic tim must succeed at a Fortitude save (DC 10 + the unseen hand's class level +Wisdom modifier) or suffer an additional ld lO points of damage from poison. Im proved Evasion: Starting at 7th level, an unseen hand gains improved evasion. This works like evasion except that while an unseen hand still takes no damage on a successful saving throw, now on an unsuccessful save, the unseen hand only takes half damage. Inv isible Strike: Starting at 8th level, an unseen hand can strike so quickly that none notice his attack. During the first round o f combat, he may make one attack before anyone else and may even act during a surprise if could not otherwise. Greater Sneak Attack: Starting at 10th level, an unseen hand gains greater ability to harm vital points. He rolls d8’s instead of d6’s with his sneak attacks. Other sneak attack abilities increase by one die type to a maximum of d l 2. T a b l e 10-23: T h e U
n seen
H and
Base Class
Attack
Fort
Ref
Will
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
-L
Special Soul strength, sneak attack +ld6 Uncanny dodge Insignificant, sneak attack +2d6 Speedy blow Sneak attack +3d6 Poison aura Improved evasion, sneak attack +4d6 Invisible strike Sneak attack +5d6 Great sneak attack
L i,.
>
M a g ic
*•
Ite m s
U .. ■ w-i-m A
II
T a b l e 11-1: N Minor 01-20 21-40 41-60 61-80 81-99
100
ew
M
Medium
elee
W
Major
eapo n
S p e c ia l A b i l i t i e s
Special Ability
01-11 12-21 22-32 33-43 44-54 55-65 77-87 98-98
Market Price
01-09 Ancient 10-18 Bonding 19-27 Ceremonial 28-36 Focused 37-45 Shattering 46-54 Proficient 64-72 Invisible Reach** 73-81 83-90 Force 91-97 Healing 99-100 98-100 Roll again twice***
Modifier* +1 +1 +1 +1 +1 +1 +2 +3 +3 +5
* Add to enhancem ent bonus to determ ine total market price. * * Piercing weapons only. Reroll if randomly generated for a nonpiercing weapon. * * * Reroll if you get a duplicate special ability, an ability incom patible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon's e nhancem ent bonus and special ability bonus equivalents can’t total more than +10.
MAGIC WEAPON SPECIAL ABILITIES DESCRIPTIONS Ancient: An ancient weapon refers to a lost master secret to weaponsmithing in which the weapon itself is treated with rare strengthening oils and reforged under
>
r \ \
\A
magical flame. A weapon treated thus has its hardness and hit points doubled. For example, an ancient longsword has hardness of 20 and 10 hit points. Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Market Price: +1 bonus. Bonding: A bonding weapon has a mystical hilt, whose wrappings writhe to wrap themselves firmly around the wielder’s hand, making it effectively impossible to per form a disarm maneuver on that character. The wielder can choose to cancel this ability at any time. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, Bigby’s grasping hand; Market Price: +1 bonus. Cerem onial: A ceremonial sword is outfitted with many false gems and senseless runes. It also appears to be made of gold or bronze and does not detect as magic. These types of weapons are commonly allowed in court halls or banquets where normal weapon are not allowed. In com bat is also adds a +5 circumstance bonus to any Bluff or Diplomacy skill checks. Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, alter self; Market Price: +1 bonus. Focused: This weapon doubles as a magical focus for touch spells. A spellcaster wielding this weapon in battle may first cast a touch spell on it, which it holds for a num ber o f rounds equal to the caster’s level, awaiting dis charge. O n the first successful attack the spell discharges into the target along with any normal damage the weapon would normally cause. Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Market Price: +1 bonus.
<
M
>
agic
Force: A weapon of force releases a magical, unseen blast of force when it successfully strikes a target. The weapon immediately initiates a bull rush as if the wielder initiated it as a free action. Any additional bonus to attack and damage can be added to the wielder’s Strength in the action. The wielder can suppress this ability at will. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, bull’s strength, gust of wind; Market Price: +3 bonus. H ealing: A weapon of healing fills the wielder with pos itive energy. So long as the wielder holds the blade he regenerates 1 hit point per round to a maximum of 25 points per day. Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, aid, heal, regenerate; Market Price: +5 bonus. Invisible: This weapon has been empowered to be per manently invisible, as the spell improved invisibility.
Spotting an invisible weapon on someone would be a spot check DC30. Striking with an invisible weapon makes defense against it difficult, the wielder adds a +1 circum stance bonus to attack rolls with the weapon. Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, improved invisibility; Market Price: +2 bonus. Proficient: A proficient weapon is imbued with a master wielder’s skill, imparting the ability onto whoever cur rently holds it forth in battle. Any type of melee weapon may benefit, and the wielder may use it as if they had the appropriate Simple, Martial, or Exotic weapon skill with that particular weapon while holding it. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, divine power, keen, true strike; Market Price: +1 bonus. Reach: A weapon of reach contains dimensional magic to project an astral blade or head 5 ft. in front of itself. Any small or medium weapon without reach may benefit from this effect. 'The reach weapon is then considered to have a
reach of 10, even though the actual size of the blade does not change. O n command, the weapon may be used to strike at creatures up to 10 ft. away from the wielder. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, astral projection; Market Price: +3 bonus. Shattering: A shattering weapon is mercilessly dense and powerful. It deals automatic double damage to all nonliving objects it strikes. An object must have no move ment of it’s own, and must have a hardness rating. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, shatter; Market Price: +1 bonus.
SPECIFIC ARMOR AND WEAPONS A rm o r o f the Sun: This shining, gleaming suit of +2 half-plate mail is decorated with golden raised runes and
etchings, one of them usually being the symbol of the sun god. Three times per day the wearer may invoke a prayer to the sun god with a command word. The suit then sheds light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while
Item s
exposed to this magical light. If the armor is empowered so when brought into an area of magical darkness it is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. The armor of the sun counters or dispels any darkness spell of equal or lower level, such as darkness. Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, daylight; Market Price: 7,800 gp; Cost to Create: 4,275 gp + 282 XP. Astralsword: The astralsword is a +2 greatsword whose blade shimmers and winks while wielded. As a standard action the wielder can aim the sword at a target and acti vate an identical blade summoned from an astral pocket to fire forth from the sword hilt, leaving the main blade in place. There are a total o f 50 blades in the pocket space, when the blades are used up the sword remains a +2 greatsivord. The shimmering astralblade is targeted with a ranged attack and has a range increment of 30 ft. The ranged blade does ld lO points of piercing damage and threatens a critical as the base weapon. Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, plane shift; Market Price: 26,335 gp; Cost to Create: 13,335 gp + 1,040 XP. Batblade: A batblade is as dark as midnight from hilt to tip. Bat-like wings make up the guard, and frequently the blade is wavy and slim. It acts as a +2 dagger, and grants the user the ability to fly at will per the spell as if cast by a 5th level wizard. It also grants the user darkvision as long as it is held. Also as a partial action, the user may enact a sonarlike ability to grant a +10 circumstance bonus to Spot skill checks when used to spot an invisible creature. This acts as a sonic supernatural ability. Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, fly, darkvision; Market Price: 34,802 gp; Cost to Create: 17,552 gp+ 1,380 XP.
M
agic
Coral C h a in m a il: Privateers and pirates prize this rare chainmail. It is usually crafted of coral itself and strength ened a hundredfold by sorcery. At the same time, it has enough give to be worn comfortably as regular +2 chain mail. The moment the armor is submerged in water, it transforms into a seaweed-like suit o f +2 leather armor, and grants a +10 competency bonus to Swim checks. Caster Level: 6th; Prerequisites: Craft Magic Arms and
Armor, Creator must have Spell Focus: Transmutation Feat; Market Price: 6,450 gp; Cost to Create: 3,450 gp + 240 XP. D eathflail: A deathflail acts as a +2 light flail and appears to be crafted from the bone and sinew of some great crea ture, a dragon most sages would argue. It remains pure white, and its haft is usually wrapped in gold or silver cloth. If the wielder brings a living opponent to -1 or lower hit points, it necromantically drains the target. If
Item s
near the grip, denoting it as an explorer’s bow. Over the years the explorer's bows known as Shimmerspyre, Windreaver and Blessed Shard have become famous in the hands of the rangers o f the frozen lands of Kaloora. An explorer's bow is a +2 composite longbow (Str 16) that grants it’s wielder the Endurance feat, and once per day the power of protection from elements as the spell cast by a 6th level druid may be activated by the wielder. In addition, the wielder may never be truly lost, for any arrow shot from the bow (while the word “north” is spoken in the Sylvan tongue by the wielder) falls to earth pointing true north. As an additional feature, this bow grants proficien cy in it’s use to any druid who holds it, and does not break their sacred vows. Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, endurance, endure elements, find the path; Market Price: 33,375 gp; Cost to Create: 16,875 gp + 1320 XP.
the subject fails a W ill saving throw (DC 13), it dies, and the wielder gains ld8 temporary hit points and a +2 enhancement bonus to Strength. These effects last for 10 minutes per H D of the target creature. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, death knell; Market Price: 44,335 gp; Cost to Create: 22,335 gp+ 1,760 XP.
D evil Tongue: A devil tongue is an +2 unholy longsword with a grip of darkened leather. The hilt is a devil’s head; it’s horns forming the hilt, with its mouth open to the blade. As if a horrid, elongated tongue, the wavy blade extends from the devil’s mouth, and a small cloud of dark particles forever emanates from the tip. Once per day upon a successful hit, the wielder can will the sword to unleash a contagion spell on the target. The target must succeed at a Fortitude save DC 16 or contract a disease, which strikes immediately (no incubation period). This infects the subject with blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (see Disease in the DMG). Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, contagion, creator must be evil; Market Price: 32,615
gp; Cost to Create: 16,465 gp + 1,292 XP. E xplorer’s Bow: At first glance an explorer’s bow appears to be a simple, hastily made woodman’s bow, frequently with a few knobs o f leaves remaining from the branch it was made. But know that any ranger or druid worth their salt would know the woodsman runes carefully cared
>
Glass Dagger: One o f the cruelest blades ever crafted, it is said they are a favorite of the infernal assassins known as the faceless. A glass dagger is literally a +3 dagger that appears to be made o f glass, with a line of dark liquid embedded though it’s axis from hilt to tip. If a successful hit is scored on a target, the dagger causes normal damage (ld4+3 plus any other modifiers), and then vanishes. The wound continues to hurt, and cannot be healed by any means short of a heal, limited wish or wish spell. The dag ger travels with the target in the wound but on the ethe real plane. O n the prime material, it cannot be seen or grasped or manipulated, it is essentially not there. The dagger can only be safely pulled from the wound by grasp ing where the handle would be and saying a command word. If a dispel magic spell is cast on it or the target comes in contact with a dispel magic region (or another command word spoken within hearing distance of the blade) the dagger vanishes forever, unleashing a poison spell on the target. The glass dagger is the ultimate control tool. W ith the promise o f removal once a task is done, there are many who will do anything to rid themselves of the vile blade. And yet still many a king or merchant lord is known to utter, “W hat good is a glass dagger?’’
M agic
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, plane shift; Market Price: 23,635 gp; Cost to Create: 11,969 gp + 1,333 XP. H aw k Hatchet: The hawk hatchet is a favorite of woods men and rangers. Its handle is made from the strongest steel and it’s blade head is formed into that of a hawk’s head with the beak as the blide. It acts as a +1 throwing axe normally, but its damage ignores any hardness rat ing when causing damage to a nonliving object. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, shatter; Market Price: 6,308 gp; Cost to Create: 3,308 gp + 240 XP. H eir’s Dagger: Each heir’s dagger is craft ed specifically for those of royal blood, and it won't enact its special power for any other. An heir's dagger is a normal +1 dag ger, but on command it can also detect poi son as if cast by a 3rd level sorcerer. Caster Level: 3rd; Prerequisites: Craft
Magic Arms and Armor, detect poison; Market Price: 5,702 gp; Cost to Create: 3,002
gp + 216 XP. Inv isible Arm or: This piece of armor acts as a +1 breast plate, with the exception that it’s completely invisible as per the spell improved invisibility. Caster Level: 9th; Prerequisites: Craft Magic Arms and
Armor, improved invisibility; Market Price: 3,350 gp; Cost to Create: 1,850 gp + 120 XP. M o rn in g sta r o f Justice: A morningstar of justice could easily pass for a duke’s scepter
if not for the magnificent head of spikes at its business end. These are highly prized by Lawful watch guards, peaceful o(verseers and pacifist priests the nations over. The morningstar acts as a +3 morningstar to any who wield it. In addition a wielder ot Lawful align ment may activate the powers of a zone of truth spell or a hold person spell, each as if cast by a 10th level cleric at will. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, hold person, zone of truth, creator must be lawful; Market Price: 28,308 gp; Cost to Create: 14,308 gp + 1,120 XP.
O b sid ia n Spear: An obsidian spear acts as a +1 longspcar or +1 shortspear, but with twice the hardness and hit
points. In addition, it is perfectly balanced to use as a spear thrown, in melee, or as a quarterstaff-like weapon with it’s handle-end (but only for 1 attack), thus the weapon may deal slashing, piercing, or bludgeoning damage as the wielder sees fit.
Items
y
*
t
Caster Level: 5th; Prerequisites: Craft Magic Arms and
Armor, magic weapon; Market Price: 12,302 gp; Cost to Create: 6,302 gp + 320 XP. R e nd in g Daggers: Known to be a favorite of the savage druids of the Banshee Wood, the mere sight of them have caused more than one explorer to surrender without a fight. Each rending dagger is forged by the wild elf druids, and is almost always made from the retooled claws o f a great beast. Their tips are slightly curved at the very ends and are perpetually sharp. These +2 daggers are only truly effective when wielded with one in each hand. If the wielder successful ly hits with both dagger attacks, he latches onto the oppo nent's body and tears the flesh. This automatically deals an additional, unmodified 2d4+4 points of damage. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, greater magic fang, summon monster V; Market Price:
26,604 gp; Cost to Create: 13,604 gp + 1040 XP. Sylvan Halberd: The rangers and druids of Qualinda first used the mighty sylvan halberds as they bat tled to hold back the Acarran Empire's refugees from invading their lands. A sylvan halberd acts as a +2 halberd and bestows on it’s wielder the ability to speak with animals and cast animal friendship as a 10th level druid, three times per day each. Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, animal friendship; Market Price: 11,315 gp; Cost to Create: 5,815 gp + 440 XP. Sword o f Acarra: Rare in the extreme, the proud wielder of a famous sword of Acarra will indeed stand out in combat. There are very few left today, but there was a time during the Age o f Legends when the tyrant Acarra family was said to have a number of troops fighting with them. This sword acts as a +2 ancient greatsword and its blade always glows faintly with a blue glow out to a 5 ft. radius. As the blade is swung through the air it leaves behind a fan of blue light that will rejoin with the blade once held still. As a full-round action the wielder may swing the sword in a circular arc fast enough to create a small glowing blue circle resembling a small shield. This glowing force can be “detached” at will, hovering in the air in front of the user as if they had a free arm with which to hold it. The blue disk will provide the full benefit of a small steel shield. This effect can be dispelled and renewed as desired.
>
M
a g ic
Caster Lewi: 4th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, shield; Market Price: 24,350 gp; Cost to Create: 12,350 gp +960 XP. Sword o f the Crusader: Heralded as a weapon of
respect and station by the cavaliers o f Viridia, a sivord of the crusader acts as a +2 longsword. In addition, it grants a +10
competency bonus to the wielder's Ride skill, and when used mounted it increases the attack bonus for being on higher ground from +1 to +2. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, animal friendship, calm animal; Market Price: 12,312 gp; Cost to Create: 6,312 gp +480 XP.
Sword o f the Warlords: Much sought after by the war lords of the Broken Fields in northern Viridia, the rare Lacerator-style broadsword is still recognized today as to grant its owner a dangerous reputation. Swords of the war lords are broadswords with a straight-edged side and a ser rated side each. They perform as a +2 serrated broadsword and also grant the Leadership feat to the wielder. Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, mass charm; Market Price: 19,615 gp; Cost to Create: 9,815 gp + 760 XP. Tactician: Tactician is the name of the first sword of it’s kind, a +2 longsword of noble manufacture, the hilt made of two outfaced carvings of the faces of famous battlefield leaders, grimacing ii thought and determination. The weapon grants the wielder a +2 competency bonus
to initiative, and if the wielder enacts the “readied action" option the character may elect to forgo the partial action that usually occurs when you ready an action and may instead take a fullround action. Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, divination, haste; Market Price: 30,315 gp; Cost to Create: 15,315 gp + 1,200 XP. T hunderm aul: The thunderrnaul is a +3 maul with an oversized, but bal anced head. It is an impressive weapon, favored by barbarians and
crusaders of the god o f storms. Once per hour the hammer can be struck to the ground by the wielder, when a deafening thunderclap sounds and the ground trembles. All targets with 15 ft. of the wielder must make a successful Reflex save DC 15 or fall prone. Regardless of the first result, all targets within 15 ft. of the wielder must make a successful W ill save DC 15 or be deafened for ld4 rounds.
It e m
s
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, showt; Market Price: 22,336 gp; Cost to Create: 11,336 gp +880 XP. W h ip o f Despair: Also known as the Demon’s W hip by the damned souls of the abyss, the whip of despair is used for prolonged torture sessions and is a common sym bol of station for high-ranking denizens of the layers of the infernal realms. The whip itself has a large, sturdy grip. The lash is made from the oily black hair of a balor, soaked in vile fluid to strengthen it further. Along it’s length, dire shark teeth have been worked into its sinewy vines to further the pain. At it’s basic it acts as a +2 whip. The whip of despair inflicts ld6+2 slashing damage to a target (x 2 damage on 19-20 critical). A struck target must
succeed at a Fort save (DC 18) or suffer a -2 morale penal ty to all attacks, saves and skill checks for 1 minute and suffers the effects of the spell fear as if cast by a 10th level sorcerer. Although the whip is kept in hand, treat it as a projec tile weapon with a maximum range of 15 ft. and no range penalties. Because the whip can wrap around an enemy’s leg or other limb, trip attacks can be made with it. If a character is tripped during the trip attempt, the whip can be dropped to avoid being tripped. W hen using a whip, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent). Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, Creator must be evil, unholy blight; Market Price: 25,801 gp; Cost to Create: 12,901 gp + 1,020 XP. W olverine Blade: Wolverine blades are beautiful to behold and are sought after by rangers and woodsmen. Many share the same style, a hilt of wolves’ heads and a blade that when turned just right in the sun seems to sheen a deep green. A wolverine blade acts as a +1 longsword, and grants the wielder the Scent ability. Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, lind the path; Market Price: 10,315 gp; Cost to Create: 5,315 gp +400 XP.
WONDROUS ITEMS Bane Rings: This wondrous ring at first confuses many adventurers and explorers. The tales of magic rings to fit any hand are far and wide, and yet while this item detects as magical, it will not adjust and seems to bestow no ben efit to the wearer. Indeed, it is because the rings o f bane are made for the grips o f magical weapons. W hen placed on a magical melee weapon’s grip, it shrinks to fit, bond ing with the weapon unless deliberately pulled off. W hile
<
ik
>
M
agic
the ring is in place, the weapon further acts as a bane weapon against a specific creature. A bane weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +2 better than its nor mal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). Further, it deals +2d6 points of bonus damage against the foe. To randomly determine the ring’s designated foe, roll on the following table: T a b l e 11-2: D e s i g n a t e d F o e d%
01-05 06-08 09-13 14-20 21-25 26-30 31-35 36-40 41-45 46-50 51-53 54-58 59-65 66-70 71-75 76-77 78-85 86-92 93-94 95-100
Designated Foe Aberrations A nim als Beasts Constructs Dragons Elementals Fey Giants Magical beasts M onstrous hum anoids Oozes O utsiders, chaotic Outsiders, evil O utsiders, good Outsiders, lawful Plants Shapechangers Undead Vermin H um a n o ids (choose subtype)
It e m s
Caster Level: 12th; Prerequisites: Craft Wondrous Item, sum
mon monster I; Market Price: 15,000 gp; Weight: — . C h ok er o f Contact: These chokers may take many different forms. To the ore scouts of the Goblin Gate they resemble a necklace of fangs, while many a sailor knows them as silver cir clets. Mercenary scouts prefer the small, gemstud version. W hile always created in pairs, they are not meant for just one wearer. Two different beings must wear them for their full use. As a free action they may be acti vated so that the wearers can hear each other’s voices so long as they are within 300 ft. of one another. One talks normally, and the one wearing the matching earring hears the sent voice in his head with perfect clarity. Only those wearing the choker may send and receive messages, no nearby talk ing or noises are transmitted. Caster Level: 5th; Prerequisites: Craft Wondrous Item, message; Market Price: 10,000 gp; Weight: — . C loak o f R appelling: A physi cally unappealing item, the cloak of rap pelling appears as dark as night and hangs in tattered shreds. The cloak is actually a high ly valued magic item by rogues the world over. W hen willed by the wearer, it actually climbs for the char acter as if it had the climb skill with 15 ranks, leaving the character’s hands free. The character may be facing in or even out, able to perform regular actions while the cloak does all the work. Caster Level: 5th; Prerequisites: Craft Wondrous Item, spider climb; Market Price: 5,500 gp; Weight: 1 lb. L a n ik ir’s A m ulet: Lanikir was an infamous wizard, known for his company more than his own powers, leg ends say his crusade began when he betrayed his entire adventuring party to an ancient black dragon when he struck a deal with the dragon to further each other’s pow ers. Over the years he crafted a number of these amulets for his most trusted agents operating in foreign lands. Each one is in the form of a black sun disk approximately 3 inches in diameter with a crude face on each side. Lanikir’s amulet has a number of unique powers avail able to the wearer: • May cast charm person at will as a 10th level sorcerer. • May cast mass charm as a 10th level sorcerer once per day. • Grants the Tyrant* feat if the wearer is 6th level or higher.
M
a g ic
It em
s
> ■—*— «
>---------------< "The tyrant feat appears in the AEG book Evil. I f you do not have access to this book, it grants the Leadership feat instead.
Weight: — . R in g o f the Sea Mage: W ith a sea hag’s head carefully
and greater. Lesser wands allow the new range to affect spells of 3rd level or less, medium of levels 6th and less and greater to affect any level touch spell. Caster Level: 10th; Prerequisites: Craft Wand, enlarge; Market Price: 5,400 gp; Cost to Create: 2,700 gp +216 XP. Caster Level: 10th; Prerequisites: Craft Wand, enlarge; Market Price: 21,600 gp; Cost to Create: 10,800gp +864 XP.
carved out of the face of this metallic-blue-green ring, it’s easily identifiable by sea warlocks and ship going spell
Market Price: 48,600 gp; Cost to Create: 24,300 gp +1,944 XP.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, mass charm, creator must be evil; Market Price: 51,000 gp;
casters alike. A tradition has grown of passing down the ring from master to apprentice so long as the apprentice bonds to the same ship as the master. W hile worn this ring provides a +10 competency bonus to the Profession (sailor) skill. It also enables the wearer to prepare and cast spells as if she had the Enlarge Spell metamagic feat so long as it is worn. Caster Level: 6th; Prerequisites: Forge Ring, creator must have 5 ranks in profession: sailor, creator must have Enlarge Spell metamagic feat; Market Price: 23,600gp; Weight: — . Ruby Collar o f B inding: A ruby collar of binding is a stunning leather color surrounded by 10 well-cut rubies that glow faintly. Damia of the Dead crafted the first one, when she wished to prolong the duration of her sum moned creatures from the negative energy planes. The wielder holds the collar out during the casting of any summon monster spell; the creature appears with the col lar already around its neck. The collar doubles the dura tion of the spell used to bring the creature. W hen the spell finally expires and the creature vanishes, the collar remains and falls to the ground where the creature last was. If more than one creature is summoned by the spell, the collar works for neither creature. Caster Level: 5th; Prerequisites: Craft Wondrous Item, Creator must have Extend Feat, summon monster III; Market Price: 5,400 gp; Weight: — .
Caster Level: 5th; Prerequisites: Craft Wondrous Item, Creator must have Extend Feat, summon monster VI; Market Price: 21,600 gp; Weight: — . Caster Level: 5th; Prerequisites: Craft Wondrous Item, Creator must have Extend Feat, summon monster IX; Market Price: 48,600 gp; Weight: — . Solvent o f Permanence: This mighty salve is to be mixed with any other potion, rendering the potion’s effect permanent to the imbiber. Caster Level: 10th; Prerequisites: Brew Potion, permanency; Market Price: 25,000 gp; Cost to Create: 12,500 gp +4,500 XP.
Spectral W and: The mighty spectral wands are much sought after by wizards. Each one allows a spellcaster to cast a touch spell through the wand so that the spell actu ally gains a range of 25 ft. + 5 ft. per caster level. There are three different types of spectral wands — lesser, medium
Caster Level: 10th; Prerequisites: Craft Wand, enlarge;
JL
M
agic
ARTIFACTS The Spinescepter: The Spinescepter in an artifact of ancient evil forged and wielded by a god of murder or death before he was slain in an age lost to time. Servants of the fell god spirited his Spinescepter away to the prime material plane where it con tinued to carry a shadow of the god who once wielded it. Clerics continued to pray over it and numerous dark rites and rituals were enacted which were thought to tap into the dead god and resurrect him. W hen no more spells were granted and the faith began to die, the Spinescepter changed many hands over the years, falling to a chaos cult who used its powers to terrorize the once great nation o f Caervak. Later the rav aging undead minions ot Theldarr Knuul in his quest to become Necromancer Supreme later hunted it across the lands to no avail. Its last known location — if you trust the gnoll skalds of the north lands — is in the clutches o f a coven of hags who live in the dank caves beneath a ruined keep in the frozen north. The Spinescepter is a jet-black human spine with skull atop, at its base a terrible spike. A small amount of flexibility is present in the artifact and when held aloft the skull sometimes sways. The human skull appears normal with the exception o f two upper and lower long fangs towards the edges o f the mouth and two tiny red gems resting in the eye sockets. The inside swirls with an inky-black swirling mass.
It e m s
The Spinescepter is known to have the following pow ers: • It may be wielded as a +4 momingstar. • It has a critical threat range of 18-20 and does X 3 dam age on a successful critical hit. • It grants a +2 unholy bonus to all saving throws of the user. • The user may call lightning as a 10th level druid up to three times per day. • The user may cast mass charm as a 15th level sorcerer once per day. The user casts all Necromantic spells as if the character is two levels higher. 1 There is a 1% non-cumulative chance per day that the user is the subject of a disintegrate spell cast by a 20th level sorcerer. This roll is made each day, whether or not it is used. I f no one is wielding it, it strikes the person who last touched it within 100 days. Some legends claim the Spinescepter does contain the remaining consciousness of the dead god, and that it can manifest as an intelligent item with indomitable will, but no one knows the extent o f this power or what will awaken it. Caster Level: 15th; Weight: 5 lb. The C row n o f Acarra: The Crown o f Acarra was passed from generation to generation among the rulers of Acarra, the human nation who would work alongside devils and called and bound elementals daily to do their bidding. W hile the fields were tilled and cities bustled alongside whip-wielding fiends, the higher folk (usually sorcerers or those with exotic blood) were the nobility. They gained warmed baths from elemental fire magic, powered their mighty galleys with air elementals, and constructed their keeps with earth elemental contractors. The crown itself is black and silver, with eight evenly spaced points, each topped with a miniature skull grip ping a gem in its teeth. Uzuzar Acarra the Emperor Lich last wore the Crown o f Acarra. Its current whereabouts are unknown, but it may still lie w ithin the ruined and twisted corridors beneath the desolation known as the Acarra City ruins. The Crown of Acarra grants the wearer a +3 deflection bonus to armor class. It also shields the wearer with protection from elements, absorbing up to 240 hit points of damage each day. The wielder can also cast the spells planar ally as a 15th level cleric, planar binding as a 15th level wizard, and elemental swarm as a 15th level druid. Caster Level: 15th; Weight 1 lb.
M
o n sters
BULGRIF Huge Beast H it Dice: 12d8+48 (96 hp) Initiative: -1 (Dex) Speed: 20 ft., fly 60 ft. (good) AC: 14 (-2 size, +6 natural) Attacks: Bite +15 melee, 2 claws +10 melee Damage: Bite 2d8+6, claw 2d4+6 Face/Reach: 10 ft by 20 ft./5 ft. Saves: Fort +12, Ref +7, W ill +4 Abilities: Str 22, Dex 8, Con 18, Int 2, Wis 10, Cha 6 Skills: Listen +1, Spot +3 Clim ate/Terrain: Any land O rganization: Solitary or flock (2-7) Challenge Rating: 7 Treasure: None A lignm ent: Neutral Advancem ent Range: 13-15 H D (H uge) Those who have seen a bulgrif fill the sky with its pres ence rarely forget the sight. A typical adult measures 20 ft. from beak to tail, with a wingspan of nearly 30 ft., and it strikes a majestic profile in flight. Reclusive in the wild, though, bulgrifs try to hide their lairs in the mountain or jungle habitats that they call home. But their size makes them hard to miss, and their utility as beasts of burden makes them valuable prizes for anyone ambitious enough to capture them.
<
its broad, load has to be strapped down with the great est of care and distributed low across its back so that it won’t spill if the creature has to make any sharp maneu vers. If handled properly, however, they can move large amounts of cargo across difficult terrain much more quickly than surface-based means of transportation. Bulgrifs are expensive to acquire and even more trou blesome to maintain, since they require a lot of living space and prodigious amounts o f forage. They can also prove temperamental in difficult situations. But civilian and military establishments alike for who time is more valuable than gold have refused to make do without them.
Combat To guide a trained bulgrif, its handler applies pressure to the sides, top or underside of its head with a long stick looped around his wrist. The bulgrif moves following both the direction and force of the stick (pressing the top of its head orders it to descend, pressing hard orders it to dive, etc.). Under duress, however, they tend to value selfpreservation over obedience. Whenever a bulgrif is reduced to less than half of its hit points, it must make a W ill saving throw (DC 14). If it fails, it immediately shies away from combat and flees until it is out of reach of what ever threatened it. In this case, its handler may attempt a Ride skill check (DC 20) to reestablish control over the creature. Even if the bulgrif succeeds in its initial W ill save, it must attempt another saving throw at the same DC every five rounds thereafter if it remains in combat.
A 3
-
<
M
onsters
Bulgrifs are normally stolid creatures that don’t like to fight. If attacked, they will defend themselves with their enormous beak and claws. A handler must make a suc cessful Ride skill check (DC 20) if it wishes its bulgrif to initiate combat.
GR0LL0K Large Beast Hit Dice: 10d8+60 (100 hp) Initiative: -1 (Dex) Speed: 20 ft. AC: 16 (-1 size, +7 natural)
Attacks: Gore +15 melee Damage: Gore 2d8+12 Face/Reach: 5 ft by 10 ft./5 ft. Saves: Fort +13, R e f+6, W ill +3 Abilities: Str 26, Dex 9, Con 22, Int 2, Wis 10, Cha 3 Skills: Listen +2, Spot +2 Climate/Terrain: Any plains Organization: Solitary or herd (2-8) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement Range: 11-14 H D (Large) Grolloks resemble a cross between a bullock and a rhinoceros, used both as battle mounts and beasts of burden.
Power-ful and bad-tempered, grolloks are hard to domes ticate, but those do have both a cavalry mount that can wreak havoc with its charge and a draft animal that is more than capable of defending itself if attacked. A typical adult grollok measures about 12 ft. from tail to snout, and it can accommodate 2 small or 1 medium-size humanoid riding on its back. It can drag or pull 5,000 lbs. of cargo. Because of the difficulty involved in domesticat ing them, however, grolloks are rarely present in an army in great number. Grollok handlers need to exercise excep tional strength, patience and judgment in order to do their job and avoid serious injury, so experienced ones are often highly prized by army quartermasters. Com bat
Grolloks have three sharp horns, two curving forward from the sides o f the head, and one protruding from the forehead. In combat, they gore with all three at once. W hen it is used as a cavalry mount, however, the grollok's rider decides whether or not it uses its gore attack, if it gores, the rider must make a Ride skill check (DC 18) to see if the animal’s violent thrashing makes it especially difficult for him to strike. If successful, the rider receives a -2 circumstance penalty to attack rolls. I f unsuccessful, the rider receives a —4 circumstance penalty to attack rolls. These penalties stack with any others that may apply.
HAUNCHER Large Beast Hit Dice: 8d8+24 (60 hp) Initiative: +0 (Dex) Speed: 30 ft. AC: 16 (-1 size, +7 natural) Attacks: 2 claws +10 melee Damage: Claw 2d4+6
Face/Reach: 5 ft by 10 ft./5 ft. Saves: Fort +9, Ref +6, W ill +2 Abilities: Str 19, Dex 11, Con 16, Int 3, Wis 11, Cha 3 Skills: Listen +3, Spot +3
Climate/Terrain: Any land Organization: Solitary or herd (2-12) Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement Range: 9-12 H D (Large)
UM ftua a?n(,
■£ooz.
>
Haunchers are tall bipedal mammals whose hardiness and speed make them much desired as cavalry mounts. They move about on their strong, thick legs in a semierect posture, so that a medium-sized humanoid can sit cradled between their neck and back (hence their name).
JL
<
>
M
o n sters
Despite their size and their ungainly look, they can move at considerable speed, and their thick hide makes them durable in combat. Haunchers are also adaptable beasts, and they operate without complaint in sub-arctic cold and tropical heat, open plain and thick jungle alike. Missile troops in particular like having haunchers as mounts because they sit high enough so that it distances them from the fray of melee combat. Reaching a hauncher’s rider with anything other than polearms or longspears is difficult. The fact that haunchers go about on two legs also allows them to strike with their claws without rearing up and making it difficult for their rider to target a foe. Haunchers cannot pull chariots because they stand too high. Anyone riding in the chariot would not be able to see directly in front of him.
Combat Haunchers strike with their claws in melee combat, and do so without disrupting any attacks that their riders may wish to perform. A medium-sized or smaller creature attempting to strike a rider on hauncherback with any melee weapon other than a polearm or a longspear receives a -2 circum stance penalty to attack rolls.
A
entirely justified. Just as formidable as the Huskjarl, how ever, were their mounts, ferocious, horse-like creatures they called norlings. Norlings resemble oversized Shetland ponies in that they are as large as a typical warhorse and o f the same shape, but a thick mat of long hair covers their entire body. This hair even covers their faces, so that their eyes appear only as small, dark coals set deep within their heads. This physiological feature, combined with their magical nature, makes them unusually resistant to cold. Their long coats remain even after they enter warmer climes, yet no one has ever observed them to suffer ill effects from temperate, or even hot environments. The Huskjarl are reluctant to part with their mounts, and so few norlings are found on their own outside their native areas. I f you come upon one outside the sub-arctic, either its rider became a casualty of war and left it to wan der far from home, or it was rustled out of its native habi tat. Ambitious warlords have attempted to capture aban doned norlings and breed them for their own use, but always without success. Either they refuse to mate outside their native areas, or their offspring refuse to be tamed by anyone other than a Huskjarl, and they have to be let go.
Combat Norlings gained notoriety among those who saw them on
NORLING Large Magical Beast
the battlefield for being as ferocious in a fight as their Huskjarl riders. They can bite and strike with their hooves
AC: 16 (-1 size, +1 Dex, +6 natural) Attacks: 2 hooves +8 melee, bite +3 melee Damage: Hoof ld6+4, bite ld4+2
like a heavy warhorse. But they also possess a fearsome ability to summon the essence of the cold in which they were born and project it as a weapon. Cone o f C o ld (Sp): Up to 3 times per day, a norling can exhale the elemental cold of its native land. This ability functions like cone of cold cast by a 9th level sorcerer. The
Face/Reach: 5 ft/ by 10 ft./5 ft. Special Attacks: Spell-like ability Special Q ualities: Cold resistance 10, scent
cone originates at the creature’s mouth. Using this ability requires a full-round action, and the norling cannot combine it with any other attack or any
Saves: Fort +7, Ref +5, W ill +2 Abilities: Str 18, Dex 13, Con 17, Int 3, Wis 12, Cha 6 Skills: Listen +4, Spot +4
form o f movement in the same round. C old Resistance (Ex): Norlings suffer less from cold damage than most other creatures, since they come from
Feats: Dodge
as frosty a climate as any living creature can stand. They have cold resistance 10.
H it Dice: 4dl0+12 (32 hp) Initiative: +1 (Dex) Speed: 50 ft.
Clim ate/Terrain: Tundra O rganization: Herd (2-12) or domesticated Challenge Rating: 4 Treasure: None A lignm ent: Always neutral Advancem ent Range: 5-6 H D (Large) Huskjarl mercenaries from the far north first brought knowledge of norlings to the wider world, riding them into battle at the beck of employers who found rumors of the ferocity of these sub-arctic humanoid tribes to be
TEEKON H uge Beast H it Dice: 10d8+60 (105 hp) Initiative : -1 (Dex) Speed: 20 ft. AC: 16 (-2 size, +8 natural) Attacks: Bite +15 melee Damage: Bite 2d8+5 Face/Reach: 10 ft. by 20 ft./5 ft. Special Attacks: Gnash Special Q ualities: Scent
M
onsters
Saves: Fort +13, Ref +6, W ill +3 A bilities: Str 20, Dex 9, Con 22, Int 2, Wis 10, Cha 4 Skills: Listen +2, Spot +2 Clim ate/Terrain: Tropical or warm forest or jungle O rganization: Solitary or herd (2-9) Challenge Rating: 5 Treasure: None A lignm ent: Always neutral Advancem ent Range: 11-13 H D (Huge)
Any attempt to break free is a full action, requiring an opposed grapple check or an Escape Artist skill check (DC 18). If successful, the subject is freed from the teekon’s jaws, but falls prone in front of the creature.
WAR ELEPHANT H uge A n im al H it Dice: lld8+55 (99 hp) Initiative: +0 (Dex) Speed: 40 ft. AC: 15 (-2 size, +7 natural)
Teekons are large reptilian creatures about 20 ft. long from tip to tail in a typical adult, with rounded snouts and
Attacks: Slam +18 melee, 2 stamps +13 melee, or gore +13 melee
thick, splayed legs. Their size, strength, stamina, even temper and low center of gravity (their bellies barely hover over the ground as they move) make them useful as
Damage: Slam 2d6+10, stamp 2d6+5, fore 2d8+14 Face/Reach: 10 ft. by 20 ft./lO ft. Special Attacks: Trample
military mounts and beasts of burden; two medium-sized humanoids can ride on a teekon’s back at any time. They are hardy enough to function well in any kind of envi
Special Q ualities: Scent Saves: Fort +13, Ref +7, W ill +4 Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7 Skills: Listen +3, Spot +3
ronment and climate except the sub-arctic, and it is not at all unusual to see teekons plodding through deserts and jungles alike. Only three disadvantages prevent these creatures from ubiquitous service in armies in all corners o f the world. First, they are slow, and not useful to armies looking to travel light and move quickly. They are also quite expen sive to acquire; because they are so large and strong, and because they occur naturally in impenetrable jungles and swamps capturing them is a difficult proposition. They have never been bred in captivity. Teekons are also expen sive to maintain, since they require large amounts of for age.
Combat
j
You cannot execute a trample attack while mounted on a teekon because they simply can't move quickly enough. Teekons don't gallop so much as they plod. Otherwise, all rules regarding mounted combat apply. Teekons are placid by nature, and they won’t engage in combat unless attacked first, even when their riders plunge them into the midst of battle. I f provoked into melee, however, they bite with their massive jaws. Gnash (Ex): If a teekon bites a foe, it tries to clamp its opponent between its teeth and shake it to cause extra damage. Whenever a teekon makes a successful bite attack, it makes an opposed grapple check against its tar get. If it succeeds in grappling, it automatically deals an additional 2d4+4 damage. In subsequent rounds, it has the option of automatically dealing gnash damage (but no bite damage) instead o f attempting another bite attack. In this instance, it continues shaking its target in its jaws rather than letting go to bite again.
Clim ate/Terrain: Warm forest and plains, jungle O rganization: Solitary or herd (6-30) C hallenge Rating: 7 Treasure: None A lignm ent: Always neutral A dvancem ent Range: 12-22 H D (Huge) Every advanced civilization that has existed in close prox imity to elephants has used them in war. Typically, they capture elephants from the wild and run them through a careful, but intense process of training them to obey their handlers. O n a battlefield, they can sow panic in a foe by trampling them, as well as protect their riders by elevating them above the reach of melee weapons. Most typically, war elephants go into battle carrying on their backs an open compartment large enough to hold a handler, two soldiers (i.e., three humanoids of medium size) and mis sile weapons. War elephants can drive their foes before them in fear, but they are also unreliable under duress. They can become absolutely impossible to handle when wounded, and experienced armies always make sure that their war elephant handlers carry a mallet and a spike, to drive through the beast’s skull if it rampages among friendly troops. Mercenary companies who like to use war elephants must maintain a working business partnership with one of the rare establishments that capture and train ele phants for domestic and military use. Needless to say, they are both expensive and hard to find.
<
BANSHEE TROLL
Combat Armies that employ war elephants must balance their benefits against their drawbacks. One the one hand, a mass elephant attack can wreak havoc on a foe that lacks the nerve to stand up to them. O n the other, elephants don't take kindly to being stabbed and hacked, and after they’ve been in the heat of battle for a while, they may ignore their handlers and run amok. That’s when the trou ble (or fun, depending on how you look at it) really starts. Trample (Ex): A war elephant can make a special trample attack against any medium-size or smaller creature. This attack is a free action, and it automatically causes gore damage to its target. Opponents can forego their attacks of opportunity against the war elephant in order to attempt a Reflex save (DC 20). If the saving throw is suc cessful, the gore only causes half damage. Panic (Ex): W hen a war elephant is reduced to less than half of its hit points, it may panic and run amok. The elephant must make a successful W ill saving throw (DC 17) to remain under control. I f it fails, it must execute a double move in a random direction. An amok war elephant executes its trample attack against any eligible creature in its path. It continues to move in this fashion until either it is killed or its handler regains control o f it. If it makes the above W ill saving throw, it must make another such saving throw for every
Large Giant Hit Dice: 6d8+36 (60 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 18 (-1 size, +2 Dex, +7 natural) Attacks: 2 claws +10 melee, bite +5 melee Damage: Claw ld6+6, bite ld6+3 Face/Reach: 5 ft. by 5 ft./lO ft. Special Attacks: Spell-like abilities, rend 2d6+9 Special Qualities: Regeneration 5, scent, darkvision 90 ft.
Saves: Fort +11, Ref +7, W ill +4 Abilities: Str 23, Dex 14, Con 23, Int 7, Wis 9, Cha 8 Skills: Listen +6, Spot +6 Climate/Terrain: Any land and underground Organization: Solitary, gang (2-5) Challenge Rating: 6 Treasure: Standard Alignment: Usually chaotic evil Advancement Range: 7-10 H D (Large) A particularly fearsome breed o f troll known as Banshee trolls are famous for their wailing battle cry, which can terrify their foes. They are also capable of bursts of evasive
minute that it remains damaged to less than half of its hit points. A handler may regain control of an amok war elephant for one round by making a successful Ride skill check (DC 30). The next round, however, the elephant must make a W ill saving throw to see if it goes crazy all over again. The handler may also choose to kill the elephant before it causes any more harm. If he is equipped with a mallet and stake with such a contingency in mind, he may make a special melee attack against an AC of 7 (reflecting the elephant’s extreme vulnerability in this situation). If he succeeds, he has driven the stake through the ele phant's skull, killing it instantly.
BEASTS OF THE EARTH 1 have hunted every beast known to matt. Anything with fur, horns, claws, pearls, or even teeth or eyes that an alchemist requires for a powerful elixir. But some beasts arc more than they seem. I haw faced ores from the sands ofGal'imere that are more powerful than 5 of their kin, ogres with the strength of 10 men, and insects and worms the size of small villages. Tread lightly, my friend, for your journey could end with the setting of the sun or the lighting of a lamp.
— 2nd Ranger of Colonel Teric’s Storm Reavers
AshirTreefall
>
M
o n sters
action so effective they seem ethereal. These traits make banshee trolls useful as shock melee troops that can close quickly with the enemy and reduce their morale. In their natural element, they terrorize to travelers and small set tlements.
Combat Banshee trolls attack without fear or hesitation, but also without much subtlety. They charge straight at their opponents, trusting to their strength and their battle cry to carry the day. Battle Cry (Sp): Up to three times per day, a banshee troll may utter its distinctive wail, which can inspire dread in those who hear it. W hen a banshee troll uses this ability, all creatures within 30 ft. of it must succeed at a W ill save (DC 18). Those who fail receive a -4 morale penalty to all subsequent W ill saving throws, a -1 morale penalty to all attack rolls and a -1 morale penalty to AC. This effect lasts for 2d6 rounds. Semi-blur (Sp): Once per day, a banshee troll may per form evasive maneuvers so effective that it looks like a blur. This effect behaves exactly like the spell blur, except that it lasts no longer than five rounds. Also, the banshee troll can only activate it during a round in which it moves, and it ends on the first round thereafter in which it does not move, or in five rounds, whichever comes first. Rend (Ex): I f a banshee troll hits with both of its claw attacks in the same round, it gains a hold on its opponent’s body and rips its flesh. This automatically causes an addi tional 2d6+9 points of damage. Regeneration (Ex): As with other breeds of troll, only fire and acid cause normal damage to banshee trolls.
BRAINVINE. M edium -Sized Plant H it Dice: 4d8 +4 (20 hp) Initiative: +0(+l Dex,-1 natural) Speed: 20 ft. AC: 11 (+1 Dex) Attacks: 1 piercing per vine +2 melee Damage: Piercing vine ld6- l Face/Reach: 20 ft. by 20 ft./20 ft. Special Attacks: Vine control Special Qualities: Plant, electricity immunity Saves: Fort +5, Ref +2, W ill +3 Abilities: Str 9 (for each vine), Dex 13, Con 12, Int 7, Wis 15, Cha 5 Clim ate/Terrain: Temperate and w'arm, forest, marsh, hill, mountain, and underground. O rganization: Solitary Challenge Rating: 2
J* .
<
Treasure: None (just what is found on its victims) A lignm ent: Always neutral Advancem ent: 5-6 H D (Medium), 7-8 H D (Large) Brainvines appear as a mundane vine with medium-sized leaves every five inches or so along each vine. They have one vine per 3 hp of the plant (rounding up). These vines spread out over a large area, in all directions from a central point. The plant itself cannot move, but its vines have a speed of 20 ft. Though the brainvine lists “solitary” for organization, it is very possible to find more than one such plant in an area. Generally, they do not cooperate as more intelligent creatures might.
Combat One plant may not bring more than three vines to bear on a single target. The brainvine itself only takes damage when its vines are attacked, severed or destroyed. The vines have AC 11, and each vine takes 5 hp before being severed/destroyed. For each of its vines that have been severed, the brainvine plant loses 3 hp. Effects with an area - such as a fireball spell - that target the center of the vine apply damage directly against the plant’s base hit points. If the plant sur vives, damage is spread evenly among the vines within the area o f the effect. Vine C o ntro l (Su): After each successful attack made against a mammal by a brainvine, the target must make a W ill save (DC 14). If the save fails, a vine has entered the target’s body and attacked its central nervous system. W hen this happens, the target becomes paralyzed for 2d6 minutes. After the time has elapsed the target’s body is under the control of the brainvine, which uses the attached vine to send commands to the target’s nervous system. Even the victim's sensory capabilities are accessed by the brainvine while it is in control. Victims o f the brainvine may perform combat using their normal close combat attacks, but they never have more than a +2 bonus to attack and damage, nor can the victim have a Dexterity bonus greater than +2. Brainvines may not use ranged attacks or magical/mental abilities of its victims. Victims also have only 3/4 their normal speed. If the vine which connects the brainvine to the victim is severed or destroyed, the control is broken. W hen this occurs, the vine’s victim must make another W ill saving throw (DC 11). Failure indicates that the victim falls unconscious for ld4 minutes. I f the save is successful, the victim returns to normal at the end of the current round. Plant: Im m une to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Electricity Im m u n ity (Ex): Brainvines take no dam age from electricity.
M
onsters
DESERT ORC M edium -Size H u m a n o id (Ore, Fire) H it Dice: 2d8+6 (12 hp) Initiative: + 1 (Dex) Speed: 30 ft. AC: 16 (+1 Dex, +2 natural, +3 studded leather) Attacks: 2 desert scythes +1 melee Damage: Desert scythe ld6+3, desert scythe ld6+2 Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Ambush Special Qualities: Damage reduction l/-, fire resistance 5 Saves: Fort +6, Ref +1, W ill +1 Abilities: Str 14, Dex 13, Con 16, Int 10, Wis 12, Cha 7 Skills: Hide +4*, Listen +2, Spot +2, Move Silently +4*, Search +1, Wilderness Lore +4 Feats: Ambidexterity, Two-Weapon Fighting Clim ate/Terrain: Any land and underground O rganization: Gang (2-4), squad (6-11, plus 1 4th-level sergeant and 1 leader o f 5th-8th level), war party (16-20, plus 2 4th-level sergeants and 1 8th level captain), or band (10-80 plus 100% noncombatants plus 1 4th-level sergeant per 10 adults, 3 7th-level lieutenants, and 2 9th-level captains) Challenge Rating: 1 Treasure: 50% standard A lignm ent: Usually neutral evil Advancem ent: By character class Desert ores are more than just the sandy cousins o f the forest dwelling variety. They are hardier, smarter and most of all more resilient than their woodland kin. They resemble traditional ores in many ways. Their unkempt hair, dirty hides, and primitive features make them dusty colored derivatives that most mistake for regu lar ores. Only their tan skin and finer hair separates them. Additionally, desert ores are faster, more territorial, and far more disciplined than other ores. They live in smaller enclaves and protect what little land and possessions they have. They raid desert caravans, feeding on what small food they can scavenge and living meager lives under the dunes of the desert. The desert’s hot environment forces these ores to grow stronger and hardier than would be expected in a forest or gully. Their skin is thicker than most ores and their lives spent in the desert allow them to ignore most heat dam age. Pound for pound, a desert ore is as hardy as three reg ular ores.
Combat Desert ores have sound tactics, never involving them selves in battles they can’t win. They attack from defensi ble or hidden positions in the desert and often have underground passages they can escape through.
A m b u sh (ex): Desert ores gain a +4 to Initiative checks whenever they have caught their opponent’s flat-footed. In addition, during a surprise round, a desert ore may take a standard action, instead of a typical partial action. Desert ores gain a +4 circumstance bonus to all Skill checks involving an ambushed or surprise. *Desert ores receive a +4 racial bonus to Hide, and Move Silently checks while in a desert or desert-like set ting.
Desert Ore Society Desert ores live in much smaller en-claves their ores, but exhibit most of the same tendencies. They are ruled by the strongest male, but keep relatively small families. They consider wives and children property, but do not keep slaves. They honor and recognize prowess in battle, but consider obscene wealthy a detriment to the tribe’s struc ture. Desert ores live in balance (somewhat) with the desert and do not take more food than they can eat or store and do not grow their tribe larger than they can feed. A wise shaman or cleric helps a strong leader to govern and make decisions, but a foolish leader can undo generations of work.
Desert Ort Characters A desert ore’s favorite character is a scout. However, desert ore leaders are typically barbarians, fighters, or strong rangers. Desert ores do not worship a god, but instead worship the sun itself. Clerics can choose two of the following domains: Earth, Fire, Life"1, Strength, and Sun.
GRABEN M e d iu m H u m a n o id (Ore) H it Dice: ld8+l (5 hp) Initiative : +2 (+2 Dex) Speed: 30 ft. AC: 15 (+2 Dex, +3 studded leather armor) Attacks: Longsword +2 melee, or longbow +3 ranged Damage: Longsword ld8+l, or longbow ld8 Face/Reach: 5 ft/ by 5 ft./5 ft. Special Attacks: Spell-like ability Special Q ualities: Darkvision 60 ft., elusiveness Saves: Fort +3, Ref +2, W ill +0 Abilities: Str 12, Dex 14, Con 12, Int 11, Wis 11, Cha 10 Skills: Hide +4, Listen +2, Spot +2 Feats: Dodge Clim ate/Terrain: Desert O rg a n iz a tio n : Raiding party (2-7 plus 1 3rd-level leader), or clan (8-16 plus 1 3rd-level leader and 2 2ndlevel lieutenants, plus 150% noncombatants).
>
M
o n sters
Challenge Rating: 1/2 Treasure: Standard A lignm ent: Usually neutral evil A dvancem ent Range: By character class
Anyone using the Track feat to try to locate graben receives a -5 circumstance penalty to the Wilderness Lore check roll. Semi-blur (Sp): Once per day, a graben may summon
Graben are lean, wiry humanoids distinctive for their
its energies and perform evasive maneuvers so effective that it looks like blur was cast on it. This effect behaves exactly like the spell blur, except that it lasts no longer
speed, stealth and cunning. They carve out nomadic exis tences in the wastes and deserts o f the world, raiding and scavenging whenever they come upon settled peoples try ing to establish more substantial livings. In other words, they are a marginal race who inhabit equally marginal lands as best they know how. As such, however, graben make themselves nuisances to those townsfolk and villagers whose livelihoods they try to share. Local authorities hunt graben thieves, both real and suspected, mercilessly. Graben raiders inspire both fear and hatred out o f proportion to the actual dam age that they inflict. Down through the generations, how ever, they have adapted, so that they know how to hide and elude better than most, and they are notoriously hard to track. Graben speak Common and a dialect of Ore.
Combat
than one minute. Also, the graben can only activate it dur ing a round in which it moves, and it ends on the first round thereafter in which the graben does not move, or in one minute, whichever comes first.
Graben Society Graben travel in clans no larger than a modest extended family, headed by the dominant male. The clan is the focal point of every graben's allegiance. However, clans may form alliances (almost always temporary and subject to change at a moment's notice) with each other to accom plish a goal that is too large for any one o f them. Graben worship a desert god they call Kalaka. Kalaka is an exceedingly harsh deity, whose blessing consists of allowing you to live another day without suffering his wrath, and whose displeasure manifests itself in searing siroccos that materialize without warning.
Graben always prefer to strike from ambush, firing their composite longbows from cover until their foe no longer represents a threat. They don’t like melee combat. Unless forced to engage, they will not melee unless they can surprise or flank an opponent. W hen attacking a fixed a position— say, raiding a village— they prefer to use stealth and dis courage their enemies by firing arrows from cover, often mov ing from covered posi tion to covered position to create confusion. If their opponent makes determined attempt to engage them in melee, graben raiders will with draw rather than slug it out, even if they haven't taken what they wanted yet. This elusiveness is one reason why the targets o f graben raids despise them so intensely. Elusiveness (Ex): Graben leave an unusually light foot print, partly by training and part ly because o f they way in which weight is distributed in their bodies.
Graben Characters Graben are an insular race, deeply suspicious of outsiders (and for good reason). Very rarely will an individual join with other races for any purpose whatsoever. Except in extraordinary cases, a graben who allows itself to be found alone by outsiders is either a pariah cast out by his clan or insane. A graben who does accept the company of non-graben will appear guarded or sullen to the others and keep to himself if possible. A graben's favored class is barbarian.
M
onsters
GUARDIAN HOUND Small Magical Beast Hit Dice: id 10+2 (7 hp) Initiative: +3 (Dex) Speed: 40 ft. AC: 15 (+1 size, +3 Dex, +1 natural) Attacks: Bite +2 melee Damage: Bite ld4+l
Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Spell-like abilities, scent Saves: Fort +4, Ref +5, W ill +1 Abilities: Str 13, Dex 17, Con 15, Int 7, Wis 12, Cha 6 Skills: Listen +4, Spot +4, Swim +4, Wilderness Lore +6 Feats: Track Climate/Terrain: Any land Organization: Solitary or hunting pack (2-5) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement Range: (2-5) H D (Small) Scholars believe that guardian hounds were first bred by the legendary wizard Flesh the Mighty. At one point in his life (according to the legend), Elesh was plagued by a gang of half-orc looters. He hired bounty hunters who used tracking dogs to hunt down the marauders, but the half-orcs proved skillful at ambushing them. So Elesh set about creating a breed o f bloodhound that could not only track fugitives but hold them in place until help arrived to seal their fate. His work culminated in a species that looked in all respects like an ordinary dog, but which also had spell-like abilities to paralyze the minds of their prey. Guardian hounds are valued by bounty hunters and for mal law enforcement alike, all the more so because they are both expensive to acquire and notoriously difficult to breed. Because of their scarcity, their masters employ them individually. However, packs of 2-5 have been rumored to exist.
Combat Guardian hounds are highly disciplined animals; they know what they are supposed to do and they do not waver from it. They engage in melee combat like normal dogs, except that they only inflict subdual damage. Their condi tioning prepares them to pursue and subdue, not attack and kill. Before engaging in melee guardian hounds use their spell-like abilities to hold their quarry in place until their handlers can finish the job. Hold Person (Sp): Up to 3 times per day, a guardian hound may cast hold person as a 5th level sorcerer. Hold Monster (Sp): Once per day, an guardian hound may cast hold monster as a 7th level sorcerer.
HMEERAK Medium Humanoid (Ore) Hit Dice: ld8 (4 hp) Initiative: +3 (+3 Dex) Speed: 30 ft. AC: 14 (+3 Dex, +1 natural) Attacks: Shortsword +4 melee, short bow +4 ranged Damage: Shortsword ld6, short bow ld6 Face/Reach: 5 ft/ by 5 ft./5 ft. Special Attacks: Spell-like ability Special Qualities: Self-camouflage, darkvision 60 ft. Saves: Fort +0, Ref +5, W ill +1 Abilities: Str 11, Dex 16, Con 11, Int 12, Wis 12, Cha 10 Skills: Clim b +2, Hide +5"', Listen +2, Move Silently +5, Spot +2
Feats: Weapon finesse (shortsword) Climate/Terrain: Any land and underground Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader o f 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level ser geant per 10 adults, 5 5th level lieutenants and 3 7th level captains).
Challenge Rating: 1/2 Treasure: Standard Alignment: Usually chaotic evil Advancement Range: By character class Physically, hmeeraks resemble slimmer versions of their cousin ores. But what they may lack in brawn and strength they make up in stealth, for Hmeeraks possess an uncanny ability to conceal themselves. Not only are they good at hiding, but they can also alter the pigment of their skin to blend in with their surroundings, rather like chameleons.
>
<
M
onsters
Hmeeraks inhabit just about every climate and terrain type, and wherever they occur other intelligent races regard them as inveterate troublemakers. They prefer rob bing, stealing and raiding to just about any other form of subsistence. Furthermore, because o f their ability to blend in with their surroundings, they feel no need to restrict their movements to nighttime. They discount the risk of being spotted during the day, knowing that they can blend in with their surroundings in a pinch. Hmeeraks speak a dialect of ore.
Combat Hmeeraks strike from ambush as a matter of course, using their ability to blend in with their surroundings to catch their foes unawares. W hen hiding, they keep their weapons hidden by their bodies. Their absolute confi dence in their self-concealment skills can backfire on them, however, when a keen-eyed opponent does manage to spot them. In such a situation, a hmeerak may well panic or allow itself to be caught flat-footed.
>
A <
Self-camouflage (Ex): A hmeerak may attempt to blend in with its immediate surroundings by changing the color of its skin. This happens almost instantaneously, and the only requirement is that it must remain perfectly still and silent while using this ability. As long as it is using this ability, a hmeerak gains a +4 circumstance bonus to its Hide skill roll. Blend (Sp): Up to three times per day, a hmeerak may attempt to deceive its opponent in combat by using its ability to camouflage itself. For a period of time not exceeding 5 rounds, it may alter the color of its skin , dur ing which time it receives a +2 natural armor bonus to its AC. It continues to receive this bonus even if its opponent shifts position to view it from a different angle. It does not receive this bonus against opponents who are flanking it, however.
Hmeerak Society Hmeeraks generally live in large tribal groups, but rarely occupy anything as obvious as a village or settlement. They have more than enough intelligence to build for themselves and lead settled lives, but their natural pro clivities make them uncomfortable with the idea of living out in the open. They feel much more at ease living in caves, hidden in jungles or swamps, or under the canopy of heavy forest. A few hmeeraks live discreetly in towns and cities, but disguise themselves as another species, usually half-orc (yes, hmeeraks are so despised that being mistaken for a half-orc gives them more prestige). Hmeeraks worship the goddess o f cunning Ilistra, who blesses rogues and assassins.
Hmeerak Characters Hmeeraks are hated, generally with a passion, wherever they live. It is therefore difficult to imagine that PCs who have lived for any time in areas where hmeerak raids are a fact of life would have anything to do with one. For par ties who can stomach them, however, a hmeerak in the mix could prove quite useful in situations that require stealth and concealment. A hmeerak’s favored class is rogue.
KITAIRN M e d iu m H u m a n o id (K itairn) H it Dice: 3d8 (26 hp) Initiative: +3 (+3 Dex) Speed: 30 ft. AC: 17 (-1 size, +8 natural) Attacks: Kama +5 melee, claw +5 melee, bite +1 melee
//
Damage: Kama ld6+3, claw ld4+3, bite ld6+3 Face/Reach: 5 ft/ by 5 ft./5 ft. Special Attacks: Absolute ambidexterity, pounce Saves: Fort +3, Ref +6, W ill +2
<
>
J
l
M
o n sters
A bilities: Str 17, Dex 17, Con 14, Int 12, Wis 12, Cha 10 Skills: Balance +4, Clim b +4, Hide +4, Jump +4, Listen +2, Spot +2, Tumble +4 Feats: Ambidexterity, Exotic Weapon Pro-ficiency (kama) Clim ate/Terrain: Any land and underground O rganization: Solitary or gang (2-5) Challenge Rating: 2 Treasure: None A lignm ent: Usually neutral A dvancem ent Range: 4—6 H D (Medium) Kitairns are exceptionally strong and agile hunters, humanoid in shape, but with the instincts, appearance and ferocity o f predatory cats. An uneasy and dangerous mix of these two dif ferent forms of life, kitairns are cov ered with a leathery' hide brightly colored and spotted like a leopard and they will prey upon any warm blooded creature that offers enough flesh for a meal. Yet they also go about on two legs, are clearly intelligent and have hands that can grasp weapons and tools (albeit with short, sharp retractable claws on the undersides of their fingers). Whenever they come into contact with settled races, kitairns are a men ace. They are more than a match for anyone they catch alone and unwary, such as travelers, stragglers, outcasts and farmers at the edges of their
Combat Kitairns prefer to use compact slashing weapons like kamas or sickles, which allow them to strike in short motions while retaining the freedom of motion to bite as well. They are ambidextrous, and cannot only fight with either hand, but they can wield weapons in both at once. I f they break or drop their melee weapons, they will unsheathe their claws and strike with them. Absolute A m bidexterity (Ex): Kitairns can strike as naturally with a weapon in each hand as they can with both claws. They suffer no penalty for fighting with two weapons. They may also attack with one weapon and one claw without penalty. Pounce (Ex): Kitairns like to initiate combat by leaping at their foes. I f it does so, a kitairn can make a full attack even it has already taken a move action.
MESMERIC CRAWLER Large A berration H it Dice: 3dS (12 hp) Initiative: +2 (+2 Dex) Speed: 30 ft., climb 15 ft. AC: 15 (-1 size, +2 Dex, +4 natural) Attacks: 4 tentacles +4 melee, bite -1 melee Damage: Tentacle paralysis, bite ld6+2 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Spell-like ability, paralysis Special Q ualities: Darkvision 60 ft., scent Saves: Fort +2, Ref +3, W ill +4 Abilities: Str 14, Dex 15, Con 12, Int 6, Wis 12, Cha 6
fields. They use their agility to leap from cover, and they are relentless and
Skills: Climb +6, Listen +5, Spot +5 Feats: Alertness
remorseless predators when hungry. Settled peoples therefore under
Clim ate/Terrain: Any land and underground
stand them as a threat and try to hunt them down. But because of their intelli gence, their heightened feline senses and their capac ity for stealth, kitairns are also employed as trackers and hunters themselves. They prefer to work alone as bounty hunters, but they have been known to allow themselves to serve in a subordinate position. Kitairns are largely solitary and always hunt alone. In fact, they are so solitary that they do not seem to breed very much, for their population density never gets very high wherever they occur— which is fortunate for other intelligent races who share the same territory. Kitairns speak a primitive language of their own, but they can be taught to understand rudimentary Common.
>
O rganization: Solitary or team (2-5) Challenge Rating: 4 Treasure: None A lignm ent: Usually neutral Advancem ent Range: 4-5 H D (Large) Intelligent cousins to the carrion crawler, mesmeric crawlers are horrific looking creatures that can corrupt the minds o f others into doing their bidding. They have the same elongated, larva-like body and beady eyes as car rion crawlers. But they have fewer legs and tentacles, for if things go its way, a mesmeric crawler will never have to run down or melee with its victims.
<
i^ a- i n i' i ■
\(*
M o n s te rs
Their intelligence and their power to charm others make mesmeric crawlers formidable bounty hunters, and those who can stomach dealing with them prize their ser vices. They prefer to use their powers of mind control to compel others to do their hunting for them, so that their quarry need never know that it pursues them. They understand concepts o f kinship and friendship that hold sway among intelligent races, and that charming a loved one or familiar acquaintance of a fugitive into hunting him or her down can make the task infinitely easier. Mesmeric crawlers appear to have no language of their own, as they do not speak. But those who have dealt with them report that they seem to understand Common well enough.
Combat Mesmeric crawlers prefer to let others do the fighting for them, if fighting becomes necessary. They can track their quarry using their keen sense o f smell, but when they have their prey cornered, they would rather use their charm ability to get other creatures to make the actual capture than do it themselves. I f they must, they will melee with the paralyzing tenta cles, but they would rather stand back and let their dupes do the dirty work. C h a rm Person/M onster (Sp): Up to six times per day, a mesmeric crawler may attempt to charm another crea ture. This ability functions as if the crawler were casting charm person or charm monster as a 7th level sorcerer. Paralysis (Ex): Whenever a mesmeric crawler scores a hit with one of its tentacles, the victim must make a suc cessful Fortitude save (DC 13), or else it is paralyzed for 2d6 minutes.
MISERY CAT S m all M agical Beast H it Dice: 3d8 (12 hp) Initiative: +3 (+3 Dex) Speed: 20 ft., climb 20 ft. AC: 15 (+1 size, +3 Dex, +1 natural) Attacks: Bite +3 melee, 2 claws -2 melee Damage: Bite ld6- l, claws ld 4 - l Face/Reach: 5 ft/ by 5 ft./5 ft. Special Attacks: Spell-like ability, rend, spit Special Q ualities: Scent Saves: Fort +3, Ref +6, W ill +2 A bilities: Str 9, Dex 16, Con 10, Int 6, Wis 12, Cha 6 Skills: Balance +6, Clim b +2, Hide +6, Move Silently +5, Spot +2 Feats: Toughness, Weapon Finesse (bite) Clim ate/Terrain: Any land and underground O rganization: Solitary or pack (2-8) C hallenge Rating: 3 Treasure: 1/4 standard A lignm ent: Usually chaotic evil A dvancem ent Range: 2-3 H D (Medium) In their true form, misery cats actually resemble oversized weasels or ferrets. These sneaks and scavengers derive their name trom the fact that their ability to change shape allows them to dupe the settled folk from whom they steal their livelihood, often by disguising themselves as domes tic pets. Usually, they content themselves with snatching bits of food when no one is looking, like cuts of meat or pies left momentarily unattended. But they have also been known to do much worse, making off with fowl or small animals, or even newborn children. Such cases are mostly likely the doing of a pack of several or more mis ery cats working together.
>
M
o n sters
Misery cats occur in all environments and terrain types. In the wild, they live as scavengers and hunters of small animals. W hen they find themselves in proximity' to set tled peoples, however, they react as do vermin, realizing that civilization offers them a bounty richer than they could expect to find otherwise. They make pests of them selves, and their size enables them to make proportional ly greater mischief than rats and insects. It ’s no wonder that they are hunted with a will wherever they occur.
Combat I f they are caught in the act of filching, misery cats will flee rather than fight it out. If cornered or caught with their shapechanging ability exhausted, however, they will do their best to get their pursuers to back off. if getting their backs up, baring their teeth and hissing will not do, they will spit their highly acidic saliva to blind their foes and then attack with their teeth and claws. P olym orph Self (Sp): Once per day, a misery cat may polymorph self as the spell cast by a 7th level sorcerer. R end (Ex): If a misery cat sinks its teeth into a foe, it can dig in and rip flesh with its incisors to cause extra damage. Whenever it succeeds in a bite attack, it makes an opposed grapple check against its target. If success ful, it automatically deals an extra ld4 dam age. Sp it (Ex): Unless surprised, a misery cat always spits at the face of an opponent to blind it before launching into melee combat. It can propel its saliva up to 30 ft. (at range increments of 10 ft.) as a ranged touch attack. A hit means that the target has been struck in the eyes, and it must make a Fortitude saving throw (DC 15). If it fails, it is blind ed as if affected by the spell blindness. Every round thereafter, the affected crea ture may attempt another saving throw as a full action (i.e., trying to flush the toxin out of its eyes), and if it suc ceeds it is no longer blinded. Creatures with Blindsight are not affected.
MIST GIANT Large Giant H it Dice: 12d8+48 (96 hp) Initiative: -1 (Dex) Speed: 40 ft. AC: 21 (-1 size, -1 Dex, +10 natural, +3 studded leather) Attacks: Huge greatclub +17/+12 melee, or rock +11/ +6 ranged Damage: Huge greatclub 2d6+7, or rock 2d6+7 Face/Reach: 5 ft. by 5 ft./lO ft. Special Attacks: Spell like abilities, rock throwing Special Q ualities: Rock catching Saves: Fort +12, Ref +3, W ill +4 Abilities: Str 25, Dex 9, Con 19, Int 10, W is 10,
M
onsters
Skills: Clim b +9, Jump +9, Spot +2 Feats: Weapon Focus (greatclub) Clim ate/Terrain: Any hill or mountain O rganization: Solitary, gang (2-5) band (6-9 plus 35% noncombatants), raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 ores). Challenge Rating: 8 Treasure: Standard A lignm ent: Usually neutral evil A dvancem ent Range: By character class Quicker-witted and equally mean cousins of hill giants, mist giants have menaced settled peoples living in fertile mountain valleys for uncounted generations. Their name, used initially by their victims and gradually appropriated by themselves, derives from their favored tactic of raiding at dawn, using heavy morning fog as cover. In addition, they possess a rudimentary ability to manipulate the weather, as can the larger and fairer species of giant. Mist giants are marked by their low, brooding fore heads, heavily protruding lower lips and gray skin. Their wear crudely studded bits of leather stitched together for armor. Adult mist giants usually reach 11 ft. in height and weigh about 1,200 pounds. They can live to be 200 years old. A mist giant’s bag usually contains ld4 throwing rocks, ld4+4 mundane items and the giant’s personal treasure. W hen raiding, however, a mist giant may choose not to carry its treasure with it, figuring that it wants to travel light and that it will soon have plenty of loot to carry back to its Ipir. Mist giants speak Giant and Common.
Combat Unlike other giants, mist giants show no marked preference for rock throwing. They have the ability to do so and will throw in a pinch, but they prefer to burst out of the fog, ini tiating a close-quarters fight with their surprised enemies. They usually wield greatclubs, but also fight with greatswords or great-axes. They carry a few rocks with them, which they use mainly to discourage pursuers and cover their withdrawal once they've looted and pillaged to their heart’s content. Fog C lo u d (Sp): A mist giant may cast fog cloud once per day as a 7th level sorcerer. O bscuring M is t (Sp): A mist giant may cast obscuring mist twice per day as a 7th level sorcerer.
>
Mist Giant Society Mist giants tend to organize themselves into tribes the size of an extended family. If encountered in their moun tain lairs, they tend to be wary ot outsiders, as they always worry about possible retribution for their raids. However, neighboring tribes trade and ally with each other, some times striking up impressively extensive alliances for the benefit of all.
NITH S m all Fey H it Dice: 2d6 (7 hp) Initiative: +4 (Dex) Speed: 20 ft., fly 60 ft. (good) AC: 16 (+1 size, +4 Dex, +1 natural) Attacks: Shortsword +5 melee, or composite short bow +6 ranged Damage: Shortsword ld6-2, or composite short bow ld6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities, special arrows Special Qualities: SR 16, enhanced tracking Saves: Fort +0, Ref +7, W ill +5 Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16 Skills: B luff+7, Concentration +4, Craft (any) +7, Escape Artist +8, Hide +8, Intuit Direction +7, Listen +7, Move silently +8, Search +7, Sense Motive +6, Spot +6, Wilderness Lore +6
>
<
M
A
onsters
Feats: Point-Blank Shot, Rapid Shot, Track, Weapon Finesse (shortsword) Clim ate/Terrain: Temperate forest or marsh O rganization: Gang (2-5) or band (6-11) Challenge Rating: 4 Treasure: Standard A lignm ent: Usually neutral evil A dvancem ent Range: 3-4 H D (Small) Not all sprites are as charming and harmless as they look. Niths have a definite mean streak, and their mischief goes beyond punishing intruders into their home turf or toy ing with passersby. Niths willingly ally themselves with bounty hunters or posses, no matter what the cause or what offence the fugitive is supposed to have committed. They simply enjoy the hunt, and take pleasure in adding just a little bit to the misery of another intelligent crea ture. Niths possess exceptionally keen senses and they are skilled trackers in their native marshes and woods, and the fact that they may work for free if they decide that they like their employer also makes them useful allies. O n the other hand, they may also give on the job suddenly if they get bored or otherwise find the task unenjoyable. C om bat
Like most fey, niths understand that straight-up melee combat places them at a disadvantage, and they have no taste for it. Instead, they use their special abilities to achieve surprise and neutralize their foes. E nhanced Tracking (Su): W hen operating in woods, forests or swamps niths receive a +3 competency bonus to their Wilderness Lore check when using the Track feat. H old Person (Sp): Up to three times per day, niths may hold person as a 7th level sorcerer. In v is ib ility (Sp): Up to three times per day, niths may
Damage: Longsword ld8+2, composite longbow ld8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Q ualities: Darkvision 60 ft., heightened tracking Saves: Fort +1, Ref +4, W ill +1 Abilities: Str 14, Dex 12, Con 12, Int 12, Wis 12, Cha 10 Skills: Gather Information +1, Hide +2, Listen +2, Move Silently +2, Search +2, Spot +2, Wilderness Lore +2 Feats: Track Clim ate/Terrain: Any land and underground O rganization: Solitary, gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rdlevel sergeant per 10 adults, 5 5th level lieutenants and 3 7th level captains). C hallenge Rating: 1
make themselves invisible as if they were a 6th level sor cerer casting the spell on themselves only. Special Arrows (Ex): Like their cousin pixies, niths may employ special arrows that incapacitate a victim by putting it to sleep. Any opponent struck by such an arrow
Treasure: Standard A lignm ent: Usually neutral A dvancem ent Range: By character class
must make a successful Fortitude save (DC 15), or else it reacts as if affected by a sleep spell as if cast by a 7th level
Q oth are natural-born trackers; every one o f their
sorcerer. The victim is affected regardless of how many H it Dice it has.
instincts and distinctive physical features amplifies the sensory skills that they need to hunt down something —
QOTH M e d iu m H u m a n o id (Q oth) H it Dice: 2d8+2 (10 hp) Initiative: +5 (+1 Dex) Speed: 30 ft. AC: 14 (+1 Dex, +3 studded leather armor) Attacks: Longsword +3 melee, or composite longbow +2 ranged
>
or someone — who wishes to elude them. They are excep tionally agile and their low-slung bodies allow them to move quickly while remaining partially hidden to anyone trying to spot them. They have large eyes that enable them to see unusually well in dim light, with heavy lids that also allow them to shut out glare in excessively bright conditions. Their wide, flared nostrils give them a keen sense of smell, and they have a wider range of hearing than most other races.
J
l
<
M
onsters
As you might expect, Qoth are much in demand as scouts, trackers and bounty hunters, and they are general ly quite content to market themselves as such. They can operate independently, and veteran Qoth trackers prefer to do so. But they also work in teams under the direction of a veteran o f their own kiijid, or someone else whose authority they recognize (their employer, for instance), in which case they function more or less as an intelligent pack of bloodhounds. Qoth speak common, plus one bonus language.
Combat Qoth are experienced and versatile small-group tacticians. They understand how to make best use of terrain, weaponry and any advantages that they believe they have over their foes. They won’t charge head-on if they know they’re outnumbered. They like to attack at night if they feel that their darkvision will give them an advantage. In other words, they just won’t do anything stupid, and they are entirely capable of executing complex tactical maneu vers, like drawing their enemy into an ambush or using hit-an-run attacks to wear them down. H eightened Tracking (Ex): A Qoth receives a +5 com petency bonus to its Wilderness Lore check when it uses its Track feat. Also, if a group of Qoth is doing the track ing, it has the option of combining its efforts into a single die roll at +5 for the first participating Qoth and +2 for every additional Qoth.
Qoth Society Qoth live in large tribal groups, from which mercenaries may be recruited. Anyone wishing to hire Qoth must negotiate for their services with the tribe’s chief, and any male of military age is available for service. I f negotiations are successful, the chief selects who will go; the prospec tive mercenaries themselves have no say in the matter. Young Qoth also leave their tribes on their own some times to seek their fortune in the wider world. The wider world doesn’t always receive them with a friendly embrace, but they generally find that skilled trackers and hunter (bounty or otherwise) can make a passable living for themselves. Qoth worship Lateshi, a goddess of the hunt who is said to take pity on those who are lost and in search of food. They interpret her blessing rather liberally to include those who make their living through any kind of tracking and hunting.
.Qoth Characters A Qoth character is mostly likely a bounty hunter at work. W hile a Qoth hunting alone prefers to remain alone, he will accept help, especially if the job turns out to be more complicated than he first thought. Initially, he will over look likely disagreements over splitting the reward (he will want it all for himself) or how the quarry is to be treated, but at the moment of truth, he will insist on doing things his way. Qoth characters receive one bonus language in addi tion to those that they receive on account of their intel ligence modifier. A Qoth’s favored class is ranger.
RIDGE GOBLIN Sm all H u m a n o id (G oblino id) H it Dice: ids (4 hp) Initiative: +1 (Dex) Speed: 20 ft. (scale mail), base 30 ft. AC: 17 (+1 size, +1 Dex, +1 natural, +4 scale mail) Attacks: Battleaxe +2 melee, or javelin +2 ranged Damage: Battleaxe ld8+l, or javelin ld6+l Face/Reach: 5 ft. by 5 ft./5 ft. Special Q ualities: Favored enemy, darkvision 60 ft. Saves: Fort +0, Ref +3, W ill -1 A bilities: Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8 Skills: Hide +3, Listen +1, Spot +1 Feats: Dodge Clim ate/Terrain: Any hills, mountains and under ground
>
M
o n sters
O rganization: Gang (2-4), squad (11-20 plus 2 3rdlevel sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th level lieutenants and 3 7th level captains). C hallenge Rating: 1/2 Treasure: Standard A lignm ent: Usually lawful evil Advancem ent Range: By character class Ferociously territorial and just as intensely greedy, ridge goblins present a hazard to prospectors and miners look ing for gems or precious metals, refugees fleeing strife, curious explorers — in fact, just about anyone with a rea son to head for the hills. They believe that anyone or any thing that enters their domain, whether on purpose or by accident, automatically belongs to them. Whatever it is — gold, gemstones, food, mundane items, people — if it’s there already, it belongs to the ridge goblin tribe that lives in the area. I f it enters the area, it belongs to the ridge gob lins. If a ridge goblin steals something and brings it back to the tribal domain, it rightfully belongs to the tribe. And so on. This proprietary attitude does little to endear ridge gob lins to other intelligent races, and parties bent on revenge, justice or a mixture of both often head up into ridge goblin lands looking for satisfaction. Enmity between ridge goblins and dwarves and gnomes is particularly bitter. Trouble comes to any gnome that enters ridge goblin terri tory in search of gemstones. And ridge goblins have fought savage full-scale wars against dwarven colonies; they refuse to recognize that dwarves have any right at all to live in the mountains and they have been known to insist in all seriousness that strongholds that dwarves have inhabited for countless generations are really theirs by right. Ridge goblins have harsh, angular faces and a hard ridge of bone that runs around the crown of the skull. Ridge goblins speak a dialect of goblin.
Combat W hen they outnumber their opponents, ridge goblins come at them in headlong rushes, scrambling madly over rocks and wailing ear-splitting cries. I f a ridge goblin gets a chance to execute a charge attack, it will try to head butt its opponent with the hard ridge of bone around the top of its head. Favored E nem y (Ex): Treat dwarves and gnomes as ridge goblins' favored enemy due to their long and intense history of strife. A ridge goblin gains a +1 melee attack bonus, +1 ranged attack bonus when the target is within 30 ft., and a +1 damage bonus in combat against a dwarf or gnome. It also gains a +1 bonus to Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks against dwarves or gnomes.
<
Ridge goblin Society Ridge goblins organize themselves into large tribal groups. More than one tribe may exist within a given ter ritory, however, and while neighboring tribes usually cooperate with each other, they may also feud over land and possessions. Each tribe subdivides into family-sized clans that find shelter in caves, under overhangs or wher ever natural rock formations allow protection from the elements. Ridge goblins worship Brgha, a mountain god who regards the ridge goblin as his favored children and teach es them that all of the treasures of the earth are theirs by right.
Ridge goblin Characters Their inherent suspicion of outsiders makes it hard for ridge goblins to blend in with other races, and so it is unlikely that a ridge goblin will join a mixed party of PCs. Under practically no circumstance would a ridge goblin team up with dwarves or gnomes; they’d try to get at each other’s throats within minutes. A ridge goblin’s favored class is warrior.
SELLIG M e d iu m H u m a n o id (Ore) H it Dice: ld8 (4 hp) Initiative: +1 (Dex) Speed: 30 ft., swim 30 ft. AC: 14 (+1 Dex, +2 leather armor, +1 natural) Attacks: Shortspear +1 melee or +1 ranged Damage: Shortspear ld8+l Face/Reach: 5 ft/ by 5 ft./5 ft. Special Q ualities: Darkvision 60 ft., water breathing Saves: Fort +0, Ref +3, W ill +0 Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 10, Cha 9 Skills: Hide +3, Listen +2, Spot +2 Feats: Alertness Clim ate/Terrain: Marsh or swamp O rg a n iz a tio n : Raiding party (2-7 plus 1 3rd-level leader), or clan (8-16 plus 1 3rd-level leader and 2 2ndlevel lieutenants, plus 150% noncombatants). Challenge Rating: 1/2 Treasure: Standard A lignm ent: Usually neutral evil A dvancem ent Range: By character class Selligs are amphibious humanoids with green, moist skin and rudimentary gills behind their ears that allow them to breathe underwater indefinitely. They live in swamps and marshes, and they feel comfortable enough in these ecosystems that they inevitably project a strong sense of proprietorship over their territories. Selligs are notorious for attacking on sight anyone who intrudes on land that
M
o n sters
they consider their own, whether intentionally or not. This inevitably causes conflict with settled populations who exist at the margin of sellig territories, and as selligs don’t much care to negotiate, such conflicts can stretch on for generations. As a consequence, selligs are often the target o f posses and bounty hunters eager for retribution. Selligs speak Common and a dialect of Ore.
Combat Whenever they have advance warning of their foe, selligs strike from ambush, using their hiding skills and their natural coloration to conceal themselves among vegeta tion. They also use their water breathing ability to sus
Sellig Characters Selligs don’t associate much with outsiders, and very rarely will an individual join with other races tor any pur pose whatsoever. A sellig who has left the swamp and is willing to accept the company of non-selligs is most like ly on the run and quite desperate. Being away from the swamp is likely to make him edgy and depressed. A sellig’s favored class is barbarian. Sellig clerics wor ship the swamp and can choose from two of the following domains: Evil, Plant, and Trickery.
TALAQ M e d iu m H u m a n o id (G oblino id)
pend themselves just beneath the water’s surface, expos ing only their eyes and the tops of their heads. W ater B reathing (Ex): Selligs can remain underwater
H it Dice: ld8 (4 hp) Initiative: +2 (+2 Dex) Speed: 30 ft.
for up to 12 hours at a time without any strain, breathing through their gills.
AC: 14 (+2 Dex, +2 leather armor) Attacks: Shortsword +1 melee, short bow +2 ranged Damage: Shortsword ld6+l, short bow ld6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Q ualities: Darkvision 60 ft., forest elusiveness, light sensitivity Saves: Fort +0, Ref +3, W ill +0 Abilities: Str 12, Dex 14, Con 11, Int 10, Wis 10, Cha 8
Sellig Society Selligs live in modest, clan-sized groups. Their natural environment doesn’t allow them much popu lation density, and filling up a swamp with selligs would only make them easier to find anyway. But where their territory is large enough, clans will merge to form tribes, seeking security in numbers. Selligs worship the swamp god, who considers all marshland crea tures children o f the swamp who need her protec tion.
Skills: Hide +3, Listen +2, Spot +2 Feats: Alertness Clim ate/Terrain: Forest O rganization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30—100 plus 150% noncombatants plus 1 3rd-level ser geant per 10 adults, 5 5th level lieutenants and 3 7th level captains). Challenge Rating: 1/2 Treasure: Standard A lignm ent: Usually chaotic evil Advancem ent Range: By character class Talaq are squat goblinoids with round, thick heads who live in forests and woods. They are notorious for raiding farms and settlements on the outskirts o f their native habitats; in part, they regard such folk with righteous indignation as intruders on their land. But they also find that it's a lot easier to steal and rob than to make a living on one’s own, and that torching huts and houses has its own peculiar joy. As a result, frequent skirmishes between talaq and militia, settlers and posses are a fact of life in the regions that they inhabit. As forest denizens, talaq function best in low-light con ditions, and when they wish to move across open ground, they do so at dusk or at night. If compelled to retreat, they try to melt back into the forest, where they are particular ly difficult to find. From earliest childhood, talaq regular ly coat their mottled green-brown hide with loam, so that
>
—
<
kk,m m
M o n s te rs
over time their scent becomes indistinguishable from that of their surroundings. Tracking a talaq through the forest — or indeed, any type of vegetation — is a difficult task indeed. Talaq speak a dialect of goblin.
Combat Talaq like to strike quickly, using stealth and the cover o f night to get the drop on their opponents. They won’t stand for a melee slugfest if the odds are any thing like 1—1, much less worse than that. O ut in the open, they are sneaks and cowards at heart. In the forest, however, they will strike from ambush, firing their primitive short bows from behind or up in the branches of trees, that their darkvision puts their foes at a disad vantage. Forest Elusiveness (Ex): Anyone tracking a talaq through forest, woods, or any terrain containing heavy vegetation suffers a -4 cir cumstance penalty. This reflects the difficulty of distinguishing the talaq’s scent from that of its surroundings. L ig h t Sensitivity (Ex): Talaq suffer a -1 penalty to attack rolls in bright sun- ■ 'v light or in the area of effect of daylight.
Talaq Society All of the talaq in a wood or part of a forest organize them selves into a tribe led by the dominant warrior. Leadership of the tribe is always subject to challenge, so that a chief tain’s reign could always prove violent and short. Any war rior who thinks him or herself more fit for leadership may call out the current chieftain, in which case the two engage in a ritualized combat to submission or death. All talaq wear tokens of tribal affiliation and rank on the braids that hang from just above their ears. Talaq worship Enik-Talaq, who is both a nature god and a racial god.
Talaq Characters Any talaq encountered alone outside its habitat is likely to be a fugitive from its racial enemies, or perhaps even from its own tribe. In such a case, it may welcome the friend ship and company of non-Talaq if it thinks it would bene fit from the help. A talaq's favored class is rogue. Talaq clerics worship Enik-Talaq and choose two of the following domains: Chaos, Evil, Protection, and Trickery.
K'
VISCERATHA Large A berration H it Dice: 12d8+48 (96 hp) Initiative: +1 (Dex) Speed: 30 ft. AC: 16 (-1 size, +1 Dex, +6 natural) Attacks: Tentacles +14 melee, 2 claws +14 melee, bite +9 melee Damage: Tentacles paralysis, claw 3d8+5, bite 3dlO+5 Face/Reach: 10 ft. by 10 ft./lO ft. Special Attacks: Chewing, paralysis Special Q ualities: Scent Saves: Fort +8, Ref +5, W ill +9 Abilities: Str 21, Dex 12, Con 18, Int 12, Wis 12, Cha 11 Skills: Hide +4, Intimidate +4, Intuit Direction +4, Listen +5, Search +4, Sense Motive +5, Spot +4 Feats: Cleave, Power Attack Clim ate/Terrain: Any land and underground O rganization: Solitary Challenge Rating: 8 Treasure: Standard A lignm ent: Always neutral A dvancem ent Range: 13-14 H D (Large)
-A.
<
M
o n sters
Possessed by a truly extraordinary appetite, visceratha must eat flesh almost constantly in order to survive. They therefore gravitate toward the fringes o f settled commu nities, where they can find prey in quantity and concen tration. W hen they are hungry, they raid for food, burst ing upon farms or villages, scdoping up as many victims as they can catch and hold in their tentacles, and disappear ing as suddenly as they came. All who witness a visceratha rampage are, to varying degrees, fortunate to have survived it. None who witness es one can ever forget it. W hen they are hungry, vis ceratha typically find a hiding place near an area where they expect prey to pass by— perhaps a party of travelers or a small merchant caravan, or farm workers harvesting at the edge of a field. W hen it judges that the time is right, a visceratha springs from cover, propelling itself forward with its thick, powerful legs and its long, dangling arms, with which it pushes off from the ground. The eyes set into its head scan its field of view for prey while its third eye, set in a stalk that emerges from its forehead, cranes about, looking for more. Six paralyzing tentacles lash out from its body, capturing as many victims as they can reach. Some the visceratha will eat on the spot; the rest it will save for later. W hen it has as much prey as it
can handle, it returns to its lair to continue its feast. As they are always hungry, they are almost always on the hunt, and this makes visceratha a terrible menace to any settled community whom they victimize. They may well pay any price rather than uproot themselves or face extermination by this relentless predator. The best way to get rid of a visceratha is to track it to its lair and surprise it while it is eating or digesting. Com bat
Visceratha can bite and claw, but they prefer to let their tentacles do the work. They use their tentacles to grasp their prey and deliver a paralyzing nerve toxin that can immobilize victims for long periods of time, so that they can be stored if not eaten right away. W hen a visceratha attacks, it will take the first victim it captures and fork it into its maw and start chewing. All the while, it will lash out with its tentacles and grab at any other living creature in range. W hen it finishes chewing, there is a 50% chance that it will toss another captive into its mouth and eat it as well. Otherwise, it will simply capture as many victims as its tentacles can hold, then lope off to its lair to continue eating. Paralysis (Ex): Whenever a visceratha scores a hit with one o f its tentacles, the victim must make a successful Fortitude save (DC 15), or else it is paralyzed tor at least one hour. If the victim is still alive one hour after becom ing paralyzed, it makes another Fortitude save attempt at the same DC to shake off the effect, and every hour thereafter if necessary until the paralysis disap pears. C hew ing (Ex): W hen a visceratha pops a victim into its mouth (which requires a partial action), it immediately begins chewing. Chewing takes the form of a melee attack against the victim. Assuming that the victim is para lyzed, the attack is resolved as if the defender is flatfoot ed. Once the vis ceratha reduces its victim to less than 0 hit points by chewing, it swallows it, armor, posses sions and all. If, for some reason, the visceratha att-empts to eat a victim that is not paralyzed, the victim may attempt to free itself by making an opposed grapple check.
M
o n sters
VUDOT
Combat Vudots don't have much taste for physical combat and they are not very good at it. They much prefer to use their spell-like abilities to set their foes at a disadvantage and/or force others to do the fighting for them. W hen engaging an enemy, they stand away from the melee, watching for any sign that they may need to re-apply their powers of
Large M onstrous H u m a n o id (Vudot) H it Dice: 10d8 (40 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 30 ft. AC: 13 (-1 size, +1 Dex, +3 natural) Attacks: Shortsword +10/+5 melee Damage: Shortsword ld6
m ind control. Aura o f Fear (Ex): There’s no getting around the fact
Face/Reach: 5 ft/ by 5 ft./5 ft. Special Attacks: Spell-like abilities, aura of fear Special Q ualities: SR 15 Saves: Fort +3, Ref +8, W ill +10
that vudots give everyone the creeps, even those who ally with them. All creatures within 30 ft. of a vudot must make a W ill saving throw. Those who fail receive a -4 fear
Abilities: Str 10, Dex 12, Con 10, Int 17, Wis 17, Cha 12 Skills: Concentration +4, Intimidate +5, Intuit Direction +7, Knowledge (nature) +7, Listen +7, Search +7, Spot +8, Wilderness Lore +8 Feats: Alertness, Improved Initiative, Track, Weapon Finesse (shortsword)
penalty to all W ill saving throws, a -1 fear penalty to attacks and a -1 dexterity penalty to AC while inside the area o f effect. C h a rm P erson/A nim al/M onster (Sp): Up to three times per day, vudots may charm any living creature as per the spell charm monster cast by a 15th level sorcerer. H o ld P erson/A nim al/M onster (Sp): Up to six times per day, vudots may hold any other living creature as per the spell hold monster cast by a 15th level sorcerer. Sleep (Sp): Once per day, vudots may put other crea tures to sleep as the spell cast by a 15th level sorcerer.
Clim ate/Terrain: Any land and underground O rganization: Solitary Challenge Rating: 7 Treasure: Standard A lignm ent: Usually neutral A dvancem ent Range: 11-13 H D (Large) Few who have dealt with vudots have walked away without an intense feeling of disquiet, not least because of their appearance — their elongated, all-black bodies, oversized heads and featureless faces with fathomless black eyes. Their mouths are so small as to be scarcely noticeable, and they rarely speak. In short, they look thoroughly weird and unnatural. For those who can overcome this revulsion, howev er, vudots make powerful allies when it comes to track ing and capturing other intelligent creatures. They have the power to affect the minds of others, controlling and dominating them. For this reason alone, vudots turn up as bounty hunters, or in the employ of bounty hunters. Beyond understanding their powers, outsiders know almost nothing about vudots — not where they come from, how they organize themselves (or if they organize themselves), or exactly how they feel about races other than their own. They always work alone, and no one has ever reported seeing a vudot keeping company with another o f its kind. So far, no one has dared to shine the light o f investigation on them, and they remain things of mystery and dread.
t
Vudots speak passable Common, and appear to com prehend it without difficulty. Whether they have a lan guage o f their own remains unknown.
Index
A r t if a c t s ................................ ................212 The spincsccpter.............................................. 232 The crown o f acarra...........................................232
C la s s e s ..................................................... 21 A lc h em ist........................................................... 21 G u ardian ............................................................. 24 Guerilla.................................................................27 H u n te r......................................................... I . . . 29 Legionnaire.................................................. . 32 Mercenary Ranger.......................................: . . . 34 M yrm idon...................: ...................................... 37 N o m a d.................................................................39 Scout.................................................................... 42 Tattoo Mage......................................................... 44
Quick S h o t ......................................................... 66
hmeerak....................................................... 241
Rabble-Rouser....................................................66
kitairn........................................................... XX
Rapid Healing......................................................66
mesmeric craw ler.......................................243
Scarlet Fist......................................................... 185
misery c a t ....................................................244
Scarlet M astery................................................ 186
mist giant......................................................245
Scent o f the Beast................................................ 66
n ith ...............................................................246
School Focus....................................................... 66
qoth...............................................................247
Sensitive...............................................................67
ridge goblin..................................................248
Shield Focus....................................................... 67
sellig.............................................................249
Signature W eapon.............................................. 67
ta la q .............................................................250
Sign Language....................................................68
visceratha......................................................251
Sniper.................................................................. 68
v u d o t ........................................................... 253
Spell Exchange....................................................68 Strength o f Blood................................................ 68
P re s tig e C lasse s.............................................1 9 5
Superior Sneak A ttack.......................................68
The Assemblage U n d in e ................................. 195
Thick S k in ........................................................... 68
Bone W a rrior................................. .................. 196
Thick S k u ll......................................................... 68
F eats..........................................................57 All or N o th in g ....................................................57
Clan C h a m p io n ................................................ 197
W e a lth ................................................................ 68
Clan K a llin ....................................................... 199
W ill o f Stone....................................................... 68
Dune R u n n e r....................................................200
A m b u s h ...............................................................57 Amphibious A ssault...........................................57 Armor Focus (heavy)...........................................57 Armor Focus (light)............................................ 57 Armor Focus (m e d iu m )..................................... 57 Assault Formation.............................................. 57 Astonishing Reflexes.........................................58 Attuncm ent......................................................... 58 Battle Cry............................................................. 58 Blind C astin g ...................... .............................. 58 Blood Frenzy....................................................... 58 Blood Lust........................................................... 58 Body Tackle......................................................... 59 Break C h a rg e ......................................................59 Choke H o ld ........................................................ 59 Continue the F ig h t............................................ 59 C ontortionist......................................................59 Controlled Breathing.........................................60 Dead E y e .............................................................60 Defensive Stance................................................ 60 Devoted O ffe ns e ................................................ 60 Dislocation......................................................... 60 i;3gle Claw Strike................................................ 60 Exaggerate Spell..................................................61 Expert A i m ......................................................... 61 Extra S pell........................................................... 61 Fervent.................................................................61 Field M edic......................................................... 61 Fierce.................................................................. 61 Fists o f Fury . . .{.................................................. 61 Fists o f T hunder..................................................61 Grace Under Pressure.........................................61 H ard y ...................................................................62 H arm ony............................................................. 62 Heavy Infantry Training..................................... 62 Holistic M e dicin e.............................................. 62 Improved Alertness............................................ 62 Improved E ndurance.........................................63 Improved Ranged Sneak Attack........................ 63 Improved Sneak A ttack..................................... 63 Improvised W eap o n ...........................................63 Incredible Fortitude...........................................63 Inspire Loyalty.................................................... 63
Exiles o f the Burning Road..............................202
Magic I t e m s ..........................................? ? 5
Fanatic...............................................................203 The Fifth C o lu m n ............................................ 204
ancient weapons..................................................225 armor of the sun.................................................. 226
Goridins Knights.............................................. 205
asfrulsword......................................................... 226
The Grey W alker.............................................. 206
bane rings.......................................................... 229
Initiate o f Shattered S teel............................... 208
batblade...............................................................226
Legacy ............................................................... 209
bonding weapons................................................225
Man-at-Arms......................................................211
ceremonial iceuponj............................................ 225
Order o f the Sanguine K n ig h ts...................... 212
fhokero/contaet.................... ?........................... 230
Partisan...............................................................213
cloak of rappelling................................................230
Personal C ham pion .......................................... 214
coral tham mai!....................................................227
Skirmisher......................................................... 216
deathflail.............................................................227
Slayer.................................................................217
devil tongue......................................................... 227
Soldiers o f the Blackened R oad...................... 218
explonrr's bow ......................................................227
Spellslayer......................................................... 219
focused weapons.................................................. 225
Stalwart Defender............................................ 221
forte tveapons....................................................... 226
Urban Defender................................................ 221
glass dagger......................................................... 227
Unseen H a n d ....................................................223
liau’fe hatchet......................................................228 healing weapons..................................................226
R a c e s ...................................................................... 5
heir's dagger....................................................... 228
A ra d a n .................................................................. 5
invisible armor.............*..................................... 228 invisible weapons...........
A shem i.................................................................. 6
................................. 226
Bael........................................................................ 8
lantfeiVs amulet....................................................230
D rallok................................................................ 10
morningstar ofjustice...........................................228
L a h ry k ................................................................ 12
obsidian dagger.................................... .............. 228
M a g irn .................................................................14
proficient weapons................................................ 226
Makall...................................................................15
reach weapons......................................................226
Taranuhl...............................................................17
imping dagger....................................................228
U lrath.................................................................. 19
nng of the sea mage............................................ 231 ruby collar of binding.......................................... 231 shattering weapons.............................................. 226
R e l i g i o n .............................................................. 77
slyvan halberd......................................................228
A ld o in ........................................................... 77,78
solvent of permanence.......................................... 231 spectral w a n d ......................................................231
A stal...............................................................77, 78
sword of acarra....................................................228
Derek Tor.............................................................78
Dalyahal...............................................................78
sword of the crusader.......................................... 229
Evadne.......................... ...................... ...........78
sword of the warlords.......................................... 229
G o ra d in ...............................................................78 Great Mother, t h e ........................................ 19, 78
tartinan...............................................................229
G r im a ld i....................................................... 78, 79
thundermaul....................................................... 229 whip of despair....................................................229
M a n a h r ......................................................... 78, 79
wolverine blade....................................................229
O'Rannee....................................................... 76. 79 Sarda...............................................................16, 79
Instructor............................................................. 63 M ind Blank......................................................... 64 Knowledgeable....................................................64 Light Sleeper....................................................... 64 L in g u ist...............................................................64
b u lg rif....................................................97, 233
Natural Leader....................................................64
norling....................................................98, 235
Natural Born Leader.......................................... 65
teek o n ....................................................98, 235 war elephant.......................................... 98, 236
Parry.................................................................... 65
Tethus............................................................. 11, 78
grollok....................................................97, 234 hauncher................................................ 98, 234
Off-Handed Parry.............................................. 65
Shenahsec......................................................78,79 T h ra in n ......................................................... 78.80
Beasts o f B u rd e n .............................................. 233
Mental Combatant.............................................. 64
O a t h .................................................................... 65
Saulein........................................................... 78, 79
M o n ste rs................................................ ? 3 3
Talas.............................................................78, 206
S k i l l s ....................................................................4 9 Animal E m p a th y ................................................49 Appraise...............................................................49
Beasts o f the Earth............................................ 237
Balance.................................................................49
banshee tro ll................................................ 237
Perfect Shot......................................................... 65
brainvine......................................................238
B lu ff.................................................................... 50
Phalanx.................................................................65 Power Throw....................................................... 65
desen ore......................................................239
Concentration......................................................50
g ra b e n ......................................................... 239
Craft: Explosives................................................ 50
Quick Load......................................................... 65
guardian h o u n d ...........................................241
Craft: Trapmaking.............................................. 50
*
<
> D is g u is e ......................................................................51 D ip lo m a c y ..................................................................51
<
M o n s te rs
<
r o t ........................................................................12 2 r u le r s h ip ........................................................... 122
thunderclap.................................................. 145 Paladin Spells....................................................127
secrets................................................................. 122
Ranger Spells....................................................128
...........................52
se ek in g ............................................................... 122
Sorcerer Spells.................................................. 128
H i d e ............................................................................53
s l o t h ................................................................... 123
Tattoo Mage S p e lls ...........................................130
In n u e n d o ....................................................................53
s o la c e ................................................................. 123
Wizard Spells.................................................... 128
Forgery........................................................................52 G ath er In fo r m a tio n .................
In tu it D ir e c tio n ....................................................... 53
s p ir it....................................................................123
N ew Uses for O ld S k ills ......................................... 49
s t o r m ..................................................................123
Pick P o c k e t............................................................... 53
s tr e n g th ............................................................. 123
Profession: D e to n a to r............................................. 53
s u n ......................................................................123
Sense M o t i v e ........................................................... 54
travel....................................................................124
S ig n L a n g u a g e ......................................................... 68
tr ic k e r y ............................................................. 124
S p e llc ra ft....................................................................54
ty ranny ............................................................... 124
S tealth..........................................................................55
u n d e a d ............................................................... 124
W ilderness Lore....................................................... 54
v e n g e a n c e ......................................................... 124 v ic t o r y ............................................................... 124
S p e lls ..................................................... 107 A lchem ist E lix irs ................................................... 107 Bard Spells............................................................... 110 Clerics S p e lls ......................................................... I l l Cleric D o m a in s ..................................................... 113 a i r ........................................................................113 a m b i t i o n ........................................................... 113 ancestry: t r o l l ................................................... 113 a n im a l................................................................. 113 arm o f garastus................................................. 113 b attle....................................................................113 b e tr a y a l............................................................. 114 blessing o f u m t a la ...........................................114 b lo o d ....................................................................114 ch aos................................................................... 114 c o m p o s itio n ..................................................... 114 conquest (g o d s )............................................... 114 conquest (w a r )................................................. 115 c o rru ptio n (evil)............................................... 115 c o rru ptio n (gods)............................................. 115 c r e a tio n ............................................................. 115 darkness............................................................. 115 d e a th ....................................................................115 d e s p e ra tio n ....................................................... 116 d e s tr u c tio n ....................................................... 116 d ip lo m a c y ......................................................... 116 d ise a s e ............................................................... 1 16 d o m in a t io n ....................................................... 116 e a r t h ................................................................... 116 e v i l ......................................................................117 fabrica tio n ......................................................... 117 f e a r ......................................................................117 fire ........................................................................117 f o r a g in g ............................................................. 117 f u r y ......................................................................117 g u a rd ia n ............................................................. 118 g lu tto n y ............................................................. 118 g o o d ................................................................... 118 h a tre d ................................................................. 118 h a v o c ................................................................. 118 h e a lin g ............................................................... 118 h u n t e r ................................................................119 h u n t i n g ............................................................. 119 ju s tic e ..................................................................119 kno w led g e ......................................................... 119 l a b y r in t h ........................................................... 119 la w ........................................................................119 le a d e r s h ip ......................................................... 120 lu c k ......................................................................120 l u s t ......................................................................120 m a g ic ................................................................. 120 m o n e y ............................................................... 120 n a tu re ................................................................. 120 n e utra lity ........................................................... 121 n ig h t ................................................................... 121 pa in (to r tu r e )................................................... 121 plag u e ................................................................. 121 p l a n t ....................................................................121 p o w e r ................................................................. 121 p r o te c tio n ......................................................... 122 p u r ific a tio n ....................................................... 122
w a r ......................................................................125 w ater................................................................... 125 w e a th e r ............................................................. 125 D ru id S p e lls ........................................................... 125 G uardia n S p e lls ...................................................
128
M y rm id o n S pe lls................................................... 126 N ew Spells............................................................... 132 a a d blaJe............................................................. 132 n m b u jJi................................................................133 arms of force....................................................... 133 athanae's age « f iw a l i o n ...................................133 alh a n a e's know con ten ts.....................................134 athanae's know creatun'.....................................134 afhanar's know statu s....................................... 134 awe........................................................................134 batth' k n o w le d g e ........ ........................................ 135 battle r o a r ........................................................... 135 blin dsig ht........................................................... 135 boiling o i l ........................................................... 135 bortfi's h a m m e r . ................................................. 135 c h a tt e r te e th ......................................................... 136 combat p r e s c ie n c e ...............................................136 death becomes m e ............................................... 136 d ea th m i s t ........................................................... 137 elemental flurry '................................................. 137 en ch a n t w e a p o n ................................................. 137 energy sheath..................................................... 137 e xh aust................................................................138 eyes o f th e b e h o ld e r .............................................138 fin g e r te e th ........................................................... 138 fla m e b r a n d ......................................................... 138 force b r i d g e ......................................................... 139 fo rc e c h a k r a m ..................................................... 139 forceful b u r s t....................................................... 139 f o r g e t ....................................................................139 frost f i r e ................................................................139 gluttony............................................................... 140 greater grounding............................................... 140 g rea ter m a g ic a r m o r ........................................... 140 g ro unding........................................................... 140 h a n d c r a m p ......................................................... 141 indomitable charge............................................. 141 magic arm o r....................................................... 141 m inor r e s to r a tio n ............................................... 141 mirror legion....................................................... 141 protection from disease.......................................142 psychom etry......................................................... 142 quicfeirad............................................................. 142 rally o f the d a m n e d .............................................142 rearg u ard ............................................................. 142 s a n d s to r m ........................................................... 142 shrapnel............................................................... 143 shockblade........................................................... 143 shocknet............................................................... 143 silent step ............................................................. 143 sm ite fo e ............................................................... 144 spin eiv rack........................................................... 144 s ta ff o f d e fe n s e ..................................................... 144 steal po ison......................................................... 145 slomi o f a r r o w s ................................................... 145 summon sentinel ........................................... 145
Etcetera Adventure Ideas................................................ 166 Adventuring Gear....................................... 95. 102 Alignm ent.................................................... 70.153 Arm or............................................................. 92,93 dwarven-forged a rm o r................................. 92 elven-forged a rm o r....................................... 93 Buildings........................................................... 102 Chariots....................................................... 96,103 Class Tools and Skill Kits............................96, 103 C lo th in g ......................................................97, 103 Contacts................................................ 76, 97,103 Containers..........................................................101 Dracotechnics......................................................94 D r in k .................................................................103 Equipment Availability....................................... 81 Exchange R ates.................................................. 82 Explosives..................................see dracotechnics F o o d...................................................................103 Guilds and O rganizations.......................... 97,104 Hauling Vehicles.............................................. 104 Hirelings and Services................................97.104 H iring Mercenaries...........................................147 a lig n m e n t.................................................... 153 recruitment.................................................. 147 payment rates.............................................. 148 humanoid mercenaries..............................149 m o ra le ..........................................................153 negotiations................................................ 149 overview ......................................................150 Laminated Steel W eapons................................. 91 Law, t h e ............................................................... 75 L iquids............................................................... 101 L o d g in g ............................................................. 103 Magic Ite m s................................................ 97,104 Mercenary Companies.....................................169 the del vers....................................................187 the deep rangers.........................................187 krotok’s croakers......................................... 189 war wizards' conclave................................. 191 orton city g u i ld ...........................................192 the scarlet fist.............................................. 184 east w ind brotherhood............................... 184 Mounts and Related G ear.......................... 97.105 Random Mercenary Creation.......................... 161 Selling Loot..........................................................83 Serrated W eapons.............................................. 92 Ships...................................................................105 Skirmish Combat Rules................................... 156 Spells for H i r e ....... .......................................... 10S Special and Superior Items........................ 98,105 Starting W e a lth ..................................................81 Tattoos........................................................100.106 Titles...................................................................101 Trade G o o d s ........................................................83 Travelling G em s.................................................. 83 Vital Statistics......................................................80 random h e ig h t.............................................. 80 random w eight.............................................. 80 starting a g e ....................................................80 W eapons....................................................... 84, 87
M
o n sters
THE OPEN GAME LICENSE
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. I
Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction?addition, extension, upgrade, improve ment. compilation. abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “ Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute, (d) "Open Game Content* means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity, (e) "Product Identity" means product and prod uct line names, logos and identifying marks including trade dress; artifacts; creatures characters, stones, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, like nesses and special abilities, places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content, (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use". "Used" or "Using” means to use. Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content, (h) "You” or "Your" means the licensee in terms of this agreement
2.
3. 4
The License, This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use No terms may be added to or subtracted from this License except as described by the License itself No other terms or conditions may be applied to any Open Game Content distributed using this License
6
7
sion shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v1 0a Copyright 2000, Wizards of the Coast. Inc. System Reference Document (draft version) Copyright 1999. 2000 Wizards of the Coast, Inc Authors Jonathan Tweet, Monte Cook. Skip Williams, based on original material by E Gary Gygax and Dave Arneson Dungeons. Copyright 2000, Alderac Entertainment Group Evil. Copyright 2001. Alderac Entertainment Group Dragons, Copyright 2001, Alderac Entertainment Group Undead, Copyright 2001. Alderac Entertainment Group War, Copyright 2002. Alderac Entertainment Group Monster. Copyright 2002. Alderac Entertainment Group
__________ PRODUCT IDENTITY The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0: Any and all Alderac Entertainment Group logos, identifying marks and trade dress, including all Alderac Entertainment Group Inc., Product and Product line names including but not limited to Dungeons. Evil. Dragons. Undead. War, Monster, and Gods; any elements of game setting, including but not limited to capitalized names, names of artifacts, spell names, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, secret societies or legends; any and all stories, storylines, plots, thematic elements, and dia logue. any and all artwork, symbols, designs, depictions, illustrations, maps and cartog raphy. likenesses, poses, logos, symbols or graphic designs, except such elements that already appear in the d20 System Reference Document (e.g. Melf or Mordenkainen) and ate already OGC by virtue of appearing there The above Product Identity is not Open Game Content.
___THE OPEN GAME CONTENT The following items are hereby designated as Open Game Content in accordance with Section 1(e) of the Open Game License, version 1.0 All other items are designated Product Identity and is © and ™ 2001 Alderac Entertainment Group, inc. In Chapter One. all races with the exception of name identity as established in Product Identity.
Grant and Consideration In consideration for agreeing to use this License, the
in Chapter Two. all character classes with the exception of name identity as estab lished m Product Identity
Representation of Authority to Contribute: If You are contributing original material as Open Game Content. You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License Notice of LicenseCopyright You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute Use of Product Identity You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, inde pendent Agreement with the owner of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity
8
identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content
9
Updating the License Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy ol the Open Game Content You Distribute II
14. Reformation- If any provision of this License is held to be unenforceable, such provi
Offer and Acceptance: By Using the Open Game Content You indicate Your accep tance of the terms of this License. Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use. the Open Game Content.
5.
terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License
Use of Contributor Credits You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judi cial order, or governmental regulation then You may not Use any Open Game Material so affected 13. Termination: This License will terminate automatically if You fail to comply with all
In Chapter Three, all skills. In Chapter Four, all feats In Chapter Six. all weapons, armor, adventuring gear, chariots, class tools and skills kits, clothing, contacts, guilds, hirelings and services, magic items, mounts and related gear, special and superior items, titles, tattoos, and goods and services with the excep tion of name identity as established in Product Identity. In Chapter Seven, all spells and domains with the exception of name identity as established in Product identity In Chapter Nine, all NPCs and feats with the exception of name identity as estab lished in Product Identity. In Chapter Ten, all prestige classes with the exception of name identity as estab lished m Product Identity In Chapter Eleven, all magic items and artifacts with the exception of name identity as established in Product Identity In Chapter Twelve, all monsters with the exception of name identity as established in Product Identity Use of Spells, Magic items, and Artifacts as Open Game Content It is the clear and expressed intent of Alderac Entertainment Group, inc. to add all game mechanics involv ing spell effects, magic item effects, and artifact effects contained in this volume to the cannon of Open Game Content for use pursuant to the Open Game License by future Open Game publishers. Some spell names, magic items and artifacts contain Product Identity, as designated above, and that designation remains.
Legal Stuff Dungeons and Dragons* and Wizards of the Coast* are trademarks of Wizards of the Coast, and are used in accordance with the Open Game and d20 Licenses. 'd20* and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com
T a b l e 2-13: T h e T a t t o o M a g e
Base Level Attack 1 +0 2 +1 3 +2 4 +3 5 +3 6 +4 7 +5 8 +6/+1 9 +6/+1 10 +7/+2 11 +8/+3 12 +9/+4 13 +9/+4 14 +10/+5 15 +11/+6/+1 16 +12/+7/+2 17 +12/+7/+2 18 +13/+8/+3 19 +14/+9/+4 20 +15/+10/+5
Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Special
Bonus Feat
Bonus Feat
Bonus Feat Touch of the Master Bonus Feat
Bonus Feat Heart of the Master Bonus Feat Tattoo Master
Tattoos 1 2 3 4 1 2 2 1 3 1 3 2 3 2 1 3 3 1 3 3 2 3 3 2 1 4 3 2 1 4 3 3 1 4 3 3 1 4 4 3 1 4 4 3 2 4 4 4 3 5 4 4 3 5 4 4 3 5 4 4 4 5 4 4 4 6 4 4 4
5
6
7
— — — — — — — — — 1 — — 1 — — 1 — — 2 1 — 3 1 — 3 2 — 4 3 2 4 3 3 4 3 3
8
— — — — — — — — — — — 1
G o ld • G v ts • G r e e d Before the w ar between East Linger and The Empire o f Besuhl. most mercenaries lived off the land, fightin g in taverns or doing whatever it took to survive. It gor so had at one point, some companies resorted to ban ditry... then hired themselves out to take care o f the “problem " they'd created. Those that were caught were hanged. I would never say w ar is good. But it’s g ood fo r my coin purse and it’s good fo r the kingdom. And while w e’re killing men willing to die fo r their beliefs, I’m just g lad I ’m not the one doing the dying. — Olaf W hite beard
1~HiS
is tHE K£Y to SVRyiVAL
Money is the only goal w orth dying for; mercenaries k now this, and have learned p rofit from their wisdom . This sourcebook is the perfect resource for playing mercenaries and ru n n in g mercenary cam paigns. Inside these ‘256 pages you’ll fin d new races, classes, feats, and magic — everything DMs and players need for endless adve nturing opportunities. The tim e for heroes is over. Pay up.
A n y D e e d , A n y P r ic e 9 new, complete races
• 10 new character classes
Over 7 0 new fea ts
• Over -10 new spells
Dozens o f magic items
• A Compendium o f everything AF.C
A complete ranger class
• A host o f new monsters to hunt
• A new system lor skirmish com bat
$29.95 US MSRP
www.alderac.com
View more...
Comments