Netherland Games - Primal Codex

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CONTENTS Introduction…………….......................................................................................................………………3 Chapter 1 Races……………………………….….………….............................................………...………4 Aborigine...…………….………….…………….......................................................................………...………4 Enelil……………....................................................................................................................…..……..5 Grundengar..................................................................................................................………………...……….6 Neanderthal………………..............................................................................…………………....………6 Phrohiem……...................................................................................................…………………....…….7 Chapter 2 Classes…………………………………..........................................…….....…………..………..9 Brawler…………………………………………………….…................................……………...……….9 Huntsman………………………………........................................................………………....……….10 Shaman……………………………...............................................................…………………..………12 Witch Doctor……………………………….....................................................……..…………………..17 Chapter 3 Prestige Classes.......………………...................................................…………………………20 Animal Master……………...........................................................................…….……………...…….20 Beast Lord…………................................................................................………………………...……21 Storm Rider……………..............................................................………………….……………...……23 Trickster………………...................................................................................………………………...……..25 Chapter 4 Skills and Feats……………………….…......................................…………………..………..28 Skills……………………………………………….........................................…………………....………28 Feats………………………….........................................................................…………………………....………..30 Chapter 5 Equipment…………………….................................................................………...……..……33 Weapons………………..........................................................…………………………………....…………33 Armor and Shields…………..........................................…………………………….………..…………35 Other Items………….................................................………………………………………...…………36 Chapter 6 Wilderness Traps…….....................................…………………………………………………37 Chapter 7 Poisons……..................……………………………………………………………………….…40 Microbial Poisons…..................................................……………………………………………………40 Toadstools……………………………...................………………………………………….…...….……41 Plants…….………….........................................………………………………………………...…….…42 Identifying Poisons…………………………......................………………………………...……………46 Chapter 8 Diseases……………………………………….......………………………………...……………48 Disease Descriptions……………………............................………………………………...……………48 Encountering Diseases…………..........................................………………………………...………..…53 Chapter 9 Optional Rules………………...........................…………………………………...……………55 Condition Summary………...............…………………………………………………………..…………55 Execution……………….........………………………………………………………..……..……………59 On the Run……….….….................………………………………………………………………...……63 Other Grappling Options…………..............……………………………………………………..……….63 Near Death Penalty………………….......……………………………………………...…………………64 Fighting in the Water……….................………………………………………………….………………64 Drug Addiction………………..............………………………………………………………..…………64 Chapter 10 Magic Items…………....................………………………………………………….…...……66 Chapter 11 Spells………………………........…………………………………………….....………………72 Shaman Spell List………….................…………...…………………………………...…………………72 Witch Doctor Spell List …................………………………...……………………………..…….………74 Chapter 12 Monsters……........…………………………………………………………...…………………92 Appendix I Animals...............................................................................................................................119 Appendix II Open Gaming License.......................................................................................................123

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INTRODUCTION

WHAT I THINK OF YOU

Thank you for purchasing the Primal Codex from Netherland Games. This book contains a wide variety of adaptable d20 enhancements designed around a primitive theme. Much of this material was developed from research on ancient Africa, Australia, Polynesia and America. Many of these enhancements are based heavily on real world facts or folklore. The rest is inspired by biology, anthropology and assorted other sources. This book is designed to be as easily adaptable to other campaign settings as possible. For example, in Chapter 1 there is a vagueness associated with the race’s religions, lands, relations, and languages. This is intended to facilitate adaptability. Players are encouraged to flesh out what they need and change what they don’t like. Throughout this book there has also been a number of efforts made to maximize the use of space by omitting any non-essential material. The reader might notice, for example, that the races are missing a number of standard entries such as “Names” and “Adventures.” Such information has been omitted and the space has been used to discuss more interesting rules elsewhere.

Astute readers will notice that this book deviates from standard terminology when referring to characters. Although it is common practice and format in the d20 industry to write such things as “you gain a +1 enchantment bonus” and “you vomit up your organs,” I cannot stand this incorrect and inaccurate use of the word “you.” It is “the character” who gains enchantment bonuses and endures unspeakable horrors. Therefore, I have substituted the phrase “the character” in place of the commonly used “you” in d20 material. I hope this doesn’t offend you, dear reader.

WHAT THIS BOOK IS This book is a collection of supplemental rules for the d20 role-playing system. These rules are intended for use with all d20 settings, futuristic, modern, historic, and fantastic. They can be used in moderation to add a slightly more primitive flavor to a campaign, or they can be used more entirely, creating an exclusively primitive culture. Perhaps in a futuristic setting, there is a planet of primitives where these rules apply. In modern settings, perhaps there is a lost island, or remote regions of the world still unexplored. In historical settings, these rules could be much more prevalent, perhaps dominating most of the world aside from one or two more advanced societies. And of course, these rules could be used exclusively (with some other selected material) as the limit of advanced cultures.

WHAT THIS BOOK IS NOT This book is not a campaign setting. The material contained here is a collection of optional rules, brought together because they share a common theme. There is no information regarding specific places or particular religions or people, since this material is intended to be adaptable to any other campaign setting in the d20 multiverse.

WHO ARE THOSE PEOPLE? Several places in this book required the use of subject descriptors that could potentially get out of hand. For the sake of brevity and conciseness the words “person” and “people” have been used in a number of instances where the more accurate phrase would have been too lengthy. Readers should see all such descriptors in the broadest sense. Readers might also notice that I have used the word “their” as a solution to the “his or hers” conundrum. Although not grammatically correct, it does make comprehension (and drafting) somewhat easier.

OPEN GAME CONTENT All content of this book that is wholly derived from the System Reference Document is hereby declared open game content, as defined in the d20 System License version 1.0. The artwork, introductions, book title and concept, publisher’s name (Netherland Games Inc.), the Netherland Games logo and all other content are Product Identity and protected under the copyright laws of the United States of America, (c) 2002. Any reproduction or unauthorized use of this material is prohibited without the express written permission of Netherland Games Inc. The d20 System, the d20 System Logo, and the Open Gaming License are owned by Wizards of the Coast® and are used here with permission under the d20 System license. A copy of the license can be found at www.wizards.com/d20.

CREDITS Design and Development: J.C. Alger Cover Art: The Unseelie Court

www.netherlandgames.com

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CHAPTER 1: RACES INTRODUCTION This chapter introduces several new races for the d20 system. The aborigine and the neanderthal are the only ones based on reality, the rest are derived from various sources of inspiration. In addition to these races, players might consider making minor modifications to the standard races. Perhaps stone age dwarves live in caves and ride dire bats (subtract racial bonuses to Craft and Appraise. Add +4 Handle Animal and +2 Ride. PC dwarves do not automatically gain a dire bat mount, though there could be a prestige class that does.) Primitive elves might be nomadic hunter/gathers. Humans, half-elves and half-orcs would be relatively unchanged.

ABORIGINE Aborigines are a human sub-race native to any relatively unsettled land or region. Aborigines live closer to nature, animals and their ancestors than other humans do. Their lifestyle has imbued them with a hearty resistance against harsh weather and taught them substantial survival skills. Although they are technologically underdeveloped, many aborigines have an advanced social structure and legal system. Personality: Aborigines tend to be more concerned with maintaining their ties with nature and their ancestors than other humans are. Bonds of friendship and family are often much stronger among aborigines than other humans as well, leading to powerful feelings of dedication, responsibility and personal honor. Physical description: Aborigines tend to be of average height by human standards, although the range of their height varies much more so than any other human. Although the average aborigine is about 6 feet tall, the shortest is less than 4 feet tall (size Small) and the tallest aborigine is more than eight feet tall (size Large). Aborigines also often have several ethnically unique characteristics such as exceptionally dark or light skin, large ears, exotic facial features or something else. Relations: Elves tend to get along quite well with aborigines, sharing a common love and respect for nature. Most other races however, have mixed relations with aborigines. Many other humans and monstrous humanoids compete with aborigines over land and resources.

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Alignment: Aborigines are more likely to be good than evil and more likely to be lawful or neutral than c h a o t i c , although they are often perceived otherwise. Aborigine Lands: The lands of the aborigine are usually sparsely populated regions on, or beyond, the edges of civilization. Aborigines may live in a lush valley or a grassy savannah, steaming jungles or even an icy tundra. Religion: Aborigines worship many gods, most of them being nature related. Gods of forests, rivers, animals, and so on are most common, but many aborigine pantheons also include a few gods of the supernatural such as spirit gods or gods of divining. Language: Aborigine tribes all speak their own unique languages. These languages vary in nearly every respect; some are musical and rhythmic while others are harsh and crude. Some have written forms using their own alphabet but most are only spoken. Aborigines often learn more than one language. Any additional language an aborigine learns is usually spoken by one of their tribe’s neighbors. Such languages include other aboriginal tongues, and humanoid tongues like Common, Elven, Orc or Goblin.

ABORIGINE RACIAL TRAITS •

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Variable size: Most aborigines are Medium-size, gaining no special benefits or penalties. Some aborigines are size Small, gaining a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium-size creatures, and their lifting and carrying limits are three-quarters of those of Medium-size characters. Other aborigines are size Large, gaining a –1 size penalty to Armor Class, a –1 size penalty on attack rolls, and a –4 size penalty on Hide checks. However, they can use large weapons in one hand and their lifting and carrying limits are increased by x2 of those of Medium-size creatures. Regardless of size, aborigine base speed is 30 feet. Feral tendencies: +1 bonus to Spot and Listen checks. Aborigines possess more keen senses than other humans do. This ability stacks with the feat Alertness. Wilderness Lore: +2 bonus when in their native climate.





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Tribal Weapon: all aborigine tribes have a weapon that is so common everyone in the tribe is skilled with it. This weapon must either be a short bow, boomerang, bola, disarming club, great club, spear, javelin, great spear or net. Regardless of class, all members of the tribe are proficient with the weapon. Endure Climate: Due to the aborigine’s lifestyle they are more capable of dealing with seasonal changes and occasional harsh weather. Aborigines from arctic and sub-arctic climates always feel as though the temperature is 20 degrees warmer than it actually is. Aborigines from tropical and subtropical climates experience the same sensation in reverse, all temperatures being considered 20 degrees cooler. Aborigines from temperate climates gain a 10-degree favorable bonus from both hot and cold temperatures. Automatic Languages: Common and aborigine. Bonus languages: Any (other than secret languages, such as Druidic). Favored Class: Huntsman. A multiclass aborigine’s huntsman class does not count when determining XP penalties for multiclassing.

Enelil Lands: The enelils live deep in the forests. They band together in extended families and fight with others over resources frequently. Many adult enelils also roam the forests alone, surviving singlehandedly in the wilds. All enelils claim a certain large stretch of countryside as their own, the male’s territory often overlapping that of several females. Religion: Many enelils warship gods of chaos, forest, nature, victory, hunting, sky and rivers. They also worship ancestor spirits. A common theme in enelil religion is the cycle of life. Language: enelil language is a cacophony of mewling hacking and hissing sounds that are difficult for other races to mimic. Although, the runic symbols used to write this language are typically easy for other races to read.

ENELIL RACIAL TRAITS • •

ENELIL These small furry savages lead simple lives deep in the temperate forests. They are aggressive, willful, hardy and wild. Enelils are exclusively carnivorous and spend a great deal of their time hunting and fighting. Personality: Enelils are fussy, habit forming and proud. Most enelils have a highly competitive nature and enjoy confrontation and conflict. They are also known to be somewhat rash and impulsive. Physical Description: The enelils stand about 3 feet tall and weigh less than 100 pounds. They have a patch of dark fur around their eyes that resembles a mask. They also have very thick hair growing down the back of their necks, similar to a mane. The rest of their bodies are covered in short, stripped or tawny fur. They have a short pointed snout and small ears and eyes. Their ankles are adorned with large, bony spurs and they emit a distinct musk-like odor. Relations: enelil are fairly reclusive, often avoiding or ignoring other races. However, when they do take an interest in other races, they tend to be very combative, preferring to kill and eat strangers rather than befriend them. Alignment: Most enelils are chaotic to some degree. They have an inability to conform to many laws and their propensity for violence makes them appear somewhat evil. The truth is that they are no more likely to be evil than good.

• •



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+2 Dexterity, -2 Wisdom, -2 Intelligence: Enelils are quick but they are rather dim-witted and impulsive. Small: As small creatures, enelils gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Mediumsize creatures, and their lifting and carrying limits are three-quarters of those of Medium-size characters. Enelil base speed is 20 feet. Natural Attack: Enelil can strike with their anklespurs once per round as a secondary attack (-5 attack). This attack causes 1d4 points of damage (plus half the enelil’s Strength bonus). Musk: Once a day enelils can spray a noxious smelling fluid up to 15 feet from their backsides. This odorous smell creates a cloud of noxious vapors 15 feet in diameter. Anyone in the area or entering the area for 24 hours must make a Fortitude check (DC 12) or be overcome with vomiting for 1d4 rounds. Enelils are immune to this smell. Run feat: All enelil automatically gain this feat. Low-light Vision: Enelil can see twice as far as humans in starlight, moonlight, torch light, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. +2 racial bonus to Move Silently. Enelils are naturally light-footed and stealthy. Automatic Languages: Common and Enelil. Bonus Languages: Elven, Gnoll, Goblin, and sylvan. Favored Class: Barbarian. A multiclass enelil’s barbarian class does not count when determining XP penalties for multiclassing.

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GRUNDENGAR GRUNDENGAR RACIAL TRAITS Grundengars are a proud race of long-lived warriors. Although they might seem clumsy and crude, the grundengars are actually quite resourceful and constructive. They are skilled craftsmen of stone and wood, and sometimes operate industrious plantations and cropland. Personality: Grundengar tend to be sarcastic, rude and straightforward. They have a reputation for being forceful and aggressive when they are faced with obstructions. They prefer others to behave as they do, straightforward and honest. They especially dislike those who lie and manipulate the truth. Even saying pleasantries for the sake of other’s feelings is contemptuous to grundengars. Physical Description: The grundengars stand about 8 feet tall and weigh over 500 pounds. They have thick, leathery gray skin and large curved horns. Grundengars have bulky upper bodies, storing a dense amount of fat tissue in a hump on their shoulders and another in their bulging gullets. Relations: Grundengars don’t get along very well with any other race. Their personalities and tendencies often put them at odds with other good races and their alignment often puts them at odds with evil races. Thus they often only get along with themselves. Alignment: Grundengars generally prefer order and stability to chaos and discord. They are also more likely to have good intentions than ill. Grundengar Lands: Most grundengars live in the open grasslands and travel in nomadic clans, following the herds of migrating animals. Some however, build villages and tend cropland. Religion: Grundengars worship gods of strength, justice and rain above others. They also hold gods of the hunt in high regard. Language: Grundengars speak a language of loud grunts and flapping noises. There is no written version of this language.

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• • •

+2 Strength, -2 Wisdom, -2 Charisma: Grundengars are physically strong but they can be somewhat ignorant and crude. Grundengar base speed is 30 ft. Large size: As Large creatures, Grundengars gain a –1 size penalty to Armor Class, a –1 size penalty on attack rolls, and a –4 size penalty on Hide checks, but they can use large weapons in one hand, and their lifting and carrying limits are increased by x2 of those of Medium-size creatures. Natural Armor: Grundengar’s thick skin grants them a natural armor bonus of +1. Special attack: Once every 4 rounds a grundengar can cough up a ball of phlegm and bile, spitting it up to 15 feet. This phlegm affects an area 5 feet in diameter, causing any creature in the area or entering the area in the next 10 minutes to make a Strength check (DC 12) or be stuck in the mucus. Fat Hump: When food is available grundengars devour it in huge quantities and store it up in a dense fatty mass on their shoulders (in addition to their bulging gullets). This store of nutrients allows the grundengars to survive for twice as long as normal without food and water. Natural Attack: Grundengars can make an attack with their horns once per round as a secondary attack (-5 attack). This attack causes 1d4 points of damage (plus half the grundengar’s Strength bonus). +2 racial bonus to all Listen checks: Grundengars have keen ears. +2 racial bonus to weapon Craft checks: Grundengars are skilled craftsmen of tools and weapons. Favored Class: Fighter. A multiclass grundengar’s fighter class does not count when determining XP penalties for multiclassing.

NEANDERTHAL Neanderthals are prehistoric humanoids who usually live in wild, untamed lands. They are simple but good-natured, though deadly in combat. Neanderthals have difficulty understanding others but are likely to grant the benefit of the doubt much of the time. They are brutish and crude but can be loyal companions. Personality: Neanderthals have relatively simpleminded attitudes and superstitions. They are known to have somewhat compassionate personalities and to posses a rudimentary sense of humor. Their mood is usually docile but they can become excessively violent. They understand and value the bonds of friendship and family and are known to bury their dead. Neanderthals also have a strong sense of ownership, and territory. Physical description: Neanderthals are slightly shorter than humans, averaging about 6 inches less, although they often weigh as much or more than humans. Their entire skeleton is composed of thick, heavy bones, which are

wrapped in powerful sinews. Their heavy bones and thick muscles give them an imposing physique and crude facial characteristics. Neanderthals are often hairy, clothed in skins and not very clean. They do not walk with stooped shoulders, as many humans assume. Relations: Neanderthals get along with almost every race except humans. Most elves and dwarves appreciate the n e a n d e r t h a l ’s general good will and instinctive attitudes. Gnomes and halflings usually avoid close contact with neanderthals, and rightly so. Neanderthals tend to harbor several slightly misplaced superstitions about these little people and they usually have no patience or understanding for their impish shenanigans. In time though, the little people and the neanderthals can usually come to an understanding and get along. With regard to humans, Neanderthals tend to feel a combination of interest and fear. The interest stems from a natural curiosity about their evolutionary cousins. The fear is learned. Humans have a noticeable distaste for neanderthals and would rather abuse, enslave and kill them. Over the years neanderthals have been pushed away from human society along with orcs and more monstrous races and have learned that they must defend themselves against humans. Their substantial strength and health combined with their general good nature makes them prize items in the slave trade of human cities. Thus neanderthals who are found in human societies are usually captured or enslaved. Alignment: Neanderthals have a definite sense of right and wrong and often lean towards the good side of behavior. They have little use or understanding of laws and are most likely to be chaotic. Neanderthal Lands: Neanderthals tend to live in the unsettled wild lands beyond the edges of civilization. These regions are not the most favorable habitats and neanderthals often compete with orcs, hobgoblins and others for resources. Their societies are extremely simple, without even the rudiments of civilization. Neanderthals live in caves and do not construct homes. They are also likely to be nomadic, traveling from one cave to another following the herds.

Religion: Neanderthals have a great deal of gods. Each clan or tribe tends to have several unique gods of its own. Furthermore, several of the more widely known gods go by different names among different tribes. These more common gods include Lorim or Gorin (sometimes called Oskra) the sky god. Forsith (also called Sorvine) the god of trees and sometimes the giver of life. Language: Neanderthals have difficulty with language and usually speak only their own basic tongue of grunts and gestures. Sometimes neanderthals will learn to speak an orcish or human language. There is no written version of the neanderthal language.

NEANDERTHAL RACIAL TRAITS •

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+2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Neanderthals are tough and resilient but they are also rather dumb and crude. Medium size: As Medium-size creatures, neanderthals have no special bonus or penalty due to their size. Neanderthal base speed is 30 feet. Thick bones: Neanderthals have thicker, heavier bones than humans, causing them to weigh more and making them more resistant to blunt damage. This grants them damage reduction of 1/- from blunt attacks only. +2 racial bonus on Animal Empathy checks: Neanderthals have powerful instincts themselves, providing insight into the minds of animals. Endurance feat: All neanderthals automatically gain this feat. Low-Light Vision: Neanderthals can see twice as far as humans in starlight, moonlight, torch light, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Automatic Languages: Neanderthal. Bonus Languages: Aborigine, Common, Orc, Goblin, and Gnoll. Favored Class: Barbarian. A multiclass neanderthal’s barbarian class does not count when determining XP penalties for multiclassing.

PHROHIEM These voracious hill people have short stumpy bodies and leap about on gangly legs. They are innovative weapon crafters, having created several unique weapons not seen anywhere else (see Chapter 5 for some examples). Their natural posture is a squatting position, with their heads only slightly higher than their knees.

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Physical Description: When standing fully erect, phrohiems are nearly 7 feet tall. But when squatting in their natural posture, they are barely 4 feet tall. Phrohiem weigh roughly 240 pounds. The males and females are almost indistinguishable. Their skin is light gray in color and their hair is long, dark and often worn in a braid. Phrohiem also have a spiked tail about 3 feet long that they use for both balance and fighting. Relations: Phrohiems have mixed relations with most other races. They get along best with dwarves and gnomes, often trading with both. Unlike those two races however, phrohiems do not have an innate dislike for goblins and orcs. Alignment: Phrohiem prefer chaos, even having open disdain for laws. They have a fairly independent culture are inclined to fatalistic philosophies. Phrohiem Lands: Most phrohiems live among hills and low mountains. Their small villages are usually built near the rivers, which they fish heavily. They are very territorial and usually dislike strangers in their lands. Religion: Phrohiems worship gods of rain and water above others. They also warship gods of the heavens and afterlife quite frequently. Language: The phrohiem language consist of rapidly repeated vowel sounds and clicking noises. It is easily learned and spoken by other humanoids. The written version of this language uses the Dwarven script

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PHROHIEM RACIAL TRAITS •

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+2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma: Phrohiems are healthy and keen, but they learn somewhat slowly and they are often considered crass. Phrohiem base speed is 30 ft. Natural Attack: Phroheim can strike with their spiked tail once a round as a secondary attack (-5 attack). They may only use this attack on opponents that are behind or beside them. This attack causes 1d6 points of damage. +2 Balance bonus +4 racial bonus to their jump checks. A phrohiem’s jumping distance is not limited by its height. Automatic Weapon: all phrohiem tribes have a weapon that is so common everyone in the tribe is skilled with it. This weapon must either be a battlestaff, beak axe, boomerang, bola, disarming club, saw club, fin club, hooked throwing knife, or net. Regardless of class, all members of the tribe are proficient with the weapon. Automatic Language: Common and Phrohiem. Bonus Languages: Aborigine, Orc, Goblin, and Gnoll. Favored Class: Barbarian. A multiclass phrohiem’s barbarian class does not count when determining XP penalties for multiclassing.

CHAPTER 2 CLASSES INTODUCTION Everyone has a job, a way of making ends meet. This chapter presents several such professions primitive heroes might engage in. These professions include the brutish brawler, the shaman with his host of spirit guardians, the resourceful huntsman and the fate bending witch doctor. In addition to these classes, players might consider such standard classes as the barbarian, bard, cleric, druid, fighter, ranger, and sorcerer as primitive classes also. Paladins and rogues could be altered slightly to fit a primitive campaign but monks and wizards are too thematically divergent.

GAME RULE INFORMATION Brawlers have the following game statistics. Abilities: Strength is the most important ability for brawlers. Not only does Strength help brawlers fight but it also helps their Armor Class and saving throws. A healthy Constitution is also desirable for a brawler, as is a quick Dexterity. Alignment: Any. Hit Dice: d10.

Class Skills The brawler’s class skills (and the key ability for each) are Climb (Str), Intimidate (Cha), Jump (Str), Sense Motive (Wis), Swim (Str) and Tumble (Dex). Skill Points at 1st level: (2+ Int modifier) x4 Skill Points at each additional level: 2 + Int modifier.

BRAWLER Class Features From the swaying decks of seafaring ships to the wild frontiers there are those who thrive on bare-knuckled melee. Brawlers sometimes work as bouncers or brute laborers but more often they can be found working as prizefighters, bodyguards or even circus acts. They excel at unarmed combat, foregoing weapons in favor of wrestling maneuvers. Although brawlers lack the intense formal training of other unarmed warriors, they make up for it with their sheer physical power. Characteristics: Brawlers are bare-knuckled twofisted brutes who stomp on people for a living. Although their combat bonuses are as good as fighters and barbarians, they lack skill with many weapons and armor. Instead, they fight with their fists, somewhat like monks. But unlike monks, their abilities stem from brute toughness and physical resilience, not meditation and discipline. Therefore brawlers gain few supernatural abilities. Background: Although many brawlers come from primitive or lawless regions, others hail from more advanced cultures that emphasize wrestling as a form of heritage and honorable combat. However, most brawlers learn to fight on their own, out of necessity. Their ability with simple and improvised weapons usually stems from their lack of formal combat training. To compensate for this lack, they have learned to fight without weapons, emphasizing wrestling tactics of leverage, momentum and brute strength. Races: Since successful brawling requires great size and strength, most brawlers are of the bigger races such as aborigines, humans, half-orcs, grundengars, and others.

Weapons and Armor Proficiency: The brawler is proficient in the use of all simple weapons and light armor. Brawlers are not proficient with shields. Brawlers also gain a unique weapon proficiency known as improvised weapons. Natural Armor (Ex): The brawler’s immense strength and physical fortitude grants resilience to damage. Brawlers add their Strength bonus to their AC in addition to their Dexterity and their AC continues to improve as they gain levels (See brawler table below). This bonus is a result of the brawler’s hardened body and resilience and therefore is not negated by being stunned, surprised, prone and so on. Improvised Weapons (Ex): The brawler is skilled in fighting with whatever he can get his hands on. This includes furniture, tools, trinkets, sticks, stones, and so on. Brawlers have even been known to use smaller creatures as weapons. Damage from improvised weapons is generally 1d4 points from Small weapons (meat cleavers, belaying pins etc.). Medium-size objects (chairs, pitch forks, humans etc.) inflict 1d6 points of damage and Large objects (tables, benches, wagon wheels etc.) typically inflict 1d8 points of damage. Improvised weapons with protrusions or odd shape (such as chairs) grant a +2 circumstance bonus to all Disarm attempts. Note that small, light improvised weapons can also be thrown and are therefore potential missile weapons. Unarmed Strike: Brawlers are highly skilled in unarmed combat, gaining several advantages when grappling. Brawlers gain the benefits of the Improved Unarmed Strike feat and thus do not provoke attacks of opportunity from armed opponents they attack.

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Brawlers can also inflict real damage with a grapple without taking the -4 penalty as other characters must. However, brawlers can choose to deal subdual damage while grappling instead. Brawlers of unusual size inflict more or less damage, according to Table 2-2: Brawler Damage by Size. Bonus Feats: At 2nd level and every 4th level thereafter, brawlers gain a bonus feat. These bonus feats must be drawn from the following list: Brute Fighting*, Bear Hug*, Deflect Arrows, Stunning Fist, Improved Throw*, Submission Hold*, Momentum Throw*, One-Man Gang*, Dodge, Combat Dodge*, Combat Reflexes, Death Grip*, Break Limb*, and Speed Wrestling* (feats marked with an asterisk can be found in Chapter 4).

Fortitude Bonus: The brawler’s intense resilience also results in an improved Fortitude bonus. The brawler adds his Strength bonus to his Fortitude checks as well as his Constitution bonus. Damage Reduction: at 9th level the brawler begins subtracting 1 from every die of damage he is dealt. At 13th level this increases to 2 points. At 17th it becomes 3 points and so on. Expert Grappling: At 1st level, 5th level and every four levels thereafter, brawlers gain an additional +1 bonus to their opposed grapple checks. Brute Force: As the brawler advances in level the sheer might of his attacks begins to counter damage reduction. At 7th level, the brawler’s unarmed attacks affect damage reduction as if they were made with +1 weapons. At 12th level this increases to +2 and at 16 level it increase to +3.

TABLE 2-1: THE BRAWLER Level 1

Base Attack Bonus +1

Fort Save +2

Ref Save +0

Will Save +0

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

+2 +3 +4 +5/+1 +6/+2 +7/+3 +8/+4 +9/+5 +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

+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Special Improvised weapons, natural armor, unarmed strike Bonus feat

Grapple bonus +1

AC bonus

+2

+1

Bonus feat Brute force (+1) +3 Bonus feat DR 1/Brute force (+2)

+2

+4 Bonus feat DR 2/Brute force (+3)

+3 +5

Bonus feat DR 3/+4

2-2: BRAWLER DAMAGE BY SIZE Level 1-3 4-7 8-11 12-15 16-20

Fine 1 1d2 1d3 1d4 1d6

Dim. 1d2 1d3 1d4 1d6 1d8

Tiny 1d3 1d4 1d6 1d8 1d10

Small 1d4 1d6 1d8 1d10 2d6

HUNTSMAN The bravest and most important members of many tribes are the resourceful huntsmen who stalk and slay creatures on their tribe’s behalf. Huntsmen are skilled in the wilderness, they are survivalists, worriers, and trap makers (wilderness traps only). Huntsmen prowl the grassy savannas preying on buffaloes and they lurk in steaming jungles, setting

10

Med. 1d6 1d8 1d10 1d12 1d20

Large 1d8 1d10 1d12 2d8 2d10

Huge 1d10 1d12 2d8 2d10 2d12

Gar. 1d12 2d8 2d10 1d12 4d8

Col. 2d8 2d10 1d12 4d8 4d10

deadly traps. They can even be found in the arctic, spearing seals on the windswept wastes. Characteristics: The huntsman is a skilled warrior and a knowledgeable outdoorsman. He is an expert tracker and a superb trap maker. Huntsmen are very knowledgeable about the dangers that prowl their hunting grounds and they study the secrets of all such creatures.

Alignment: Most huntsmen are of a good alignment, living in harmony with the environment, taking only what they need and protecting it from evil creatures. Other huntsmen however, are evil and use their abilities to exploit and destroy the environment for their own personal gain. Background: Huntsmen usually learn their skills from a mentor starting early in life. Many of their abilities are derived from their lifestyle and unique experiences and cannot be taught in the formal sense. Races: Elves and humans are most commonly huntsmen but nearly any race could become one. Those races that favor the wilderness are the most likely candidates.

GAME RULE INFORMATION Huntsmen have the following game statistics. Abilities: Many ability scores are important to the huntsman including Strength, Dexterity, Intelligence and Constitution. Huntsmen often get into combat and must be able to defend themselves; they also have a wide assortment of skills. Alignment: Any. Hit Dice: d10

Class Skills The huntsman’s class skills (and the key ability for each) are Animal Empathy (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex) Intuit Direction (Wis), Jump (Str), Knowledge (monsters) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str) Use Rope (Dex) and Wilderness Lore (Wis). Skill Points at 1st level: (4+ Int modifier) x4 Skill Points at each additional level: 4 + Int modifier.

Class Features All of the following are class features of the huntsman. Weapons and Armor: A huntsman is proficient with all simple and martial weapons, light armor, medium armor and shields. Track: The huntsman gains Track as a bonus feat. Expert Trapper: Beginning at 1st level, huntsmen gain a +1 bonus to the Craft (trap making) skill. This bonus increases by an additional +1 at 3rd level and every three levels thereafter. This bonus only applies to constructing wilderness traps (see Chapter 6). Favored Terrain: At 1st level the huntsman must select a favored terrain type (aquatic, desert, forest, hill, marsh, mountains, plains, or underground). While in this terrain the huntsman gains a +2 bonus on all Animal Empathy, Climb, Craft (trap making), Handle

Animal, Hide, Intuit Direction, Knowledge (monsters), Knowledge (nature), Listen, Move Silently, Profession (herbalist), Spot, and Wilderness Lore checks. At 4th level and every 4 levels thereafter the huntsman’s chosen terrain bonuses either improves by +1 or he may choose another terrain type at +1. Find the Path: The huntsman may attempt to use his Wilderness Lore skill to improve his speed in trackless terrain by finding the best path through. If walking, this requires a DC 20 check once per day. If the huntsman is hustling, the check must be made once per hour. If the huntsman is alone he can traverse the terrain as if on a “highway.” If he is guiding a party of others, he can lead them as if on a “road/ trail.” This is an exceptional ability. Weapon Expert: Huntsmen are experts with a chosen hunting weapon. This weapon must be selected at 1st level and cannot be changed thereafter. The weapon must be a (n) atlatl, spear (any type), bow (any type), javelin, or net. Upon reaching 2nd level the huntsman gains a +1 competency bonus to attack when using this weapon. At 7th level this bonus increases to +2. At 11th level it becomes +3 and at 16th level the total attack bonus with this weapon increases to +4. Beast Bonus: The Huntsman can make a Knowledge (monsters) check to determine special combat weaknesses of various creatures he encounters. If the check is successful, he gains a +2 circumstance bonus to his attack, damage and saving throws made against the creature (see the Knowledge [monsters] skill in Chapter 4). Note that Constructs, Undead, and Outsiders are beyond the ken of huntsmen and are immune to this ability.

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TABLE 2-3: THE HUNTSMAN Level

Base Attack Bonus

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/+1 +6/+2 +7/+3 +8/+4 +9/+5 +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

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 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

SHAMAN Deep in the wilderness holy men torture themselves and drink poison, risking death for a chance to tread in the Spirit World and return with great power. Shamans are ceremonial leaders and are often held in the highest regard among their community, sometimes also becoming the tribe’s chief. Shamans wield a great deal of power, being able to invoke spirits and communicate with them. The three basic functions all shamans perform in their communities are fortune telling or omen reading, spiritual healing, and performing exorcisms and other ceremonies. Characteristics: The shaman is a primitive holy man (divine caster) with magic that is related to nature, animals and the Spirit World. The closer a shaman gets to the Spirit World, the more potent his magic becomes. Shamans have several unique options to enhance their spell casting including starving themselves, taking poison and inflicting damage upon themselves. Alignment: Shamans are extremely religious, and prefer unconventional methods of worship. They are as frequently lawful as chaotic, as frequently good as evil. Background: Shamans are almost always members of the tribe they shepherd, often being chosen at a young age by an elder shaman, who takes the youngster on as a pupil. Some shamans learn their trade from family members, continuing the family tradition. The most famous and revered shamans however, are those who came by their powers through the experience of a supernatural

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Special Expert trapper +1, favored terrain bonus +2 Weapon expert +1 Expert trapper +2 Favored terrain bonus (+1) Expert trapper +3 Weapon expert +2 Favored terrain bonus (+1) Expert trapper +4 Weapon expert +3 Expert trapper +5, favored terrain bonus (+1)

Expert trapper +6 Favored terrain bonus (+1) Weapon expert +4 Expert trapper +7 Favored terrain bonus (+1)

encounter such as a revelation, or perhaps a journey to the Spirit World. Races: Almost every Humanoid, Monstrous Humanoid and Giant civilization has some sort of shaman.

GAME RULE INFORMATION Shamans have the following game statistics. Abilities: Wisdom and Constitution are the most important abilities for shamans. Wisdom is important for their spell casting and a good Constitution is desirable since several of their abilities are related to taking damage. Charisma is also important for the shaman, who specializes in summoning and expelling spirits. Alignment: Any. Hit Dice: d8

Class Skills The shaman’s class skills (and the key ability for each) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Profession (Wis), and Wilderness Lore (Wis). Skill Points at 1st level: (2+ Int modifier) x4 Skill Points at each additional level: 2 + Int modifier.

Class Features All of the following are class features of the shaman. Weapons and Armor Proficiency: The shaman is proficient in the use of light and medium natural armor. Shamans are not proficient with shields. Shamans are also proficient with the following weapons: short bow, club, dagger, dart, hand axe, harpoon, javelin, quarterstaff, sling, and spear.

Spells: A shaman casts arcane spells according to Table 2-8 The Shaman. A shaman may prepare and cast spells from the shaman spell list (see Chapter 11 Spells) provided he can cast spells of that level. Shamans prepare and cast spells in the same way a cleric does (though he cannot lose prepared spells to cast cure spells in their place). To prepare or cast a spell a shaman must have a Wisdom score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier. Bonus spells for shamans are based on Wisdom. Enhanced Spell Casting: The shaman may enhance the effect of his magic by ritually inflicting damage and suffering upon himself while spell casting. Consult table 2-7 Shaman Spell Empowerment below for details on this ability. Each column (except the last) indicates a different accumulation method from amassing potency points. The methods may be mixed and matched however the shaman sees fit at the time of casting. Add the shaman’s charisma score to his potency total. Manifest Spirit: Once per day at 4th level, the shaman gains the ability to call one of his guardian spirits to the Material Plane. This is accomplished by performing a noisome ritual. The ritual takes one hour to perform and requires 100 gp of material components. Characters may also attempt to find the components in the wild with Knowledge (nature) check (DC 26). Once the ritual is completed the manifested spirit appears on the Material Plane as a ghostly, silent figure, constantly hovering near the shaman (except nature spirits, which appear on the Material Plane in their normal form). The spirit remains within 30 feet of the shaman for the duration and fights to protect him from as many dangers as it can. The manifestation lasts for 1 hour per level of the shaman, after which time the spirit returns to the Spirit World. Rebuke Spirit: Shamans have supernatural ability to influence and command spirits. This ability is similar to the cleric ability to rebuke undead in many respects. However, the only undead shaman may rebuke are ghosts and spectres. Additionally, shamans may also rebuke Elemental, Fey, and Plant creatures. Regardless of the shaman’s alignment, he always rebukes or commands spirits. Shamans may use this ability a number of times per day equal to three plus their Charisma modifier. Spirit Bond (Su): At 13th level, the shaman gains the ability to accept one of his guardian spirits into his body, temporarily bonding with it and gaining several bonuses when doing so. After accepting a spirit, the shaman essentially becomes a multiclass character. He gains additional hit points equal to the guardian spirit’s maximum total. The shaman also gains the spirit’s base attack and

saving throw bonuses (added to his own). Furthermore, the shaman gains all the spirit’s special attacks. He also gains the ability to communicate directly with the spirit world. This bonded state requires one round to establish and continues for a number of rounds equal to the shaman’s level. After that time, the spirit exits the shaman’s body and leaves him fatigued (-2 Strength, -2 Dexterity, can’t run or charge). Spiritual Journey: At 9th level, the shaman gains the ability to travel to the Spirit World. This ability is quite similar to the spell ethereal jaunt except that the shaman visits the Spirit World rather than the Ethereal Plane. The journey lasts for 1 round per level of the shaman. At the end of this time, the shaman and anyone who went with him return to the Material Plane. Guardian Spirit: At 2nd level, shamans begin to acquire a retinue of spiritual protectors. These guardian spirits usually remain in the Spirit World and merely watch over the shaman, imparting minor bonuses. However, as the shaman advances in level he gains the ability to bring these spirits into the Material Plane to defend and aid him in a much more real sense (see manifest and spirit bond). Each spirit guardian provides the shaman with a special bonus or modifier. The shaman must choose which type of spirit he will summon upon casting the noisome ritual, which summons the guardian spirit. There are three types of spirits outlined on the table below.

TABLE 2-4: GUARDIAN SPIRITS Spirit Type Ancestors Animals Nature

Example By race, class and level Any Animal or Beast Any Fey, Plant, or Elemental

The summoned spirit has half as many hit dice as the shaman who summoned it and never gains in hit dice. If the spirit is ever destroyed (highly unlikely) the shaman looses the special bonus associated with that spirit. The summoned spirit should be thematically related to the bonus it provides. For example, an owl (animal spirit) might provide a Wisdom bonus or a Move Silently bonus, but not a Strength bonus. A treant (a nature spirit summoned at 14th level or higher) might impart a bonus to Spot or Strength but not a Move Silently bonus (see Table 2-4 Guardian Spirit Bonuses below for more guidelines). Ancestor spirits might impart any type of bonus, depending on that ancestor’s class and level. Spirit bonuses, like any other type of bonus, do not stack with themselves. A shaman who has a spirit that grants him a +1 to all three of his saving throws and another spirit that grants him a +3 to Fortitude has a total spirit bonus to his Fortitude of +3.

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While in the Spirit World, the guardian spirit is only visible to those who can see into the Spirit World via spells or special abilities. It hovers constantly near the shaman, protecting him from evil spirits, imbuing him with power and warning him of danger.

TABLE 2-5: GUARDIAN SPIRIT BONUSES +1 Ability bonus (Str., Int., Wis. Etc.)* SR 12 + ½ spirit’s HD Aura of courage (as paladin) +1 to hit and damage Rage 1/day (as barbarian) +1 Dodge bonus Blindsight 30 ft. +1 to all saving throws +1 feat** +4 skill bonus*** Scent +1 natural armor Tremorsense 30 ft. +1 to spell DC saving throws +1 caster level Energy resistance 2 Vs one type of energy**** Damage reduction 2 +3 to one saving throw * This bonus may be taken multiple times. Each time, the bonus must be applied to a different ability. ** This bonus may be taken multiple times. Each time, the shaman gains a new feat. *** This bonus may be taken multiple times. Each time it must be applied to a different skill. **** This bonus may be taken multiple times. Each time it must be applied to a different type of energy.

GUARDIAN SPIRIT Every other level, the shaman gains a spirit to add to his retinue of protectors. He may choose an ancestor spirit, animal spirit or nature spirit as a guardian. All ancestor and animal spirits are ghosts without the obligatory manifest ability. Nature spirits (Plants, Fey, and Elementals) are considered spirits already and should not have the ghost template added to them. These guardian spirits gather around the shaman in the Spirit World and never leave his side. They form a sort of bond with the shaman across the planes, providing the shaman with special enhancements. As ghosts, ancestor and animal spirits are built with the ghost template (212 MM). In addition to the abilities mentioned in the template, these spirits also have several other possible special attacks and special qualities. Note that Nature spirits (Plants, fey, and Elementals) should not have the ghost template added to them.

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Special Attacks: The spirit retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The spirit has one special attack for every 3 levels of the shaman at the time of initial summoning. All spirits have at least one special attack. These abilities do not increase as the shaman advances in level. These abilities may be selected from the list of ghost attacks (212 MM) and from the additional options presented below. Note: “MHD” indicates the spirit’s Minimum Hit Dice required to have the ability in question. Malaise (Su): The spirit can merge its body with a creature on the Material Plane. Doing so causes the subject to feel the affects of malaise (-1 to all saving throws). If the attack succeeds, the spirit’s body vanishes into the opponent’s body. The target can resist the attack with a successful will save (DC 15 + the spirit’s Charisma modifier). A creature that successfully saves is immune to that spirit’s malaise for one day. (MHD 1) Chilling presence (Su): The area within a 60-foot radius of the spirit is constantly 40 degrees colder than the normal temperature. (MHD 1) Calming appearance (Su): The sight of the spirit has a calming affect on creatures. The ethereal beauty of the spirit causes viewers within 60 feet to make a Will save (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier) or become docile and calm (as calm animals PHB except it is not limited to animals). This affect is broken if the subject or the spirit is attacked. (MHD 2) Awful appearance (Su): The sight of the spirit is so awful that it causes any opponent who fails a Will save (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier) to become shaken (–2 attack, damage and saving throw). Whether or not a creature successfully saves, it is immune to that spirit’s appearance for one day. (MHD 2). Frightful gaze (Su): The spirit’s glances can affect opponents with fear, causing them to be frightened for 2d4 rounds, range 30 feet; Will negates (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier). (MHD 5) Tainted Touch (Su): A spirit with this touch attack can inflict 1d6 points of damage with a successful incorporeal attack. Against ethereal opponents it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to attack rolls only. (MHD 3) Stunning Gaze (Su): The spirit’s glances can cause opponents to be stunned for 1d4 rounds, range 30 feet; Will negates (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier). (MHD 4) Angelic appearance (Su): The stunning beauty of the spirit causes anyone viewing it within 60 feet to make a Will save (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier) or become charmed by the spirit. This ability can even affect creatures that are in combat. Weather or not a creature successfully saves, it is immune to that spirit’s appearance for one day. (MHD 4)

Weakness (Su): As malaise, except the subject feels weak (-4 Strength) instead of malaise. (MHD 4) Clumsiness: As malaise except the subject become clumsy (-4 dexterity) instead of malaise. (MHD 4). Other Attacks (Su): The attacks listed in the ghost template have also have minimum hit die requirements, according to the table below.

Terrible Appearance (Su): The spirit’s visage is so revolting it forces opponents to make a Will save (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier) or flee in panic for 1d4 rounds. Weather or not a creature successfully saves, it is immune to that spirit’s appearance for one day. (MHD 3) Icy Presence (Su): The area within 60 feet of the spirit is 80 degrees colder than the normal temperature. Furthermore, a thin layer of icy frost appears on all surfaces within range. (MHD 4) Tiredness (Su): As malaise, except the subject feels tired (-2 Dexterity–1 on attack rolls) instead of malaise. (MHD 1) Drowsy (Su): As malaise, except the subject feels drowsy (Concentration checks [DC 10] are required to perform even rudimentary tasks. Spell casters must make a concentration check [DC 12+ spell level] to cast a spell. Drowsy characters cannot memorize spells and suffer –2 on all skill checks related to Intelligence, Wisdom and Charisma.) instead of malaise. (MHD 1) Depression (Su): As malaise, except the subject feels depressed (gain no experience points, self-mutilation, potential suicide [see Chapter 12]) instead of malaise. (MHD 6)

TABLE 2-6: GHOST ABILITIES MHD ABILITY Corrupting Touch Frightful Moan Horrific Appearance Corrupting Gaze Malevolence Telekinesis

1 2 8 6 1 4

TABLE 2-7: SHAMAN SPELL EMPOWERMENT Ritual Damage

Casting Time Increased to:

Starvation

Dancers

Ability Damage

5%

Full round action 1 minute 10 minutes 30 minutes 1 hour 2 hours 4 hours 8 hours 12 hours 24 hours 36 hours 2 days 3 days 4 days 5 days 1 week

1 day

5

2 days

10

3 days

25

4 days

50

5 days

100

1 week

250 +

-1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16

10%

25%

50%

75%

90%

Ritual Damage: this is the damage done to the shaman by himself or an assistant during the ritual. The numbers indicate a percentile of the shaman’s total maximum hit points lost. Ritual damage does not force a Concentration check to cast the spell. Damage received from opponents in combat is never considered ritual damage and should be handled just as any other attack against a spell casting character. Since hit points represent the character’s ability to minimize damage and roll with the punches (128 PHB), shamans may

Potency Points +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16

choose to take large amounts of ritual damage quickly. A 20th level shaman does not need to stab himself for 10 rounds to accumulate a mere 10 potency points. He can choose to suffer a 50% loss of hp in one selfinflicted attack (or assistant inflicted attack). Casting Time: This column indicates the bonus potency points gained from prolonging the casting time. While casting a prolonged spell, the shaman may take no other action other than a 5-foot step. Optionally, the shaman may occasionally slip into a

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light trance and move at half speed for a short time, allowing himself time to eat and prepare the next phase of the ritual. He may not cast other spells, rest or focus his attention elsewhere for the duration of the casting. Starvation: Starving oneself is a good way to get closer to the Spirit World, and shamans use it frequently. The starvation period is considered part of the ritual. Therefore the shaman who starves himself for one day also increases the casting time to one day (for an extra 10 points). Dancers: Shamans can gain potency points by having others partake in a ritual dance. These dancers need not be shamans themselves; they can be any man woman or child. They may also dance in shifts (highly advised for the longer casting times). The number indicates the number of dancers who are constantly active. Ability Damage: Shamans also use poisons and magic items to damage their ability scores, gaining potency points for ability score damage at a one to one trade. The only limit to the amount of points that can be gained from this option is the character’s ability scores. Note that if the character’s scores fall to zero he becomes unconscious or perhaps even dies (in the case of Constitution), this disrupts the spell and causes it to fizzle.

TABLE 2-8: POTENCY POINT BONUSES Potency Points 5 10 15 20 25 30 35 40 50 75 100 125 150

Special Bonus +1 caster level Enlarge spell, extend spell, +1 DC Empower spell +2 caster level, Penetrating spell, +2 DC Maximize spell expand spell, +3 DC Prolong spell +3 caster level, +4 DC Persistent spell , +5 DC +4 caster levels, +6 DC Devastating spell, +7 DC +5 caster levels, +8 DC, Continuous spell

Enlarge Spell: This ability simulates the effects of the feat of the same name. Extend Spell: This ability simulates the effects of the feat of the same name. Empower Spell: This ability simulates the effects of the feat of the same name. Penetrating Spell: This ability simulates the effects of the feat of the same name.

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Prolong Spell: this ability alters the duration increment to the next largest increment. Rounds become minutes, minutes become hours, hours becomes days, days become weeks, weeks become months, months become years, years become decades and decades become centuries, rather than what is listed in the standard spell description. For example, a prolonged bless spell will last one hour per level of the caster. Expanded Spell: An expanded spell has its area of effect doubled. A spell whose area is determined by range (such as bless or cone spells) has its range increased proportionally. Increase Caster Level: This ability increases the effective caster level by the indicated amount. All level related variables of the spell are as if the caster were of a high level. Increase DC: This ability adds the indicated bonus to the spell’s saving throw DC. Spells without saving throws cannot be enhanced with this ability. Maximize Spell: This ability simulates the effects of the feat of the same name. Persistent Spell: this ability increases the duration of the spell by two increments (rounds become hours etc.) rather than what is listed in the standard spell description. For example, a persistent bless spell will last one day per level of the caster. Devastating Spell: This ability increases all variable, numeric effects to twice their normal maximum potential. All devastating spells deal twice the normal maximum damage, heals twice the normal maximum number of hit points, affects twice the maximum number of targets, etc., as appropriate. Saving throws and opposed rolls are not affected. Spells without random variables are not affected. Continuous Spell: This ability increases the duration by three increments (rounds become days etc.) rather than what is listed in the standard spell description. A prolonged bless spell will last 1 day per level of the caster. For example, Clouddancer the 5th level shaman could cast bless as a caster 3 levels higher than he actually is (requiring 40 potency points). If he wanted the spell to persist for an even longer time, he decide to accrue more potency points (another 50 points for persistent spell, for example). This means he needs a total of 90 potency points (40+50 = 90). He may choose any method or combination of methods from Table 2-3: Shaman Spell Empowerment to gain these points. The effects stack, therefore the bless spell will last for 8 days.

TABLE 2-9: THE SHAMAN Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus +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/+9/+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 Exorcism Spirit guardien I Spirit Sense Spirit guardien II Manifest 1/day Spirit guardien III Spirit Sight Spirit guardien IV Spiritual journey Spirit guardien V Manifest 2/day Spirit guardien VI Receive spirit 1/day Spirit guardien VII Manifest 3/day Spirit guardien VIII Receive spirit 2/day Spirit guardien IX Manifest 4/day Spirit guardien X

WITCH DOCTOR Rhapsodic figures who lurk on the fringes of society, witch doctors are usually shunned and feared by everyone, until their dark services are needed. The promise of the witch doctor’s powerful magic has lured even the most truehearted characters to a remote hermitage in the wilds where secrets leer from the shadows. Characteristics: Armed with dozens of charms, talismans, fetishes and tonics, witch doctors gain power by manipulating the magical energies that already exist around them (arcane casters). They scribe runes on all sorts of objects and adorn themselves with dozens of trinkets and symbols. Witch doctors also wield medicine magic, a special type of curse that bends fate and destroys lives. Alignment: Witch doctors are wild, unpredictable characters. They may be good-willed or dastardly or even something in between, but they are always chaotic. Background: Witch doctors usually gain their knowledge through an apprenticeship with an elder witch doctor. They often spend a decade or more in relative seclusion, learning their arcane methods and rituals. Witch doctors also study the dark secrets of demons and monsters, learning their insidious ways. Some witch doctors even learn their skills from such dark powers, often in exchange for servitude. Races: Any.

Class Skills The witch doctor’s class skills (and the key ability for each) are Alchemy (Int), Concentration (Con), Craft

0 3 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6

1 1 2 2 3 3 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5

2

1 2 2 3 3 3 4 4 4 4 5 5 5 5 5 5 5 5

Spells per Day* 3 4 5 6 7 8

1 2 2 3 3 3 4 4 4 4 4 5 5 5 5 5

1 2 2 3 3 3 4 4 4 4 5 5 5 5

1 2 2 3 3 3 4 4 4 4 5 5

1 2 2 3 3 3 4 4 4 4

1 2 2 3 3 3 4 4

1 2 2 3 3 4

9

1 2 3 4

(Wis), Heal (Wis), Knowledge (arcane) (Int), Knowledge (monsters) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (herbalist) (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis). Skill Points at 1st level: (4+ Int modifier) x4 Skill Points at each additional level: 4 + Int modifier.

GAME RULE INFORMATION Abilities: Intelligence and Charisma are most important to the witch doctor. Intelligence influences his spell casting ability and Charisma affects his ability to exercise spirits and influence monsters. Alignment: Any chaotic. Hit Dice: d4

Class Features All of the following are class features of the witch doctor. Weapons and Armor: Witch doctors are skilled with the club, dagger, blowgun and quarterstaff. Witch doctors are not proficient with the use of any armor or shields. Spells: A witch doctor casts arcane spells according to Table 2-11 The Witch Doctor. A witch doctor must prepare spells ahead of time by getting a good night’s rest and spending 1 hour studying his runes and recipes. While studying, the witch doctor decides which spells to prepare. To learn, prepare or cast a spell a witch doctor must have an Intelligence score of at least 10 + the spell’s level. A witch doctor’s

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bonus spells are based on Intelligence. The difficulty class for saving throws against witch doctor spells is 10 + the spells level + the witch doctor’s Intelligence modifier. Scribe Rune: witch doctors automatically gain this feat at 1st level (see Chapter 4). Turn Spirit: When witch doctors reach 3rd level, they gain the supernatural ability to turn and destroy spirits. A witch doctor turns spirits as a cleric 2 levels lower would turn undead. The only undead witch doctors may turn are ghosts and spectres. Additionally, witch doctors may also turn Elemental, Fey, and Plant creatures. Regardless of the witch doctor’s alignment, he always turns or destroys spirits. Witch doctors may use this ability a number of times per day equal to three plus their Charisma modifier. Expert Herbalist: Witch Doctors gain a +2 bonus to their Profession (herbalist) skill. Familiar: A witch doctor can summon a familiar in exactly the same manner as a sorcerer (51 PHB). Observation: Witch doctors are always watchful for demons and monsters that might be about to spring from the shadows. They are also watchful of people, being wary of possession and shapechangers. This wariness grants a +4 bonus to all Spot checks made against creatures using the Hide skill and a +4 bonus to Sense Motive checks as well. Creature Lore: Witch doctors gain a +2 bonus to all Knowledge (monsters) checks. Scribe Rune: Witch doctors automatically gain this feat (see Chapter 4) Medicine Magic (Sp): Witch doctors gain the ability to cast a special type of curse spell. Despite the benign name, medicine magic is extremely dangerous. It is the stuff of ruin and disaster. Casting medicine magic is an exhausting ordeal and he may only attempt one such spell per day, regardless of level. After casting medicine magic, a witch doctor must make a Fortitude check (DC 20) or be fatigued. To cast medicine magic the witch doctor must have a piece of the subject (clippings of hair, drops blood etc.) or a sample of the location (soil, plants or animals). Line of sight is also sufficient to establish range. The witch doctor must also have special components (discussed below). All medicine magic requires 1 full minute of casting to complete. Subjects of medicine magic must succeed at a Will saving throw with a DC equal to 10+ the witch doctor’s Charisma score + ½ the witch doctor’s level. Those who succeed at the save notice nothing unusual. Locations (areas no larger than 1 square mile per level) generally do not receive a saving throw against medicine magic. Exceptions would include religious places, ancestral burial grounds

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and habitats of powerful spirits. No single character or place may be under the direct affects of more than one medicine magic spell at a time. Medicine magic require rare and expensive material components. Fortunately, witch doctors are skilled in finding and crafting these components themselves. The herbal components can be foraged for and found according to the table below. Knowledge (nature) and Profession (herbalist) skills are both required for finding and preparing the components. The DC for each is listed on table 2-10 below.

TABLE 2-10: MEDICINE MAGIC COMPONENTS Medicine Magic

Frequency

Mojo Hex Bewitch Curse Omen

70% 60% 50% 40% 30%

Find (DC) 20 25 30 35 40

Prepare (DC) 15 25 35 45 55

Frequency: The chance that the component is present in a given location. Find: The Search check required to find the component in the wild. Prepare: The Profession (herbalist) check to prepare the component. All components must be prepared before they can be used. Mojo: At 2nd level, the witch doctor gains the ability to bend the fate of others. Subjects of this magic receive – 2 modifiers to NPC attitude adjustments (149 DMG). They also experience random encounters at twice the normal rate. Note that these are not encounters with summoned creatures, they are creatures whose fate has been put on a collision course with the subject. The challenge rating of these creatures is equal to the subject’s level. A mojo can also be placed on an object or place. If put on an object, the mojo automatically effects anyone who picks it up (no save). They may put the object down to escape the affects. If cast on a place, the mojo causes –2 penalties to all reaction adjustments in the area. This magic persists for one day and can be removed with remove curse or greater magic. Hex: Anyone affected by a hex always fails one type of saving throw for the duration of the hex (Fortitude, Reflex or Will, chosen by the witch doctor). A hex will persist until the subject succeeds at a Will saving throw. Subjects may make one Will check each day (the affect of the hex does not apply to this check). If cast on a place, any living creature within the area at the time of casting must make a Will save against the DC of the hex or become insane for one week (see the spell insanity [217 PHB]).

Curse: This inescapable magic ruins the life of the with a mysterious disease. Anyone the subject knows subject. Those affected by curse have their fate who has more than 4 HD is ignored by the spell. tragically altered, becoming destined to loose all If cast on a location, bewitch causes the place to personal wealth and possessions. This transpires become a gathering spot for evil spirits. Within one within 1d6 months unless the spell is removed or the day of the casting, the location becomes infested with subject succeeds at a Will save against the curse. a number of evil spirits whose total combined hit dice Anyone who associates with a subject of a curse is equal to four times the caster’s level. These spirits suffers from the effects of mojo (no save). They can remain for one week per level of the caster and cause escape this effect by staying more than 240 feet from as much havoc in the area as they can in that time. the subject of curse. Bewitch will persist until the subject succeeds at A curse will persist until the subject succeeds at a a Will saving throw. Subjects may make one Will Will saving throw. Subjects may make one Will check check each month. each month. The spell can be removed with wish, Locations that do not receive a saving throw are limited wish, miracle and similar magic. bewitched until the magic is broken or exhausted. If cast on a place, the land becomes barren and This spell can only be dispelled by limited wish or bleak, causing the plants growing there to wilt and greater magic. die. Any creature eating these plants must make a Omen: This powerful magic alters the subject’s Fortitude check (DC 12) or become nauseous for 1 future. The witch doctor may choose any future he day. desires for the subject and their fate becomes Bewitch: This powerful magic kills 12 HD of the inescapable. The affect of this is not immediate, rather subject’s closest friends, none of whom can be greater the magic works subtly to bring about the desires of than 4 HD. This starts with the subject’s closest family the witch doctor over time. Usually, the events and friends and spreads out through everyone he dictated by the witch doctor begin to occur within knows. Physical proximity is irrelevant, the spell 1d100 days of the casting of the omen. Occasionally spreads through emotional bonds, affecting those who however, the onset time is quite a bit longer. are emotionally closest to the subject first, no matter An omen will persist until the subject succeeds at how far away they actually are. Thus, the subject’s 0 a Will saving throw. Subjects may make one Will level mother, although miles away, is in far more check each year. danger than a 3rd level adventuring pal, standing right If an omen is cast on a location, the witch doctor next to him. These individuals die at a rate of one per can dictate the specific details of any single future week until the subject succeeds at a saving throw, the event he desires. These events inevitably transpire in magic is removed or 12 HD of creatures are killed. the designated location in 1d100 days. Only the Victims are killed by alterations in their fate. They casting of a counter omen or other powerful spell may die in a freak accident or become suddenly ill such as wish, disjunction or miracle can break an omen. TABLE 2-11: THE WITCH DOCTOR Level Base Spells per Day* Fort Ref Will Special Attack Save Save Save 0 1 2 3 4 5 6 7 8 9 Bonus 1 +0 +0 +0 +2 Expert herbalist, scribe rune 3 1 2 +1 +0 +0 +3 Medicine magic (Mojo) 4 2 3 +1 +1 +1 +3 Turn spirit 4 2 1 4 +2 +1 +1 +4 5 3 2 5 +2 +1 +1 +4 5 3 2 1 6 +3 +2 +2 +5 Medicine magic (Hex) 5 4 3 2 7 +3 +2 +2 +5 6 4 3 2 1 8 +4 +2 +2 +6 6 4 3 3 2 9 +4 +3 +3 +6 6 4 4 3 2 1 10 +5 +3 +3 +7 Medicine magic (Curse) 6 4 4 3 3 2 11 +5 +3 +3 +7 6 5 4 4 3 2 1 12 +6/+1 +4 +4 +8 6 5 4 4 3 3 2 13 +6/+1 +4 +4 +8 6 5 5 4 4 3 2 1 14 +7/+2 +4 +4 +9 Medicine magic (Bewitch) 6 5 5 4 4 3 3 2 15 +7/+2 +5 +5 +9 6 5 5 4 4 4 3 2 1 16 +8/+3 +5 +5 +10 6 5 5 5 4 4 3 3 2 17 +8/+3 +5 +5 +10 6 5 5 5 5 4 4 3 2 1 18 +9/+4 +6 +6 +11 Medicine magic (Omen) 6 5 5 5 5 4 4 3 3 2 19 +9/+4 +6 +6 +11 6 5 5 5 5 5 4 4 3 3 20 +10/+5 +6 +6 +12 6 5 5 5 5 5 4 4 4 4

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CHAPTER 3: PRESTIGE CLASSES INTRODUCTION This chapter introduces several new prestige classes designed for primitive campaigns. The animal master and the beast lord both possess power over animals but in different ways. The storm rider gains power over the forces of weather and the trickster embraces chaos and contradictions.

ANIMAL MASTER Animal masters live among the wild bests and rule them as kings. A large host of animal companions and bonded friends always surround the animal master. The birds are his scouts, the lions are his strength and the wolves are his cunning. The animal master has a special bond with the creatures in his host and has developed a supernatural symbiotic relationship with them. The animals are his followers, his friends and his family. They protect the animal master as he protects them. NPC animal masters are often huntsmen, rangers, and druids who hail from remote regions. They are often animal rights extremists and sometimes make it their business to “liberate” all the domesticated animals they can.

Requirements To qualify to become an animal master, a character must fulfill all the following criteria. Alignment: Any neutral Animal Empathy: 8 ranks Handle Animal: 8 ranks Other: Must have an animal companion (obtained via animal friendship) or a domesticated pet that has been reared from birth by the character.

Class Skills The animal master’s class skills (and the key ability for each) are Animal Empathy (Cha), Climb (Str), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). Skill Points at Each Level: 2 + Int modifier.

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Class Features Animal Companion: Beginning at 1st level and every other level thereafter, the animal master automatically gains a special animal companion. These animal companions are special cohorts of the animal master and enjoy several supernatural abilities. The animal master can communicate with his companions (as per the speak with animals spell) and give them basic commands, respective of their intelligence. The companion creatures are always exceptional specimens of their species, enjoying a +2 bonus to all six of their ability scores (including Intelligence). All companions can be trained to obey a number of commands (attack, heel, stay, guard etc.) equal to the level of the animal master plus the creature’s Intelligence score. Additionally, as the animal master advances in level so does his cohort of animals, gaining in hit dice. Every time an animal master gains a level, his companions gain half a hit die. Thus, every other level the animal master advances, the companions gain 1 HD. If the animal master gains a level in a class other than animal master, the animals do not advance. These animal companions do not count against the total number of animal HD a character can have befriended with the animal friendship spell (173 PHB). The animal master may also have any number of normal pets in addition to his host of companions and friends. • • • • •

Companion I: Any Animal of 4 HD or less. Companion II: Any Animal of 6 HD or less. Companion III: Any Animal or Beast of 8 HD or less Companion IV: Any Animal, or Beast of 10 HD or less. Companion V: Any Animal, Beast, or Magical Beast of 12 HD or less.

Calm Animals: The animal master gains a supernatural ability to calm animals (182 PHB) once per day at 1st level. This ability increases by one every other level thereafter to a maximum of three times per day at 10th level. Speak with Animals: In addition to the ability to speak with their special animal companions, animal masters also have the ability to speak with other animals. They may do this once a day at 2nd level. Every other level thereafter this rate increases by one to a maximum of five times a day at 10th level. Dominate Animal (Su): At 2nd level the animal master gains the ability to dominate animals. This is a supernatural ability that functions once per day, mimicking the effects of the spell dominate animal (197 PHB). This ability increases to two times per day at 4th level, and three times per day at 8th level. Animal Friendship (Su): At first level the animal master gains the ability to befriend animals. This is a

supernatural ability that functions at will, mimicking the effects of the spell animal friendship (173 PHB). This ability increases to two times per day at 5th level, and three times per day at 9th level. Bond of the Beast (Su): Upon reaching 6th level, the animal master is able to bond with any creature he has domesticated or befriended, adding that animal to his roster of animal companions. As a companion the bonded beast gains hit dice as the animal master advances, just as other companions do and is capable of the same limited communication and training. The animal also benefits from the special training and supernatural nature of the bond, gaining +2 on all ability scores.

Call of the Wild (Su): Once per day, animal masters who have reached 10th level can call out for help from all natural animals within 2 miles. This call is a loud, unintelligible cry to all but the most basic life forms. All animals within range immediately come running to the animal master’s aid. They will disobey their owners, break through fences, and trample anyone who gets in their way. While responding to the animal master’s call, the animals show considerably more competence than they would under normal circumstances. Apes can use keys to open doors, beavers will deliberately chew through binding ropes, elephants will trample enemies and batter down buildings, behaving as if collectively dominated by the animal master (see dominate animal PHB).

TABLE 3-1: THE ANIMAL MASTER Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Calm animal 1/day, animal friendship 1/day, companion I Speak with animals 1/day, dominate Animal 1/day Calm animal 2/day, companion II Speak with animals 2/day, dominate Animal 2/day Animal friendship 2/day, companion III Speak with animals 3/day, bond of the beast Calm animal 3/day, companion IV Speak with animals 4/day, dominate Animal 3/day Animal friendship 3/day, companion V Speak with animals 5/day, call of the wild

BEAST LORD Animalistic blood courses through the veins of many remote tribesmen. Their bizarre rituals and unnatural relationship with animals has imbued them with supernatural power, startling to behold. Beast lords have a great reverence for one particular species, their totem animal. They share several characteristics with this animal, even appearing somewhat lupine, feline or something else. Beast lords possess legendary combat ability and are often the greatest heroes of their tribe. Most beast lords are barbarians, fighters, rangers, or huntsmen who hail from primitive, hunter/gather tribes. NPC beast lords are commonly barbarians who defend their clan as elite soldiers.

Requirements Alignment: Any neutral Base Attack: +5 Wilderness Lore: 4 ranks Knowledge, (nature): 4 ranks Handle Animal: 4 ranks

Class Skills The beast lord’s class skills (and the key ability for each) are Animal Empathy (totem animal only) (Cha), Climb (Str), Handle Animal (totem animal only) (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). Skill Points at Each Level: 4 + Int modifier.

Class Features Totem Type: Beast lords revere certain animals, each tribe having their favorite (or favorites). Upon taking the beast lord prestige class, the character must choose an animal as his totem type. This animal should be one that represents the character’s spirit and persona, but one that is also in accordance with the character’s tribe. Once the totem type is chosen, it can never be changed. Animal Nature: The beast lord’s animalistic nature grants +1 bonus to all Spot, Listen, and Wilderness Lore checks. This bonus also applies to Animal Empathy (totem animal only). At 5th level this

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increases to a +2 bonus, and at 8th level it becomes a +3 bonus. Rage: Beginning at 1st level the beast lord can fly into a wild rage. This rage is in all ways similar to the barbarian ability (25 PHB). While raging the beast lord gains +4 Strength, +4 Constitution and a +2 moral bonus to Will saves, but also suffers a –2 penalty to AC. While raging the beast lord cannot use skills or abilities requiring concentration or patience such as Move Silently or spell casting. The rage lasts for a number of rounds equal to 3+ the character’s (newly improved) Constitution modifier. The rage can be ended voluntarily. When the rage ends, the beast lord is fatigued. The beast lord can only rage once per encounter and only a certain number of times per day (determined by level). Metamorphosis I: Whenever a beast lord enters a state of rage a startling metamorphosis occurs. At 3rd level the beast warrior can change his head and hands into those of his totem animal, typically gaining bite and claw attacks. Using these natural weapons does not provoke attacks of opportunity. Unless the beast lord has the multiattack feat (see chapter 5), he suffers a –5 penalty with his secondary attacks. This transformation takes one standard action to complete. Metamorphosis abilities do not distinguish between barbarian rage and beast lord rage. Metamorphosis II: At 5th level, the beast lord gains the ability to change into a hybrid creature while in a rage. While in this form the beast lord takes on the characteristics of his totem animal, often ripping out of his clothing as he gains in size and strength. This form is statistically similar to the lycanthrope template. The character’s hit dice remain unchanged, speed is unchanged, armor class improves by +2 (natural armor), damage from all attacks is that of the totem animal. Unless the beast lord has the multiattack feat (see chapter 5), he suffers a –5 penalty with his secondary attacks. Physical ability scores are modified in the same way as lycanthropes. Subtract 11 from the totem animal’s ability score, the remainder is the modifier to be added to the character’s ability score. For example, a brown bear (193 MM) has a Strength of 27. Therefore, a beast lord of the bear clan gains +16 Strength (27-11=16) while in hybrid form. He also gains +2 Dexterity (13-11=2) and +8 Constitution (19-11=8). Beast lords also gain a +8 to their Search, Spot and Listen checks and they gain any skill the totem animal has that they do not have already.

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Finally, the character also gains any feats, special attacks, or special qualities the totem animal may have. This transformation takes one standard action to complete and provides healing as though the beast lord had slept for one full night. Changing back does not heal more damage. Note that beast lords are not lycanthropes and do not gain lycanthropic special attacks, damage reduction or saving throw bonuses. They also cannot be “cured” of their shapechangeing and do not suffer from involuntary changes. Metamorphosis III: At 7th level, the beast lord can change completely into the form of his totem animal while in a rage. While in this form he gains all natural armor bonuses, speed, attacks, damage, skills, feats and special qualities of the totem animal while retaining his own HD, base attack and mental ability scores (Intelligence, Wisdom and Charisma). All physical abilities are modified in the same fashion as for the hybrid form described above. This change requires a standard action and provides healing as though the beast lord had slept for one full night. Changing back does not heal more damage.. Metamorphosis IV: At 9th level beast lords gain the ability to change into a dire animal of his totem type. All bonuses and modifiers are calculated in the same fashion as above. Animal Companions: Beast lords are often accompanied by animals or dire animals of his totem type. This retinue of followers is composed of genuine friends, with whom the beast lord frequently speaks. Speak With Animal (Sp): Beast lords have the ability to communicate with any animal of their totem type. This is a persistent supernatural ability. Survival: The beast lord gains a +2 bonus to all Wilderness Lore checks made in their native terrain. Animal Traits: Even in their humanoid form, beast lords retain a few characteristics of their totem animal. The often resemble the totem animal slightly and have a few enhanced. For example, a beast lord of the wolf clan might have keen ears, or if of the leopard clan he might have a bonus to hiding. Some guidelines are provided on table 3-2 Beast Lord Traits, below. TABLE 3-2: BEAST LORD TRAITS Animal Modifiers Bear Listen +2, Spot +2, Swim +2, Str +1 Boar Listen +4, Spot +2, Con +1 Cheetah Hide +2, Listen +2, Move Silently +2, Sprint* Crocodile Hide +2, Listen +2, Spot +2, Str +1 Eagle Listen +3, Spot +3, Dex +1 Elephant Listen +1, Spot +1, Str +2 Horse Con +1, +10 speed Leopard Balance +2, Climb +2, Hide +2, Listen +2, Move Silently +2, Spot +2 Lion Balance +2, Jump +1, Listen +1, Move Silently +2, Spot +1, Str +1

TABLE 3-2: BEAST LORD TRAITS Owl Rat Snake (constrict) Snake (viper) Tiger Weasel

Listen +2, Move Silently +4, Wis +1 Balance +2, Hide +2, Move Silently +2, Dex +1 Climb +2, Hide +2, Listen +1, Spot +1, Str +1 Climb +2, Hide +1, Listen +1, Spot +2, Dex+1 Balance +2, Hide +2, Listen +2, Move silently +2, Spot +2, Swim +2 Balance +3, Climb +3, Hide +3, Move Silently +2, Spot +1

* Sprint Once per day the character may take a charge action and move ten times their normal distance in one round. After completing this maneuver the character is fatigued (84 DMG). Monstrous Type: upon reaching 10th level, the beast lord becomes more animal than humanoid. As a result, the racial type of the character changes to

Shapechanger. The beast lord is no longer affected by spells that target humanoids such as charm person, but is vulnerable to spells that target Shapchangers and monsters such as charm monster. He looses all racial modifiers of his previous race and gains +2 racial bonus on all saving throws. The character’s natural shape becomes that of the hybrid form. The beast lord permanently gains all the modifiers associated with the hybrid form (see Metamorphosis II). Although he retains the ability to consciously take the shape of his original humanoid form any time he wishes, if the beast lord ever becomes unconscious or is subjected to a forced shapechange, his true shape is revealed as that of the hybrid form. Upon reaching this ‘ultimate’ state of nature, the beast lord is able to alter his shape between his various forms once per round as a free action (just as the spell shapechange) and is therefore able to recover quickly from any adverse polymorphing.

TABLE 3-3 THE BEAST LORD Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Rage 1/day Metamorphosis I

Rage 2/day Metamorphosis II Metamorphosis III Rage 3/day Metamorphosis IV

Shapechanger type

STORM RIDER REQUIREMENTS The mighty storm riders are an elite group of holy avengers who have harnessed the power of storms. Through their devotion to the forces of weather and climate they can call down a hail of lightning bolts and ride high on the winds of a maelstrom, swept away to distant lands. Most storm riders were shamans, clerics or druids before adopting the storm rider prestige class. Whatever their other classes, all storm riders share a common devotion to the forces of nature. Storm riders seek to preserve the natural order of things. They despise cities, roads, fences and other affronts to nature. NPC storm riders are often environmental enthusiasts who vigilantly and violently defend any and all natural terrain within their ability. Hit Dice: d8

To qualify to become a storm rider, a character must fulfill the following criteria. Alignment: Any non-lawful Base Attack Bonus: +4 Race: Any non-subterranean Knowledge (nature): 8 ranks. Spells: Ability to cast weather spells (from the druid, Air domain, or Water domain spell lists).

CLASS SKILLS The storm rider’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intuit Direction (Wis), Knowledge (nature)(Int), Profession (Wis), Scry (Int), Spell Craft (Int), Swim (Str), and Wilderness Lore (Wis). Skill Points at Each Level: 2 + Int modifier. Weapons and armor proficiency: Storm riders are proficient with all simple and martial weapons, with light and medium armor, and with shields.

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Prestige Domain (Ex): Upon adopting the storm rider class characters gain access to the weather domain and gain the granted power of storm sight. Storm Power (Ex): Storm riders automatically gain the combined benefits of the Spell Focus and Spell Penetration feats when casting spells from the weather domain. Ride the Storm (Su): Storm riders gain the ability to summon a powerful wind and ride upon it as if under a fly spell (206 PHB). While using this ability the storm rider is enshrouded with a cloak of fog similar to the spell obscuring mist. If this fog is blown away by wind it returns in 1d4 rounds. Note the storm rider’s ability of storm sight allows him to see through this mist. This ability may be invoked once per day per three levels of the storm rider. The storm rider may ride the storm clouds for one hour per level of the storm rider. Wind Resistance (Su): Storm riders can choose to resist the effects of strong winds Beginning at 3rd level, storm riders are not affected by winds of 50 MPH or less. At 5th level this increases to 74MPH winds. At 7th level, storm riders ignore all effects of winds up to 174 MPH. Finally, at 9 level storm riders ignore all winds of less than 300 MPH. Note that this also means the storm rider is able to avoid damage from objects that are hurled by these winds. This ability also provides protection against wind spells, including gust of wind, wind wall and others. Cold and Electrical Resistance (Su): Upon reaching 2nd level, storm riders gain energy resistance against cold and electricity of 5. This increases to 10 at 4th level, 15 at 6th level, 20 at 8th level and 25 at 10th level. Storm Sense (Ex): Storm riders can always sense the approach of a storm. With a successful Knowledge (nature) skill check (DC 20) they can

determine exactly when the storm will arrive and how long it will last. If they fail the check they can tell generally how bad it will be and roughly how long it will take to arrive, but not how long it might last. This estimation can be made up to 8 hours before a storm’s arrival. Meteorology: Storm riders are experts on the atmosphere and gain a +2 competency bonus to all Knowledge (nature) skill checks associated with the weather. Wind Walk: upon reaching 5th level, the storm rider gains the spell-like ability to wind walk as the spell (272 PHB) once per day at will. Code of Conduct: Storm riders are primarily concerned with the preservation of the natural environment and vigilantly defend any unnatural alteration, corruption or destruction of forests, rivers, vales, or any other facet of the natural environment. This has brought them in conflict not only with the many evil races of the world but also with humans and other “good” races that pursue city building and forest clearing.

WEATHER DOMAIN Granted Power: Storm riders are able to see at greater distances in poor weather conditions that obstruct visibility including snow, rain and fog. Under these conditions, the storm rider can see twice as far as normally allowed.

WEATHER DOMAIN SPELLS: 1 Obscuring mist 2. Fog cloud 3. Call lightning. 4. Sleet storm 5. Control winds 6. Control weather 7. Blitzkrieg 8.Whirl wind 9. Storm of vengeance

TABLE 3-8: THE STORM RIDER

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Class Level 1st

Base Attack Bonus +0

Fort Save +2

Ref Save +0

Will Save +2

2nd 3rd

+1 +2

+3 +3

+0 +1

+3 +3

4th 5th

+3 +3

+4 +4

+1 +1

+4 +4

6th 7th

+4 +5

+5 +5

+2 +2

+5 +5

8th 9th

+6/+1 +6/+1

+6 +6

+2 +3

+6 +6

10th

+7/+2

+7

+3

+7

Special

Spells per day

Prestige domain, meteorology, ride the storm 1/day, storm sight, storm sense, storm power Cold and electrical resistance 5 Ride the storm 2/day, resist wind (50 mph) Cold and electrical resistance 10 Wind walk 1/day, resist wind (74 mph) Cold and electrical resistance 15 Wind walk 2/day, resist wind (174 mph) Cold and electrical resistance 20 Wind walk 3/day, resist wind (300 mph) Cold and electrical resistance 25

+1 level of existing class

+1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class

TRICKSTER Tricksters, also known as deceivers or clowns, engage in ridiculous, chaotic, prankish and obscene behavior. Their goal is to confuse and frighten their enemies while amusing and encouraging their allies. Tricksters are fascinated with contradictions and mockery. They enjoy confounding and outsmarting others and spend most of their time devising tactics of manipulation and deception. Tricksters are garish and lewd but they can also be riotously funny. Tricksters are always regarded as the most unpredictable and eccentric of all in the tribe. They are the only tribal members who are not required to partake in the normal tribal activities of worship, governance, hunting, and ceremonies. In fact, many tricksters deliberately disrupt such activities or ridicule them. Their own clansmen, who see the tricksters as entertaining and semireligious/philosophical figures, usually tolerate their antics. NPC tricksters are often troublemakers and harbingers of chaos. They usually associate with mixed groups of religious people and warriors. Other times however, they band together in large exclusive groups of tricksters. Hit Die: d6

REQUIREMENTS Alignment: Any chaotic Bluff: 6 ranks Disguise: 4 ranks Perform: 8 ranks Special: Must have encountered the thunderbird in a dream.

CLASS SKILLS The trickster’s class skills (and the key ability for each) are Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), and Profession (herbalist) (Wis). Skill points at each level: 6+ Int modifier.

CLASS FEATURES The following are all class features of the trickster. Weapons and Armor: Tricksters gain proficiency with a special type of weapon known as bizarre weapons. Bizarre weapons: Tricksters often craft their own weapons, which always defy description. These ridiculous implements are oddities to everyone but a trickster. T o a trickster the exaggerated, malformed stick with gaudy symbols and two

handles is a magnificent weapon. To everyone else, it is a strange object that evokes laugher, confusion and fear. A bizarre weapon grants a +2 circumstance bonus to the opposed roll of one special maneuver of the trickster’s choice. This maneuver may be disarm, sunder or trip. It must be selected when the weapon is crafted and cannot be altered afterwards. Making a bizarre weapon requires a Craft (weaponsmith) check against DC 20. Costumes: Tricksters gain the special ability to craft bizarre costumes for themselves, gaining spell-like abilities to their perform checks. Crafting a costume requires a Disguise check as indicated in the descriptions below. If the trickster makes a Perform check while wearing the costume, anyone viewing the trickster within 60 feet must make a Will save against 10 + the trickster’s Charisma modifier + the trickster’s level (prestige class only). Creatures whose type is different from the trickster (such as humanoid or dragon) receive a +4 bonus on their saving throw, because the effect doesn’t “translate” well. Those who fail their checks suffer effects depending on the type of costume the trickster is wearing. Whether or not the save is successful, an affected creature is immune to that costume for one day. Only creatures with Intelligence scores of 2 or more are susceptible to the costume effects. Confusing costume: (Disguise 15, Perform DC 20) Viewers who fail their Will save stand confused (doing nothing) for a number of rounds equal to 1d3+ the trickster’s Charisma modifier. The trickster must continue the performance throughout this time. Subjects are freed from the magic if they are attacked. Those who succeed are confused (do nothing) for 1 round. Frightful costume: (Disguise 19, Perform DC 23) opponents who witness the trickster’s performance in this costume and fail their Will save become shaken at the sight of the trickster and suffer –2 to attack, damage and saving throws. This effect persists for a number of rounds equal to 1d4+ the trickster’s Charisma modifier. The trickster must continue the performance throughout this time. Those who succeed at the saving throw are confused (do nothing) for 1d2 rounds. Confused subjects are freed from the magic if they are attacked. Hypnotic costume: (Disguise 21, Perform DC 25) Anyone who fails their check is hypnotized as the spell hypnotism. The subjects suffer –4 Spot and Listen checks, and potential threats allow a subject to make another saving throw. Obvious threats automatically break the hypnotism, as does shaking or slapping. Hypnotized subjects are more susceptible to suggestions and react as though their attitude was two steps more friendly towards the trickster (149 DMG). The duration is equal to 1d6 + the trickster’s Charisma modifier. The trickster must continue the performance throughout this time. Those who succeed are confused (do nothing) for 1d2 rounds.

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Confused subjects are freed from the magic if they are attacked. Humorous costume: (Disguise 23, Perform DC 27) Anyone viewing the trickster’s performance in this costume must make a Will save (as above) or laugh helplessly for a number of rounds equal to 1d6+ the trickster’s Charisma modifier. The trickster must continue the performance throughout this time. While laughing, the subjects are prone and can take no actions. Those who succeed at the Will saving throw stand confused (do nothing) for 1d3 rounds. Confused subjects are freed from the magic if they are attacked. Dancing Costume: (Disguise 28, Perform DC 35) Anyone viewing the trickster’s performance in this costume must make a Will save (as above) or begin dancing as the irresistible dance spell 234 (PHB). This effect continues for as long as the trickster continues the performance. Dancing, like running, is considered hard exertion for both the trickster and the subjects. While dancing, the subjects suffer –4 Armor Class, Reflex saves are impossible except on a roll of 20, and shield use is impossible. Those who succeed at the Will saving throw stand confused (do nothing) for 1d4 rounds. Confused subjects are freed from the magic if they are attacked. Taunt (Ex): The trickster can incite others to violence with insults and jeers. Those whom the trickster taunts must make a Will save against a DC equal to 10 + the trickster’s Charisma modifier + level (prestige class only). Those who fail are compelled to assault the trickster in melee if capable of doing so. They will attempt to make melee attacks rather than spell or missile attacks. This ability cannot be used to incite subjects that are incapable of actually engaging in melee with the trickster. Subjects who are restrained, on the far side of a barrier or otherwise incapable of engaging in melee are immune to this ability. Damage Shift: Where a blow or a flame would harm most people, the contrariness of the trickster prevents damage, for a while at least. This ability is similar to damage reduction in that it subtracts a given amount from each die of damage received by the character. Nevertheless, the trickster has not escaped this damage, only put it off for a later date. Unlike damage reduction, the reduced damage from this ability is recorded in a “damage pool.” At some point in the future (when the trickster is at full health) this damage is revisited on him in the form of an unfortunate accident, or perhaps extra damage from some other attack. The damage in the damage pool is usually revisited upon the trickster in small doses (1d6 at a time) in the form of unfortunate accidents (falling down the stairs etc.). Of course, the trickster who has built up a large damage pool might fall into a lion’s cage. In this case, all damage received from the lion is counted out of the damage pool. Of course, any new damage received from the lion is also subject to the damage shift (i.e.

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there will always be damage in the damage pool because the trickster always receives the damage shift, even from revisited damage). Ridicule (Ex): The trickster can make insulting, condescending and mean remarks that assault the subject’s psyche, making them feel inferior. To do this, the trickster must make a ridicule check (1d20+ the trickster’s Charisma modifier + the trickster’s level [prestige class only]). This check represents the Will DC the subject must roll against. Those who fail suffer –2 moral penalties to all rolls including attacks, damage, saves, and skill checks for 2d4 minutes. This ability may only be used against opponents with an Intelligence greater than 2 and who can hear and understand the trickster. Joke (Ex): Once per day at 2nd level a trickster can find and comment on the most humorous aspect of a situation. This spontaneous, off-the-cuff remark is usually a one-liner interjected into the most serious situations. It affects 2d6 creatures within 60 feet with uncontrollable laughter. Those who fail a Will save against 12+ the trickster’s Charisma modifier are prone and helpless with laughter for 1 round per level of the trickster (prestige class only). At 6th level this increases to 2 times per day and at 9th level it increase to 3 time per day. This only works against creatures with Intelligence scores greater than 2 and who can hear and understand the trickster. Creatures whose type is different from the trickster (such as Monsterous Humanoid or Dragon) receives a +4 bonus on its saving throw, because the humor doesn’t ’translate” well. Inverted Fighting: Upon reaching 5th level, tricksters gain the ability to fight in reverse. That is, they tun their backs on their opponents and fight backwards. The trickster can fight with any weapon that he is proficient with in this fashion. This unusual fighting style grants a +2 circumstance bonus to the trickster’s attacks and armor class. Inverted Speech: At 2nd level the trickster gains the ability to speak backwards, either rearranging the words into a reverse pattern, or actually pronouncing all the words backwards. This speech qualifies as a unique language and it may be taught to others. Retromotion (Ex): At 8th level, the trickster gains the ability to move as quickly and accurately backwards as forwards. Tricksters often use this ability to defend against those who would chase them. Note that tricksters who fight while running still suffer the standard penalty for such activity (no Dex bonus to AC). Crazy Dance (Ex): At 3rd level the trickster gains the ability to leap and caper about, making strange faces and grunting noises, imitating the behavior of animals. Although this looks rather silly, the trickster

gains the combined benefits of the Improved Unarmed Strike feat and the Multiattack feat (if he didn’t have them already). Although he does not grow fangs or claws, he may make bite and/or hand attacks for 1d3 points of damage each. He gains any special physical attack such as rake and pounce and his speed also increases to that of the animal he is imitating. This only applies to the type of movement normally possible by the trickster. A trickster who imitates a bird does not gain flying speed useless he already has a base flying speed to begin with. Spells: A trickster has the ability to cast a certain number of spells each day, according to his class and level. To cast a spell, the trickster must have a Charisma score equal to 10+ the spell level. A trickster’s bonus spells are based on Charisma (DC = 10 + spell level + the trickster’s Charisma modifier). An entry of 0 in the chart indicates the trickster gains only bonus spells at the indicated level (a trickster without bonus spells for that level

cannot cast spells of that level). The trickster’s spell list appears below. A trickster can choose which to prepare, in the same way a cleric does. 1st—cause fear, charm person, change self, protection from law, entropic shield, silent image, ventriloquism, hypnotism. 2nd—blur, shield other, random action, shatter, hideous laughter, scare, mirror image, minor image, hypnotic pattern, enthrall, invisibility undetectable alignment. 3 rd—blink, charm monster, confusion, displacement, emotion, fear, freedom of movement, haste, lesser geas, illusory script, sculpt sound, major image, magic circle against law, nondetection protection from elements. 4th—break enchantment, chaos hammer, dimension door, dominate person, hallucinatory terrain, improved invisibility, mislead, Modify memory, rainbow pattern, shout, spell immunity, false vision, mind fog.

TABLE 3-9: THE TRICKSTER Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Damage shift 1, ridicule Inverted Speech, joke 1/day Crazy dance Damage shift 2 Inverted fighting Joke 2/day Damage shift 3 Retromotion Joke 3/day Damage shift 4

1st 0 1 1 1 1 1 2 2 2 2

Spells per Day 2nd 3rd

0 1 1 1 1 1 2 2

0 1 1 1 1 2

4th

0 1 1 1

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CHAPTER 4

SKILLS AND FEATS INTRODUCTION This chapter covers several new skills and feats including Torture and the unarmed combat feat Death Grip. The new Knowledge (monsters) skill helps distinguish between player knowledge and character knowledge when encountering monsters and new uses for Profession (herbalist) can produce surprising nonmagical concoctions.

SKILLS KNOWLEDGE (MONSTERS) (Int; Trained Only) Characters can make a Knowledge (monsters) check to determine a wide assortment of information about various creatures they encounter. The DC is equal to 5 plus the standard hit dice of the creature plus the type modifier indicated below.

TABLE 4-1: TYPE MODIFIER Creature Type Aberration Animal

DC +8 +2

Beast Construct Dragon Elemental Fey Giant Humanoid

+4 +12 +10 +12 +8 +4 +4

Creature Type Magical beast Monstrous humanoid Ooze Outsider Plant Shapechanger Undead Vermin

DC +6 +6 +8 +12 +2 +6 +8 +2

If the check is successful, the character can properly identify the creature and is familiar with any special attacks, special qualities, or other unique characteristic it may have. He is also aware of the creature’s general society (if applicable) and understands the basic mindset of the species. Many monsters presented in Chapter 12 like the abatwa and the cheenoo include such qualities. However, not all monsters have them. In those cases, this skill reveals no useful information. For example, Threebears the huntsman encounters a Giant while hunting. With a successful check (DC 15) he determines the creature is a troll and immediately starts lighting a torch. If the check had failed he would be unable to determine the

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creature’s species and would have no idea what type of Giant it is (and probably wouldn’t decide to light a torch).

KNOWLEDGE (NATURE) (Int; Trained Only) Normal Use: Use this skill to answer questions about the natural environment (animals, season, plants etc.) New Use: Use this skill to find and identify plants in the wilderness. Magical components, herbal components, and poisons can be found with this skill. To find a particular plant or herb, the player must declare what he is looking for and where he will look. After that is determined, the game master should roll a percentile check (based on the terrain, climate, season, and frequency of the plant). He determines secretly if the desired plant is in the region to be searched. If the plant is not in the region, no amount of successful checks will find it. Typical frequency and finding DCs are outlined on the table below. Extremely rare or unique plants may require even higher DCs (i.e. medicine magic components and herbal concoction components). More specific identify DCs can also be found in Chapter 7 Poisons.

TABLE 4-2: FINDING PLANTS Frequency Very common Common Rare Very rare

Percentage 90% 65% 11% 4%

DC 10 15 20 25

Special: Characters with at least 5 ranks in Spot receive a +2 synergy bonus to their chance of finding a particular plant or herb.

PROFESSION (HERBALIST) (Wis; Trained Only) Normal Use: This skill hleps the character make a living as an apothacary, finding, preparing and selling herbs. New Use: Characters can use this skill to brew a wide assortment of herbal concoctions from love potions to deadly poisons. Characters must declare what type of concotion they are attempting before the work begins. A failed check results in lost time and materials. These guidelines assume the character has access to the proper herbs (either bought or found) and has the proper equipment (pots, vials, mortar and pestle etc.) and adiquate time (1 day per dose).

TABLE 4-3: HERBAL CONCOCTIONS DC

Cure

Charm

Heal

Brew

Derive

15

+2

+2

1d4

1, 0/1

20 25

+5 +8

+3 +4

1d6 1d8

1d2, 1/1 1d3, 2/3

30 35

+10 +15

+6 +8

1d10 1d12

1d4, 3/5 1d6, 4/7

40

+20

+10

2d8

1d8, 5/9

Shorten onset one +2 DC Shorten onset two +4 DC Immediate onset +6 DC

Cure: Cures are typically imbibed medicines that are given to people who have contracted a disease. The bonus indicated represents the circumstance bonus applied to the infected character’s next Fortitude check to recover from the disease. Taking multiple doses of medicine will not increase this bonus and may actually result in poisoning. Taking one dose per day until recovery occurs is the proper way to take medicine. Charm: Love potions and aphrodisiacs fall into this category. The number indicates the circumstance bonus applied to any Charisma check made to alter the consumer’s attitude (149 DMG). Only one such check may be made per dose. Heal: These nonmagical salves, ointments and potions heal wounds much the same way magic items do. The number indicates the amount of healing received by imbibing or applying the healing concoction. Brew: This category represents any poison that is devised by the herbalist and brewed with multiple ingredients. The advantage of this type of poison is that the herbalist may choose the symptoms, delivery method, and onset. He may also select which ability score is damaged. The numbers in the entry above indicate ability damage (primary and secondary) followed by two numbers divided by a “/”. The number before the “/” indicates the number of primary symptoms the poison may have. The number after the “/” indicates the maximum number of secondary symptoms the poison may have. The herbalist may choose any symptoms typically associated with poisons (see Chapter 7).The Fortitude DC to save against a brewed poison is always 5 less than the DC to create it. For example, an herbalist that can make a brew concoction check (DC 40) can brew a unique toxin that does 1d8 points of damage to any one ability (primary and secondary) and inflicts up to 5 primary symptoms and 9 secondary symptoms. He may also choose it to be injected, ingested, contact or inhaled This toxin would have a Fortitude DC of 35. Derive: Derived poisons are gleaned from existing plants. Deriving poison is a 2:1 trade off.

Remedy (examples) Rash

Frequency

Cost

70%

Find DC 12

Nausea Headache

60% 50%

14 18

25 gp 50 gp

Mood change Muscle pain

40% 30%

24 32

100 gp 200 gp

Halucinations

20%

42

400 gp

10 gp

Two does of a plant poison in its natural state are required to produce one dose of derived poison. A derived poison has the same toxic properties as the source it was derived from. Characters that can make a Profession (herbalist) check (DC 15) can derive a tea/juice poison such as toadstool tea or hemlock juice. The onset time of this poison is reduced to the next lower time increment; days become hours, hours become minutes, minutes become rounds, rounds become instant. It is otherwise similar to the plant poison it was derived from. Those characters that can make a Profession (herbalist) check (DC 25) can derive a faster acting toxin from poisonous plants. The onset time of this poison is reduced by two time increments; days become minutes, hours become rounds, minutes become instant. The poison also has its DC increased by +2. It is otherwise similar to the plant poison it was derived from. Succeeding at a Profession (herbalist) check (DC 35) will enable a character to derive a poison that has an immediate onset time. The poison also has its saving throw DC increased by +4. It is otherwise similar to the plant poison it was derived from. Characters that can make a Profession (herbalist) check (DC 20) can increase the toxicity of the derived poison by +2 DC. A check of 30 will raise the poison’s Fortitude save DC by +4. A check of 40 will raise the DC by +6 and reduce the onset time to immediate. Remedy: These mixtures don’t actually heal the subject but they do alleviate symptoms associated with poisons and diseases. A remedy typically relives or reduces symptoms for 1d4 hours. Remedies do not relieve symptoms caused by magic such as fever and vomit spells (see Chapter 11). Remedies can not mollify all symptoms and not all such symptoms are listed on the table. Rather the symptoms listed are guidelines. Gastrointestinal and dermal conditions are the easiest to treat while neural conditions are the most difficult. Frequency: This column indicates how common the ingredients for various concoctions are. The more complex a concoction is, the more rare its ingredients are. Find DC: this column indicates the Knowledge (nature) checks required to find the required ingredients growing in the wild.

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Cost: This column indicates the average cost of ingredients if they are bought from a merchant. Special: Characters with 5 or more ranks in alchemy receive a +2 circumstance bonus when mixing herbal concoctions.

TORTURE (Int; Trained Only) Characters with this skill can exert a surprising amount of influence over others. They can attempt to extract information from victims by forcing them to make a Will check against the torturer’s skill check. Those who fail the Will check must reveal some sort of information that appeases the torturer. Whether the information revealed is true or not is a matter that the torturer will have to determine on a case by case basis. Torturers may also inflict permanent injuries upon their prisoners. To do this, torturers make a skill check and must designate which appendage is to be disabled. The victim must then make a Fortitude check against the DC of the torture’s disabling skill check. If the victim fails, their limb is temporarily disabled. If the torturer repeats this action a second time and the victims fails again, the appendage is permanently damaged. Specifically, tendons are severed, muscles cut, joints are crushed, eyes are blinded, and so on. The Stockholm effect is a psychological phenomenon that requires a brief mention here. Those who are tortured also must make a Will check at a cumulative –1 penalty each full day they are in captivity (opposed by the torturer’s skill check).. Failure indicates the victim’s Alignment has shifted to that of their captors. Once this shift takes place, victims can be offered freedom in exchange for loyalty. As long as the converted ex-torture victim remains in isolated social contact with the group, their alignment will remain shifted to the new persuasion. Anyone who has their alignment shifted by torture can shift it back if they get away from their torturers. This reversion requires the victim to make Will checks at a cumulative +1 for every full week they are free from torture, captivity and isolated contact with their captors. Simply being free from torture and captivity does not qualify for reversion checks. One must also be free of the social contact and group influence of their captors. In this way characters can be captured by bandits, tortured until their wills are in line with their captor’s, then released and employed as loyal and obedient members group so long as they do not leave the group.

WILDERNESS LORE (WIS)

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Normal Use: Use this skill to keep yourself and othes safe in the wild. New Use: Characters with this skill can make an attempt to hide their tracks, foiling any attempt to track them. To do this, the character simply makes a Wilderness Lore check and subtracts 5 from the roll. The result is the DC required to find the tracks.

BEAR HUG [General] Characters with this feat can grab and constrict an opponent, squeezing the life out of them. Prerequisite: Str 16+. Benefit: This special hold can be applied any time the character is grappling. By winning an opposed grapple check the character applies a crushing hold that inflicts 1d3 points of subdual damage and forces the opponent to make a Fortitude check (DC 10 + the hugger’s Strength modifier) or become fatigued from loss of breath. If released from the hold the opponent can recover from this temporary fatigue by catching his breath (succeeding at a Fortitude check [DC 10+1 per round that the Bear Hug was maintained after the save failed]). The opponent may attempt to catch his breath once per round as a free action. Note that a Bear Hug cannot be applied to Oozes, Constructs, Undead, or creatures larger than the character.

BLOODLUST [General] In viscous desperation to save his life, a character with this feat can enter a bloodthirsty frenzy. Prerequisite: Base attack bonus +5, Endurance, Iron Will. Benefit: If a character wit this feat is ever reduced to 10% of his maximum hit points or less, he may choose to take a full round attack and gain 1 additional attack per round at his highest base attack bonus. Once triggered, the optional extra attack gained from Bloodlust will continue until the character or all the character’s opponents are either dead or gone.

BRUT FIGHTING [General] The character strikes with more forceful blows. Prerequisite: Power Attack, base attack +3, Str 14+ Benefit: The character inflicts an extra 1 point of damage with every melee attack.

COMBAT DODGE [General] The character is skilled at fighting multiple opponents. Prerequisites: Dodge, Listen 4 ranks, Dex 13+ Benefit: Opponents do not gain flanking bonuses when flanking the character. Exception: A rouge that is four or more levels higher than the character can still make flank attacks. This ability also does not function against opponents who are hiding from the character.

DEATH GRIP [General] When positioned for a sneak attack, the character can apply a deadly, wrenching hold on his opponent’s neck. Prerequisite: Str 16+, base attack bonus +6, Improved Unarmed Strike or Improved Grab, Submission Hold, Break Limb. Benefit: The character may only apply this hold to Humanoids and Monstrous Humanoids that he approaches from the flank or rear and who are denied their Dexterity bonus against his attack. These opponents must also be the same size as the character. Applying the hold involves the standard rules for grappling. The character makes one attack to grab the opponent then makes an opposed grapple check to apply the Death Grip. If successfully applied, the opponent must make a Fortitude check (DC 10) or fall unconscious. If the opponent succeeds and the hold is maintained for a second round the opponent must make another Fortitude check (DC 20) or fall unconscious. If the save succeeds and the hold is maintained for a third round the DC becomes 30. This continues to DC 40 on the fourth round and so on until the opponent escapes or falls unconscious. If the Death Grip is not released from an unconscious opponent, that opponent dies at the end of the following round. If the Death Grip is released, the unconscious opponent awakens 2d6 rounds later.

FEROCITY [General] The character is able to stand on his feet regardless of damage received until he dies. Prerequisite: Con 14+, Iron Will, Toughness, Endurance, Hit Dice 6. Benefit: The character can continue to fight without penalty even while disabled or dying.

IMPROVED GRAB [General] The character can grapple with opponents much more easily than other characters. Prerequisite: Natural attack (claw or bite) or Improved Unarmed Strike, Strength 13+, base attack +3. Benefit: If the character successfully hits with a natural melee attack, then the character may attempt to start a grapple as a free action without provoking an attack of opportunity (137 PHB). Normal: Characters without this feat must first risk an attack of opportunity and make a

melee touch attack to grab an opponent and start a grapple.

IMPROVED GRAPPLE [General] The character is skilled in professional grappling techniques. Prerequisite: base attack +3. Benefit: The character with this feat gains a +2 competence bonus to all opposed grapple checks.

IMPROVED THROW [General] The character can hurl opponents much more effectively than other characters might. Prerequisite: Str 13+, base attack +2. Benefit: The character’s skill at wrestling allows him to hurl opponents up to 30 feet. The exact distance an opponent can be thrown depends on their weight and the thrower’s Strength. To determine the results of a throw consult the Carrying Capacity rules (142 PHB). The opponent’s body weight plus the weight of their equipment is considered the total weight of the load. Characters can throw an opponent who is the equivalent a light load up to 30 feet. They can throw opponents of a medium load up to 20 feet and they can throw opponents that weigh as much as a heavy load up to 10 feet. Damage from a throw is typically 1d4 per 10 feet thrown plus the thrower’s Strength bonus. Being thrown into fires, off cliffs or onto spikes can cause considerably more damage. Thrown creatures are prone when they land unless they can make a Tumble check (DC 20).

LIMB BREAKER [General] The character is skilled at breaking opponent’s limbs while grappling. Prerequisite: Str 13+, base attack +1. Benefit: While engaged in a grapple, characters with this feat may make an opposed grapple check to break their opponent’s limb. The character must declare which limb he will try to break (arm or leg, typically) and makes an opposed grapple check. If he wins, his opponent must make a Fortitude check with a DC equal to the attacker’s opposed grapple roll. A broken limb causes 1d2+1 points of damage and renders the limb useless for 4 to 6 weeks. Furthermore, if the limb is not properly set before mending begins (Heal DC 20), the limb is disfigured when it heals (see Chapter 9 for more details on broken limbs). Opponents that make the saving throw suffer 1d2+1 points of subdual damage and their limb is not broken. Normal: Characters without this feat must take a full round action to attempt to break an opponent’s limb.

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LION STYLE [General] Characters can cause foes to become shaken with the sight of their charge. Prerequisite: Hide 8 ranks, Charisma 14+ Benefit: To use this feat, the character must sneak up on his foes and suddenly charge from close range, causing surprise and fear. Foes who are caught flatfooted when the charge begins must make a Will save with a DC equal to 10 + half the charging characters hit dice. Those who fail are shaken for 2d4 rounds.

MOMENTUM THROW [General] The character is skilled at using her opponent’s momentum against him. Prerequisites: Base attack +6, Combat Reflexes, Unarmed Strike, Improved Throw Benefit: The character may make an attack of opportunity against a charging or running opponent when that opponent enters his threatened area. The character ’s attack of opportunity happens immediately before the opponent’s attack. The character may hurl his opponent as per the Improved Throw feat for an additional 10 feet of distance (maximum 40 feet). The character must throw the charging opponent in a direction no more than 45 degrees deviant from that which he was originally charging in, his momentum may be redirected but not turned back.

scribed on certain ceremonial objects. Common objects include talismans, charms, amulets, fetishes, and phylacteries. Each object may hold one spell. Effectively, this is the same as the Scribe Scroll feat (84 PHB) with a different medium. All rules, XP costs and expenses that apply to Scribe Scroll also apply to this feat.

SUBMISSION HOLD [General] The character is proficient with dastardly and agonizing grappling maneuvers. Prerequisite: Str 15+. Benefit: As an additional grapple option, characters with this feat may choose to apply a hold that inflicts 1d8+ 1.5 times the character’s Strength modifier in damage. This damage is always subdual damage, even if the character applying the hold has Unarmed Strike.

WILD FIGHTING [General] Characters gain extra attacks at the expense of accuracy. Prerequisite: Dex 13+, Combat Reflexes base attack +2. Benefit: Characters with this feat may make an additional attack each round they spend making a full attack. This attack and all others made that round are at a –2 penalty.

WOLF STYLE [General] ONE MAN GANG [General] The character is skilled at grappling with multiple of opponents. Prerequisites: Combat Dodge, Dex 14+, base attack +6 Benefit: While engaged in a grapple, the character gains two benefits. First, he retains his normal Dexterity modifier to AC against opponents he is not grappling. Second, he also continues to threaten one 5-foot square that is adjacent to the square he is grappling in. The character may choose which square this is and may change it from one round to the next. Normal: Characters without this feat who begin grappling loose their Dexterity modifier against opponents that are not in the grapple and do not threaten any area around them.

SCRIBE RUNE [Item Creation] The character can store spells in runes scribed on various objects. Prerequisite: Spellcaster level 1st +. Benefit: The character can create runes that hold any spell he knows. These runes must be

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Characters with this feat can team up with other characters that also have this feat to gain extra attacks in melee. Prerequisite: Base Attack +5, Combat Reflexes, Bluff 4 ranks, Innuendo 4 ranks. Benefit: Two or more allied combatants can use this ability to strike in concert, granting each other an attack of opportunity. Every time one Wolf Style attacker hits with a standard melee attack (not attacks of opportunity or ranged attack), his opponent is left open for an attack of opportunity from the other Wolf Style fighter(s). These attacks count against the attacker’s total attacks of opportunity available each round.

CHAPTER 5

EQUIPMENT INTRODUCTION This chapter presents dozens of primitive weapons and armor. All of these items have been borrowed from real world history except the beast hide and full bone armors. Even the dang shield is a real historical shield from North Africa.

The Items presented in this chapter are not the only things available in a primitive setting. Other weapons and armor in the d20 system that could be included in a primitive campaign include dagger, mace, club, halfspear, quarterstaff, shortspear, dart, sling, javelin, light hammer, handaxe, light lance, light pick, sap, short sword, battle axe, throwing axe, warhammer, great club, longspear, scythe, shortbow, whip, net, padded (or quilted) armor, leather armor, hide armor, and wooden shields.

TABLE 5-1: RANDOM STARTING GOLD Class Brawler Huntsman

TABLE 5-2:WEAPONS Weapon

Cost

Damage

Simple weapon—Melee Small Adze 3 gp 1d4+1 Baton 1 gp 1d4 Martial weapon—Melee Medium-size Bent club 15 gp 1d8 Saw club 6 gp 1d6+1 Beak axe 20 gp 1d10 Short sickle sword 15 gp 2d3 Large Large sickle sword 25 gp 2d4 Long club 3 gp 1d8 Heavy club 7 gp 2d4 Martial Weapon—Ranged Small Bolas* 5 gp 1d4 Chackram, brass 5 gp 1d4 Chackram, iron 10 gp 1d6 Hooked throwing knife 5 gp 1d6 Stone thrower 2 gp 1d4 Throwing arrow 2 gp 1d6 Medium-size Atlatl* 5 gp 1d8 Blowgun 1 gp 1 Exotic Weapon—Melee Small Wrist knife 20 gp 1d2 Medium-size Disarming club* 12 gp 1d6 Large Battlestaff* 50 gp 2d4 Exotic weapon—Ranged Tiny Wooden star 1 gp 1 Medium-size Boomerang* 15 gp 1d4 *See description of this weapon for special rules. Adze: This axe-like tool has a curved metal blade at a right angle to the handle. It is used

Amount 3d4 5d4x10

Class Shaman Witch Doctor

Amount 4d4x10 3d4x10

Critical

Range Increment

Weight

Type

X3 X2

-20 ft.

4 lb. ½ lb.

Piercing Bludgeoning

X3 X3 X3 X3

10 ft 10 ft. ---

3 lb. 4 lb. 8 lb. 2 lb

Bludgeoning/piercing Bludgeoning/slashing Piercing/slashing slashing

X3 X2 X3

----

5 lb 8 lb. 12 lb.

Slashing Bludgeoning Bludgeoning

X2 X2 X2 X3 X2 X2

10 ft. 80 ft. 60 ft. 30 ft 20 ft 40 ft.

2 lb. ¼ lb. ½ lb. 1 lb. ¼ lb. 1 lb.

Bludgeoning Slashing Slashing Piercing Bludgeoning Piercing

X4 X2

90 ft. 10 ft.

3 lb. 2 lb.

Piercing piercing

X2

--

½ lb.

Slashing

X2

10 ft.

3 lb.

Bludgeoning

19-20/x3

--

9 lb.

Bludgeoning/piercing

X2

10 ft.

1/10 lb

Piercing

19-20/x2

30 ft.

1 lb.

Bludgeoning

domestically for sharpening wood but also makes a handy weapon.

33

Atlatl: This device is to spears what bows are to arrows. The atletl is a long wooden rod with a convex knob on one end. Special spears are mounted on the knob and the thrower swings the atlatl. This action hurls the spear a tremendous distance. Battle Staff: This double weapon is usually about 7 feet tall and is carved from a single piece of wood. It is often decorated with red and black seeds. Baton: These short carved clubs are easily concealed or disguised. About the size of a rod, they are often used as off-hand weapons. Beak-axe: This heavy metal axe has a curved blade that resembles the profile of a large-beaked bird. Bent Club: This narrow wooden club could almost pass as a wooden axe. It has a bent haft and a wedge shaped “blade” of bone, stone or metal mounted on the forward edge. Blowgun: This long hollow tube is used to shoot large needles. Most blowguns are roughly 3 feet long and fairly silent when used. Bola: A set of bolas consits of two or three heavy wooden balls connected by a length of cord or rope. It is thrown at opponent’s legs in an attempt to entangle and trip them. Attacking with a bola ignores armor and counts as a ranged touch attack. Opponents who are hit with a bola are automatically tripped and cannot make a trip attempt in return. Tripped opponents must also maker an opposed grapple check (opposed by the original attack roll) or be entangled by the bola. Entangled creatures can get free of the bola by spending a full round action to untangle it from their legs. Boomerang. This exotic weapon is an advanced throwstick that returns when thrown properly. Using a boomerang at all requires the Exotic Weapon feat, but to get full use from a boomerang, one must take an additional feat, Boomerang Expert. Characters without this feat may only make the standard returning throw. They may not use the figure eight or giant star throw. Returning Throw: This is the typical boomerang throw; the weapon arcs high to the left and returns to the place it was thrown from, hitting no more than 1 target. Figure Eight: This difficult throw causes the boomerang to make a tight turn to the left and cross over its original fight path, where it then turns to the right and finally returns to the place it was thrown from. This maneuver can be used to hit the same target twice with the same throw. That target must be in the cross hairs of the figure eight flight pattern. Giant Star: A skilled character can hurl a boomerang like a giant throwing star. Although this throw does not return, the boomerang wobbles so erratically in flight that it negats any dodge bonus the target may have. Chakrum: These round metal rings are usually less than 1 foot in diameter. The entire outer edge of the

34

ring is sharpened. Most chakrums are crafted from iron but sometimes brass is used instead, resulting in a lighter weapon. Disarming Club: There are two types of disarming clubs, each requiring its own proficiency. The kotiate, which has two small notches near the handle for catching opponent’s weapons, and the wahaika, which has a large half moon indent on one side. Both clubs provide the wielder with a +2 circumstance bonus to all opposed disarm rolls. Heavy Club: Also known as a tewhatewha or a Rungu, this top-heavy club has a large knot on it and is often used for killing snakes and enemies. Heavy clubs are usually made of wood, but some are crafted from bone. Hooked Throwing Knives: these bizarre weapons are often made from bronze or iron. They are thrown like any other knife but their size, shape, and weight makes them more dangerous than daggers. Hoe: This large, two-handed club is made of wood. It has a narrow, flat end like a paddle and can be used as such while boating. Long Club: This category of clubs includes the pou whenua and the taiaha. These common twohanded clubs are often made of whalebone and decorated with feathers and runes. Saw Club: Also known as a maripi, this short club has a rough, jagged edge. Although not very sharp, it is capable of tearing the flesh from opponents. It can also be used as a crude cutting tool. Saw clubs are often made of stone. Sickle Swords: These large bent swords concentrate the strength of the user and cause deep lacerations. They are often made of bronze or iron and are rare in all but the most advanced of primitive cultures. Stone Thrower: This short stick has a cup shaped end and works like a hand held catapult. The handle usually has a leather loop for the thrower’s wrist which keeps the weapon from being dropped or disarmed (+10 to opposed disarm checks). Throwing Arrow: This missile weapon is larger than a standard arrow but smaller than a shortspear. It resembles an arrow and is hurled by hand. Throwstick: Also called a rabbit stick or a kylie, this carved wooden stick is shaped for aerodynamic stability and thrown overhand. Wrist Knife: This exotic weapon fits around the wrist and cannot be disarmed. It comes with a thin leather sheath to cover the blade when not in use. Characters cannot simultaneously use a shield and a wrist knife on the same arm. Wooden Star: These small wooden projectiles are in many ways similar to shurikens. They are usually crafted from two sharpened sticks that are tied together in the middle with sinew.

TABLE 5-3:ARMOR

Light Armor Bone, half Hairpipe breastplate Medium Armor Beast hide Bone, full Shell

Armor Check Penalty

Cost

Armor Bonus

Maximum Dex Bonus

8 5

3 2

+6 +10

-3 -1

30 20 10

4 5 5

+4 +3 +2

-4 -5 -6

Armor

Arcane Spell Failure

Speed Wt

30 ft.

20 ft.

20% 5%

30 ft. 30 ft.

20 ft. 20 ft.

15 lb. 5 lb.

25% 30% 35%

20 ft. 20 ft. 20 ft.

10 ft. 15 ft. 15 ft.

28 lb 30 lb 35 lb.

TABLE 5-4: SHIELDS Shield

Cost

Armor bonus

Antler Club Dang Horn Leather Throwing Tamerang Wiker

6 gp 2 gp 1 gp 5 gp 2 gp 3 gp 6 gp 10 gp

+1 +1 +2 Vs Bludgeoning +1/+2 Vs piercing +1 +1/+2 Vs Piercing +1/+2 Vs piercing +1

Armor check -3 0 -2 -2 -1 -2 -2 -1

Spell failure 10% --10% 10% 5% 10% 5%

Dam.

Crit

Range

Wt

Type

1d2 1d4 -1d6 -1d6 1d4 --

X2 X2 -X3 -X2 X2 --

-----10 ft. ---

7 lb. 2 lb. 2 lb. 6 lb. 3 lb. 5 lb. 5 lb. 3 lb.

Bludgeoning Bludgeoning -Piercing -Piercing Bludgening --

35

36

ARMOR DESCRIPTIONS

TABLE 5-5: OTHER ITEMS

Beast Hide: Similar to common hide armor, beast hide is crafted from layers of skins taken from Beasts. Any monster of the Beast or Magical Beast type that has a natural armor bonus of +2 or greater can be made into beast hide armor. Bone: This gruesome armor is made from the bones of all sorts of creatures. Usually animal or monster bones are used but sometimes humanoids will make armor out of their brethren’s bones. Shell: This heavy armor is made from seashells, turtle shells or other hard chitinous material. It usually only covers the chest and/or back and is quite cumbersome. Hairpipe Breastplate: This light armor is composed of long tubular beads of bone, horn or conch shell known as hairpipe. These beads are woven into two or more vertical rows that cover the wearer’s chest. Antler Shield: This shield usually has a pair of deer antlers mounted on it. These protrusions are useful for disarming opponents and grant a +2 circumstance bonus to all opposed rolls to disarm with the shield. Club Shield: This wide variety of shields includes the malaku and other parrying sticks. These objects are actually multipurpose weapons. They are narrow, light and held in the fist. They are used both to parry and to attack. Skilled warriors sometimes use club shields in both hands. Dang: This strange device looks like a bow but is actually a springy shield that only protects against blunt weapons. Slashing weapons will ruin a dang with one attack and piercing weapons cannot be blocked by it. Horn Shield: This shield consists of a pair of black buck horns mounted together, overlapping with the points in opposite directions. It can be used as a piercing weapon as well as a shield. Leather Shield: These light shields are perhaps the most common of all among primitive people. They are often painted with pictographs and adorned with feathers and fur. Leather shields cannot be used to bash or punch opponents as other shields can. Throwing Shield: These weapon/shield hybrids combine a small shield with a spear. The object can be used to block and parry and it can be thrown as a projectile. When thrown, the small leathery shield acts like a wing, stabilizing the spear in its flight. Tamerang: This large wooden shield is similar to a club shield but is both taller and wider. Tamerangs are also made with a bed of grooves on the back that aids in starting fires. Wicker Shield: Also called kube shields, these shields are often made from the rattan palm, which grows in tropical regions. They are light and durable.

Item Cost Wt Class tools and Skill Kits Hunting trap kit 5 gp 10 lb Musical instrument (Primitive) 2 gp 3 lb Torture kit 20 gp 5 lb Clothing Chieftain outfit 40 gp 8 lb Hunting outfit 2 gp 4 lb Savage outfit 0 gp 5 lb Tribal outfit 2 gp 3 lb Mounts Camel 100 gp Dire Wolf 140 gp Elephant 700 gp Giant lizard* 175 gp Lion, tiger or panther 125 gp Moa* 25 gp Zebra 30 fp * Moas and giant lizards are detailed in Chapter 12. Hunting Trap Kit: This bundle of ropes, tripe wire and sharpened sticks can be used to reduce the construction time of wilderness traps by 25% (see Chapter 6 Wilderness Traps). Musical Instrument: Common primitive instruments include the conch shell, flute, gourd, tomtom, didjeridu, rattle, whistle and stick. Masterwork instruments add a +2 circumstance bonus to Perform checks and serve as a mark of status. Torture Kit: This collection of small tools and devices includes a skinning knife, pliers, 1 vile of acid, and other more unspeakable objects. Using these objects adds a +2 circumstance bonus to Torture checks.

CLOTHING Chieftain Outfit: this expensive outfit includes an impressive headdress or mask. It is usually bright and showy with highly decorative trousers and tunic. Some jewelry (bracers, rings, amulets etc.) is also included with this outfit. Hunting Outfit: these simple outfits usually consist of leather or drab, earth tones and utilitarian clothing. Hunting outfits usually have belts or pockets for carrying weapons and tools as well as provisions. Savage Outfit: This is the most primitive of all clothing. This outfit consists of a poorly cured animal skin, thrown over the shoulder. It is not cut or stitched as other clothing is. Tribal Outfit: this is the most common outfit among primitive communities. It is also the most varied. Tribal outfits usually consist of a combination of utilitarian and attractive aspects. Tribal outfits are usually crafted from skins and consist of 2 or more stitched pieces.

CHAPTER 6: WILDERNESS TRAPS INTRODUCTION Some of the most deadly dangers in the wilderness are not monsters or storms, but traps set by hunters, bandits and guerrilla fighters. These traps include such things as hidden nets, deadfalls, pits and plenty of others. A few of the more common wilderness traps are outlined here.

BUILDING WILDERNESS TRAPS Simple wilderness or hunting traps can be constructed inexpensively with basic materials (logs, vines, sharp sticks etc.). The Craft (trapmaking) feat is very helpful. All wilderness traps have a construction cost of 0 gp.

TRAP DEFINITIONS All wilderness traps are defined in the following terms. Spot/Search: This number indicates how obvious the trap is, assuming an average effort is taken to hide it. Disable: the Disable Device skill DC to render the trap harmless. Trigger: The method of setting off the trap. Target: The area or number of creatures that can be attacked with the trap. Save: The saving throw to avoid being caught by the trap. Attack: The trap’s attack bonus. Damage: The damage done to those who fail their saving throw. Challenge Rating: The estimated difficulty of the trap. Construction Time: the time required for one person to construct the trap, given the proper location and tools. Craft DC: The Craft (trapmaking) check required to construct the trap.

Bump and Die Search/Spot: 24 Disable: 12 Trigger: Trip wire or switch Target: Area 5 ft. wide and up to 20 ft. long Save: Reflex 22 Attack: +5 Damage: 2d6 bludgeoning, 2d6 piercing and special

Challenge Rating: 4+ Construction Time: 6 hours Craft DC: 16 This nefarious trap often uses some sort of deadly animal such a piranha or poisonous snakes. When triggered, a heavy horizontal log swings like a pendulum and hits the targets from the side, knocking them into the dangerous pit of animals or spikes or both. Note that Large creatures receive a +2 circumstance bonus to save against this trap. Huge creatures receive a +4 bonus and bigger creatures cannot be affected by an average swinging log. Size Small creatures suffer a –2 penalty. Creatures that are size Tiny and smaller can easily duck under the log and avoid the trap. Being hit by the log causes 2d6 points of bludgeoning damage, falling into the pit or pool of spikes typically causes another 2d6 points of damage. If a pool of piranhas or a pit of snakes is added, the damage increase and the potential for poisoning, and disease also becomes a hazard.

Deadfall Search/Spot: 20 Disable: 14 Trigger: Tripwire or switch Target: Up to 15 ft by 15 ft. area Save: N/A Attack: +4 Damage: 4d6 bludgeoning and piercing Challenge Rating: 2 Construction Time: 6 hours Craft DC: 14 There are dozens of variations on this trap. Most commonly, logs or mud balls are set with spikes and suspended high above the ground (in a tree, on a large rock, etc.) W h e n triggered, the log or mud ball swings down like a pendulum and strikes the target.

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Folding Door Trap Search/Spot: 20 Disable: 14 Trigger: Trap door Target: 1 creature, Medium-size or Large Save: Reflex 18 Attack: N/A Damage: 4d6 piercing + poison Challenge Rating: 5 Construction Time: 2 days Craft DC: 16 This variation on the pit trap involves a broad flat board that is weakened down the middle so it folds easily. It is then armed with poisoned spikes. This board is placed over the top of the pit. The pit is deep, narrow and concealed. When a creature falls into the pit it hits the board, which folds in on them from their weight. This causes the victim to be struck with the spiked board from both sides as they are wedged into the pit. Getting out of a folding door trap is difficult due to the narrow pit and board. Escaping requires a Strength check (DC 25) or an Escape Artist check (DC 20).

Construction Time: 2 hours Craft DC: 12 This trap consists of a small hole dug in the ground, about two feet wide. The hole is about one foot deep and has one or more large, sharp spikes in it. The spikes are usually poisoned or coated with refuse (disease). The trap is triggered when a victim steps on the trapdoor (usually leaves and debris). Those who step into this trap have their speed reduced by one-half due to the injury to their foot. This penalty continues until the damage is healed or the injury is treated with the Heal skill (DC 18).

Hidden Net (overhead) Search/Spot: 20 Disable: 12 Trigger: Tripwire or switch Target: Up to 20 ft. by 20 ft. area Save: None Attack: +6 (touch attack) Damage: none Challenge Rating:1 Construction Time: 1 week Craft DC: 18

Foot Trap Search/Spot: 22 Disable: 10 Trigger: Trap door Target: 1 creature Save: Reflex 24 Attack: NA Damage: 1d6 piercing + poison or disease Challenge Rating: 2

38

This trap consists of a net hidden overhead and a trip wire. When triggered, the net makes an attack roll against everyone in the target area. Creatures caught in the net are entangled (as the spell) and must make a Strength check (DC 25) or Escape Artist (Dc 20) to get free. The construction time listed assumes the trap maker weaves the net himself from natural fibers. The construction time can be reduced to 4 hours if a net is already available or can be purchased (20 gp).

Hidden Net (underfoot) Search/Spot: 20 Disable: 12

Trigger: Tripwire or switch Target: Up to 20 ft. by 20 ft. area Save: Reflex 22 Attack: NA Damage: none Challenge Rating:1 Construction Time: 1 week Craft DC: 18 This trap consists of a net that is hidden on the ground and connected to counter weights. When triggered, the counter weights fall and lift the net, potentially capturing anyone in the area. Victims are usually suspended five to ten feet off the ground and are considered grappled. Escaping the net requires a Strength check (DC 25) or an Escape Artist check (DC 20). The construction time listed assumes the trap maker weaves the net himself from natural fibers. The construction time can be

Sapling Whip Search/Spot: 20 Disable: 14 Trigger: Tripwire or switch Target: 1 creature, Medium-size or Large Save: N/A Attack: +4 Damage: 2d6 piercing Challenge Rating: 1 Construction Time: 4 hours Craft DC: 16 Bamboo, saplings and other supple branches can be placed horizontally across a trail at chest height and bent back into an armed position. When triggered, the branch swings out from the side of the trail and hits the target in the chest. The sapling whip is typically armed with poisoned spikes.

reduced to 4 hours if a net is already available or can be purchased (20 gp).

Lever Trap Search/Spot: 22 Disable: 10 Trigger: Trap door Target: 1 creature, Large, Medium-size or Small Save: Reflex 20 Attack: +8 Damage: 3d6 piercing Challenge Rating: 2 Construction Time: 1 day Craft DC: 14 This rather simple trap consists of a small pit and a length of spiked wood. The pit is only a foot or two wide and usually not more than two or three feet deep. The trapdoor functions like a lever. When a victim falls through the trapdoor depressing one end of the lever, the other end snaps up and hits the victim with spikes.

39

CHAPTER 7: POISONS INTRODUCTION In our own world, modern understanding of toxicology didn’t begin until the 16th century and didn’t reach significance until the 19th century. However, in a fantasy realm where magic, druids, scholars, herbalists and others are involved, a more complete understanding of toxins is possible. Furthermore, accidental poisoning is often a more serious hazard than deliberate poisoning. Therefore, this chapter is primarily intended to increase the dangers associated with eating. Whenever characters eat a prepared meal in a tavern or forage for food in the wilderness they gamble with death.

POISON DESCRIPTIONS Poisons take several forms: microbial, plant, animal, and derived. Microbial poisons are actually microscopic organisms such as fungi and bacteria. Toadstools and shellfish poisoning are examples of microbial poisons. Microbial poisons usually must be consumed to be effective. Plant poisons are such things as nightshade and hemlock. Most, but not all, plant poisons must be ingested. Poisonous plants can also be burned, causing a cloud of poisonous smoke. This reduces the onset time to 1d3 rounds. Animal poisons are usually transmitted through bites and stings and are covered in detail in their monster entries.

Derived poisons are such things toadstool tea and hemlock juice. A derived poison has the same toxic properities as the source it was derived from but its onset time is reduced and its potency may be increased. See Profession, Herbalist (new use) in Chapter 4 for more on derived poisons. Onset: The time it takes for the damage and symptoms of a poison to begin. Initial Damage: The damage sustained after failing the first saving throw. The symptoms (in parentheses) are abbreviations for optional additional penalties from Chapter 12. Unless noted otherwise, these symptoms persist until the ability score damage caused by the poison is completely healed. Secondary Damage: The damage received after the second failed check. This damage occurs usually, but not always, 1 minute after the initial damage. The symptoms (in parentheses) are abbreviations for optional additional penalties from Chapter 12. Unless noted otherwise, these symptoms persist until the ability score damage caused by the poison is completely healed. DC: The DC for the saving throw and also for Heal checks to treat a poisoned character. * Note: These rules assume the plant in question has been ingested. If the plant is burned and the smoke inhaled, consider the onset time to be 1d3 rounds, ignore gastrointestinal symptoms and add headache, nausea and anything else you deem appropriate. **A Note on Severe Symptoms: Several of these poisons cause coma, paralysis, respiratory paralysis, shock, and death. Note that these five symptoms/ conditions do not occur unless the subject’s ability score has been reduced to 0 by the poison. In the case of “death,” this supersedes the standard rules for ability score damage (72 DMG).

TABLE 7-1: MICROBIAL POISON Poison Shellfish Amnesic Diarrheic Histamine Neuro-toxic Paralytic Toad Stools Death Cap False Morel Inky Cap Muscarine Psilocybin Sickener Webcap

40

Onset

Initial Damage (Symptoms)

Secondary Damage (Symptoms)

DC

4-48 hours 30-120 min. 1-30 Min 30-120 min. 30-120 min.

1d4 Int (Ml. Do) 1d2 Con (D, Ac., Mn.) 1d2 Con (T., R., Sp. Ha.) 1d2 Dex (T., Mp., Ti., D., V.) 1d6 Str (T., Nb.)

1d6 Int (Ml., Sk.) 1d4 Con (N.) 1d3 Con (N., V.) 1d4 Dex (Dz., Nb.) 2d6 Str (P.)

17 16 15 16 18

6-48 hrs 6-10 hrs See text 15-30 min. 10-20 min. 15-30 min. 3-14 days

2d4 Con (Ac., Pv., It., Lu.) 1d4 Con (Ac., Ha.) 1d2 Con (Ha., V., Fl..) see text 1d4 Dex (Es., Ep.) 1d2 Wis (Mi.,Dl., F.) 1d2 Con (N., V., D., Ac.) 1d4 Con (It., Eu., Ha., Mp., N., Cl.)

2d6 Con (W., Ps., Pr.) 1d6 Con (D., Ih.) 1d4 Con (Mn., Cd.) see text 1d4 Dex (Ac., Sn., D., Bv., Lb.) 1d3 Wis (Si., Hl., C., Co.) 1d4 Con (D.) 1d6 Str 1d6 Con (Ss., U.)

20 18 17 12 16 14 16

SHELLFISH There are5 types of toxins associated with shellfish. Shellfish do not typically produce poison. Instead, they sometimes feed on plankton, which pollutes their bodies with toxins and amino acids. There is no way to identify a polluted shellfish from a safe one without magic. Cooking does not dilute shellfish toxins. Amnesiac: This type of poisoning is most commonly associated with eating mussels. It results in severe memory loss, confusion and disorientation. Vomiting, diarrhea, and abdominal cramps usually occur also. In extreme cases convulsions and even coma is possible. Diarrheic: This toxin is most often found in oysters, mussels and scallops. It affects the digestive track, causing nausea, vomiting, diarrhea, and abdominal pain accompanied by chills, headache, and fever. Histamine: This poison is actually assciated with fin-fish such as the mahi mahi, bluefish, sardines, mackerel, amberjack, abalone and tune. Ingesting this poison causes tingling sensations in the mouth, a rash on the upper body and a slow pulse. Frequently, headaches and itching of the skin are encountered. The symptoms may progress to nausea, and vomiting. Neurotoxin: Although this is a shellfish poison, it is also occasionally found in several species of finfish including the mackerel, grouper, snapper, and triggerfish. Neurotoxins cause both gastrointestinal and neurological symptoms, including tingling and numbness of lips, tongue, and throat, muscle pain, dizziness, temperature inversion, diarrhea, and vomiting. Paralaytic: This type of poison is usually found in clams, mussels and scallops. These toxins affect the nervous system often causing tingling, burning, numbness, drowsiness, incoherent speech, and respiratory paralysis.

TOADSTOOLS There are 7 broad types of poisonous mushrooms, also known as toadstools. Properly identifying a mushroom is a difficult task, even for those who are trained. Misidentifying a poisonous toadstool as edible fungi is a common source of poisoning. Toadstools are highly toxic and are not diluted by cooking. In fact, cooking with toadstools poisons the entire meal. Diners of a mushroom sauté need not eat the fungus itself to be poisoned. There are dozens of poisonous mushrooms in the world, far too many to catalog here. Luckily, all toadstools can be grouped into four basic categories. Below, one toadstool of each type have been identified and the names of the others has been mentioned were

possible. Related toadstools usually have similar effects but often look quite different. Death Cap: The death caps are closely related to several other highly toxic toadstools including the Fool’s Mushroom and the Autumn Skullcap. The Death Cap is a pure white toadstool, easily confused with several species of edible mushrooms. Eating death caps causes a type of poisoning that is characterized by a long onset time during which the subject shows no symptoms. Symptoms suddenly appear at the end of the latent period in the form of severe abdominal cramps, persistent vomiting and diarrhea, extreme thirst, and kidney failure. If this early phase is survived, the patient may appear to recover for a short time, but this period will usually be followed by a rapid onset of weakness, prostration, and pain-caused restlessness. Death from progressive and irreversible liver, kidney, cardiac, and skeletal muscle damage may follow within 48 hours. Two or three days after the onset of the later phase, jaundice and chills occur. Death usually follows a period of coma and occasionally convulsions. If recovery occurs, it is generally accompanied by permanent liver dysfunction (5 years older, -4 Constitution). There is no treatment besides magic for those poisoned with death caps. False Moral: These toadstools contain a volatile hydrazine derivative. The symptoms have a sudden onset that occurs 6 - 10 hours after ingestion. Symptoms include abdominal cramps, severe headache, vomiting, and sometimes diarrhea. Inky Cap: The Inky Cap Mushroom and a few related species produce coprine, which is changed to cyclopropanone hydrate in the body. This compound interferes with the breakdown of alcohol. Consumption of alcoholic beverages within 72 hours before or after eating inky caps will cause headache, nausea, vomiting, flushing, and cardiovascular disturbances that last for 2 3 hours. A complicating factor in this type of poisoning is that this species is generally considered edible as long as they are not consumed in association with alcoholic beverages. Muscarine: Muscarine is a neural toxin found in several types of toadstools. Ingestion of any of these fungi results in an illness characterized primarily by profuse sweating. Increased salivation and perspiration are also typical. With large doses, these symptoms may be followed by abdominal pain, severe nausea, diarrhea, blurred vision, and labored breathing. Recovery from this poison is rapid. Intoxication generally subsides within 2 hours. Psilocybin: Several types of mushrooms, when ingested, produce a syndrome similar to alcohol intoxication, sometimes accompanied by hallucinations. These mushrooms are sometimes eaten for their psychotropic effects in religious ceremonies of certain tribes. The onset of symptoms is usually rapid and the effects generally subside within hours (characters regain 1 point of Wisdom per hour after poisoning rather than 1 per day). Large doses may cause mild or severe

41

intoxication, delusions, hallucinations, fever, convulsions, coma, and death. These mushrooms are generally small, brown, nondescript, and not particularly fleshy. Sickener: The sickener is just one of numerous mushrooms containing toxins that cause gastrointestinal distress. The list of similar mushrooms includes the Green Gill, Gray Pinkgill, Tigertop, Jack O’Lantern, Naked Brimcap, Horse mushroom and Pepper bolete. Symptoms caused by eating these mushrooms include but are not limited to

nausea, vomiting, diarrhea, and abdominal cramps. Some of these toadstools may also cause vomiting and/or diarrhea which lasts for several days. Dehydration becomes an added symptom in these cases. Webcap: The webcap and some of its relatives produce orellanine, which poisons with an extremely long onset period of 3 to 14 days. Intense, burning thirst and excessive urination are the first symptoms. Nausea, headache, muscle pain, spasms, chills, and loss of consciousness often follow.

TABLE 7-2: PLANT POISONS

42

Poison

Onset

Initial Damage(Symptoms)

Angel’s Trumpet Baneberry Beans Bitter weed Black Locust Bleeding Heart Bracken Fern Buckeye Castor Beans Creeping Oxalis Crown Vetch Daphne Death Camas Dock Sorrel * Dumbcane Fireweed Foxglove Hellebore Hemlock Hemp Jimsonweed Larkspur Laurel Lupine Mayapple Mistletoe Monkshood

1-20 min 2-8 min 1-3 hrs 5-60 min 1-4 hrs 5-60 min 1-4 hr 1-2 days 18-24 hrs 1 rnd 1-20 min 1-4 min 1-4 hrs 1-2 hrs 1-2 Min 1-4 hrs 2-20 rnds 1-20 min 2-24 min 5-60 min 5-30 Min 1-4 hrs 2-20 min 1-20 hrs 5-60 min 2-20 min 2-20 Min

Nightshade

5-60 min

Oleander

2-8 min

Peyote

5-60 min

Pokeweed Poppy

2-20 min 5-60 min

Rhododendrons

1-6 hrs

Rhubarb Rosary Pea Water Hemlock Yew

1-4 rnd 18-24 hrs 5-60 min 1d4 Min

1d6 Wis ( Bv., Do., Ha., F., It., Mn.) 1d4 Con (V., Ac., D., Ha., Dz., Cd.) 1d2 Con (N., V.) 1d4 Con (Rc., Cg., V., D., W., Tr.) 1d4 Con (Dp., La., Pa., Ac., D., V.) 1d4 Wis (La., Do., Sk., Mc.) 1d4 Wis (Bd., W., Dp.) 1d4 Con (V., Ac., W.) 1d3 Con (Ac., Dp., D., La.) 1d4 Str (W., Tr.) 1d3 Dex (La., Cl.) 1d4 Con (Ac., Ha., D., Do., Cv.) 1d4 Wis, 1d2 Str (V., Es., Tr., W.) 1d6 Str (W., Tr., Dp.) 1d4 Con (N., V.) 1d6 Wis, (Lb., Cl., Kf.) 1d6 Co (Fp., Nv.) 1d6 Con (Ac., Es., Cl., W., Tr., Lb.) 1d6 Dex (Cl., Nv, Cd., W.) 1d2 Wis (Mc.) 1d6 Con (ch., Is., It, Bv., Dw.) 1d4 Dex (Cl., Es, Mn., V, Lb, Nv, Ac.) 1d2 Con (Mn., Ha., Ep.) 1d6 Dex (Lb., Dp., Nv., Cl.) 1d2 Cha (Ac., D., Mc.) 1d2 Con (Ch., F., Ha.) 1d6 Dex (Cl., W.) 1d6 Con (Ac., Es., Mc., D., Tr., Mn., Sp., Sk., Lb., Dp., Dw., Cl., V.) 1d8 Con (Cd., V., Ac., D., Mn.) 1d6 Wis (Hl., Nv., Tr., V., D., Ac., Bv., Dz., Rs., Do.) 1d6 Con (Ac., Es., Ep., V., D., Cv.) 1d2 Wis (La., Do, Sk., Mc.) 1d2 Wis (V., Ac., Mn., D., T., Dp., Lb. Nb., La.) 1d6 Dex (Cl., Tr., Lb., W., D., It., Eu.) 1d6 Con (Ac., D., La., V.) 1d8 Con (Ac., Lb., Tr.) 2d4 Con (Tr., Cl., Lb., Cd.)

Secondary Damage (Symptoms) 2d6 Wis (B., Hl., N., Cd., Co.) 2d4 Con (C., Sk.) 1d2 Con (Ac.) 1d6 Con (Pa.) 2d4 Con (Mn. Ch.) 2d4 Wis (Co., Rp.) 1d6 Wis (Bd., see text) 3d4 Dex (Cl., Tr., Lb., Pa., Co.) 2d6 Con (D., W., Sk.) 2d4 Wis (Dp., Co. Kf.) 1d4 Dex (La., Cl.) 2d6 Con (Co.) 1d2 Wis, 1d6 Str (Cv., P.) 2d6 Str (Co., Kf.) 1d3 Con (D., Lv., see text) 1d8 Con (Bd., Dp., Ld.) 2d6 (Ac., Do., Cv., Sk.). 1d6 Con (Cd., cv.) 2d8 Dex (Pa., Rp., Co.) 1d2 Wis (Nv., Tr., Cl.) 1d8 Con (Kf., Do., Hl., Cd.) 1d6 Dex ( Dp., Cd., Pa., Cv.) 1d4 Con (V., D.) 2d4 Dex (Cv., Co., Rp.) 1d3 Cha (V.) 1d2 Con (Cd.) 1d6 Dex (Pr., Pa.)

18 16 14 15 16 18 16 15 16 20 14 15 17 17 15 16 17 17 22 14 18 16 15 16 15 16 18

2d6 Con (Co. Kf., Sn., Pv.)

18

2d8 Con (Sk.)

21

2d4 Wis (Ml., Sk., Ha., Sp.)

19

2d4 Con (P., Lb., Sp., Bv.) 1d2 Wis (Co., Rp.) 1d4 Wis (N., Pa., Sk., Co. Cv. Cd., W.) 2d6 Dex (Cv., Co.) 2d6 Str (P., W., Sk.) 2d8 Con (P., Rp., Cv.) 3d4 Con (Cv., P.)

17 20

DC

14 14 19 20 22

Angel’s Trumpet: This ornamental plant grows about fifteen feet tall and has large white or peach colored flowers, the very aroma of which can be intoxicating. Breathing heavily and repeatedly of the flower’s fragrance can cause mild, temporary symptoms such as disorientation and headache. All parts of the angel’s trumpet are toxic including the flowers, seeds, bark, leaves and roots. Eating this plant causes blurred vision, disorientation, headache, mild nausea, fever, intense thirst, hallucinations, cardiovascular disturbance, burning, and possibly coma. This plant is sometimes brewed into a tea and used as an intoxicant. Baneberry: This is a large group of plants containing many types, including several that produce edible or even medicinal fruit. Many of these plants are cultivated for ornamental purposes. Baneberry is found in moist, rich woods. All parts, especially the roots and berries, are toxic. As few as six berries have been reported to kill a Mediumsize creature. Symptoms include vomiting, headache, abdominal cramps, diarrhea, dizziness, cardiovascular disturbance, confusion, and possibly circulatory failure. Unlike other poisons, the symptoms of baneberry poisoning subside in a matter of hours rather than days. Ability damage is recovered at a rate of one point per hour. Bean: Some beans, including the red kidney bean, are actually quite poisonous plants. Proper cooking renders their poison inert but eating raw or undercooked beans can cause severe symptoms including nausea, vomiting and abdominal cramps. Luckilly, these symptoms only persist for a few hours. Ability score damage from bean poising returns at a rate of 1 point per hour rather than the normal rate of 1 point per day. Furthermore, the poison in beans (glycoprotein lectin) has its toxicity increased (DC 20) by excessive overcooking. Beans must be cooked at the proper temperature to be safe. Bitter Weed: This poisonous plant commonly affects sheep, cattle and horses, which are most likely to eat it while grazing. Symptoms include respiratory congestion, coughing, vomiting, diarrhea, weakness, tiredness, and perhaps paralysis. Black Locust: This plant produces fragrant clusters of white flowers in the spring. It is commonly found in temperate woods, thickets and along fencerows. Black locust can reach a height of 80 feet. The leaves, seeds and bark contain a high concentration of poison. Symptoms include slow pulse, depression, loss of appetite, vomiting, diarrhea, mild nausea, and chills. Lesions in the mouth and throat and severe abdominal cramps are also common symptoms. Fatalities are rare.

Horses suffer a –2 racial penalty to their saving throw against black locust. Bleeding Heart: The bleeding heart is a delicate flowering plant that blooms in the late spring. The bloom is often rosy, pink or white and resembles a heart. Bleeding hearts are easy to grow and are often domesticated for their beauty. Eating any part of a bleeding heart causes loss of appetite, disorientation, confusion, and mood changes. Coma and death from respiratory paralysis have also been known to occur. Bracken Fern: horses and cattle most often eat this leafy marsh plant since they don’t have an aversion to it. However, characters might eat it as well, mistaking it for an edible plant. Anyone who ingests bracken fern suffers from blindness, weakness and depression. If both saving throws are failed, the blindness is permanent. Buckeye: These medium sized trees grow in moist woods or along riverbanks. The toxins in buckeye affect the gastrointestinal tract as well as the nervous system. Initially, gastrointestinal symptoms develop, which can include excessive salivation, vomiting, abdominal cramps, and diarrhea. If both saves fail, neuralgic symptoms also develop, including trembling, clumsiness, and labored breathing. Poisoning may then progress to paralysis, coma and death. These trees are among the first to leaf out in the spring, and hungry creatures may be tempted to eat them if no other forage is available. Castor Bean: This is not actually a bean but rather a fruit that grows on a tall leafy plant (the castor plant). The seeds found within the fruit are extremely poisonous causing severe diarrhea, weakness, and in some cases shock. if swallowed whole the beans are much less toxic (DC 12) then when they are crushed up or chewed. Characters with Profession (herbalist) may make medicine (castor oil) from the plant which alleviates the conditions abdominal cramps and vomiting. It also reduces nausea by one step (severe nausea becomes standard nausea etc.) Creeping Oxalis: Although the roots of some oxalis species are edible, the creeping oxalis root is not. In fact the roots, stems and leaves of this dark green bush contain oxalic acid which, if eaten, causes burning in the throat, weakness, tremors, depression and possibly kidney failure and coma. There is no antidote besides magic for creatures poisoned with creeping oxalis. Crown Vetch: This flowering legume survives well in dry climates and is often found along roadsides. Eating this plant causes clumsiness and loss of appetite. Daphne: This dark green bush produces small bright red berries. Both the berries and the leathery leaves of the bush are very poisonous. Anyone eating this plant immediately suffers burning in the mouth and throat. Later, other symptoms develop such as abdominal cramps,

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headaches, diarrhea, disorientation, and convulsions. If the victim falls into a coma, death can ensue. Daphne is also poisonous to touch. Anyone handling the plant must make a Fortitude check (DC 16) or suffer from a rash. Death Camas: Not only does the bulb of this plant closely resemble an onion, it also has an onion-like smell. Unfortunately, the bulb is also the most toxic part of the death camas. Eating it causes excessive salivation, vomiting, convulsions, weakness, tremors, and prostration. Coma and death may also result. There is no antidote besides magic for creatures poisoned with death camas. Dock Sorrel: This stout leafy weed contains oxalate toxins. Eating it causes tremors, weakness, depression, kidney failure, and possibly coma. Dock sorrel can be boiled several times to make the leaves and stems edible. Dumbcane: This shrub stands about six feet in height and has large green or white and green leaves. Dumbcane is related to jack in the pulpit, green dragon, elephant ears, philodendrons, devil’s ivy, arrowhead vine and several other toxic plants. All of these plants have similar symptoms if they are consumed, including severe burning and swelling of the mucous membranes of the mouth and throat, nausea, vomiting, diarrhea and loss of voice. The swelling of the mucus membranes can be so severe that it leads to suffocation if the subject’s Constitution is reduced to 0. Fireweed: This strange plant is only toxic if it is grown in moist soil. When grown in arid conditions, fireweed can be safely used as forage for cattle and horses. Fireweed is common along roadsides and the edges of cultivated fields (where water is likely to gather). Eating poisonous fireweed causes severe labored breathing, severe depression, blindness, liver dysfunction, clumsiness, kidney failure, and sudden death. Foxgloves: the bright flowers and sweet nectar of this plant both contain a high concentration of a rare poison that affects the heart. Primary symptoms consist only of fast pulse and nervousness. Secondary symptoms include abdominal cramps, disorientation, and convulsions. Circulatory failure may also occur. Hellebore: This short perennial herb grows in woodlands or on hillsides and bluffs. All parts of the hellebore are poisonous, especially the roots. Eating hellebore causes abdominal cramps, excessive salivating, clumsiness, weakness, trembling, labored breathing, cardiovascular disturbance, and convulsions. Death may also occur. If a pregnant creature eats hellebore the offspring may die or have severe developmental problems (80% chance). The problems usually affect the brain and skull, and can cause it to be born with a distorted face or without a head at all.

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Sheep suffer a –2 racial penalty to saves made against hellebore. Hemlock: Sometimes mistaken for parsley, anise or parsnip, hemlock is an herb which bears ripened (poisonous) fruit in the fall and grows from two to six feet tall. Hemlock is very deadly and causes several symptoms including nervousness, clumsiness and depression. Cardiovascular disturbance and chills may also occur. If the subject’s Dexterity is reduced to zero they suffer respiratory paralysis and may die. If a pregnant creature is poisoned with hemlock and survives, there is a 65% chance that the offspring will have severe birth defects including club limbs, curvature of the spine, cleft pallet and other deformations. Hemp: This tall leafy weed contains toxic resins that cause mild intoxication. Symptoms typically include hallucinations, confusion, blurred vision, tiredness, disorientation, dizziness and coma. Luckily, the symptoms of hemp poisoning generally subside within hours (characters regain 1 point of Wisdom per hour after poisoning rather than 1 per day). The toxins in hemp are also mildly addictive (Will DC 12). Dependency: mood change (1d2 days); Addiction: restlessness, depression (1d3 days). (See Chapter 9 for more information on addiction.) Jimsonweed: Also known as green dragon, loco weed, thorn apple, and devil’s trumpet, jimsonweed is a large annual herb, three to five feet high. It is a member of the nightshade family. The entire plant is toxic, especially the seeds and leaves. Symptoms include chills, cardiovascular disturbance, kidney failure, intense thirst, incoherent speech, disorientation, hallucinations, blurred vision, and drowsiness. Some tribesmen use jimsonweed in their coming of age ceremonies, feeding it to boys. Those who survive the poison become men, those who don’t, die. Larkspur: This short herb grows up to four feet tall and is most frequently found along roadsides, riverbanks, and in old fields. The plant is palatable, which increases the risk of poisoning. The toxicity of larkspur varies, with the highest periods of t o x i c i t y occurring during early growth, and when the plant

goes to seed. Symptoms include depression, clumsiness, mild nausea, nervousness, vomiting, excessive salivating, cardiovascular disturbance, and labored breathing. If the subject’s Dexterity is reduced to 0 paralysis, convulsions, and death will occur. Cattle are especially susceptible to larkspur and suffer a –2 racial penalty to their saving throw. Besides magic, there is no antidote or treatment for larkspur poisoning. Laurel: There are several types of laurels including cherry and mountain, many of which are poisonous. These shrubs usually have purple leaves and bright red seeds that are contained in woody pods. The seeds are the only poisonous part. Laurel seeds contain cyanide. Eating them causes headache, excessive perspiration, mild nausea and diarrhea. Lupine: This short herbaceous plant grows along roadsides, in open fields and in the wilderness. Eating any part of the lupine plane causes labored breathing, depression, nervousness and clumsiness. Those who fail their second saving throw also suffer convulsions. Coma and death from respiratory paralysis also occur if the subject’s Dexterity is reduced below 0. There is no antidote besides magic for lupine poisoning. If a pregnant creature is poisoned with lupine, there is a 60% chance offspring will have skeletal birth defects. Mayapple: Also known as mandrake, this plant flowers in mid-spring. Mayapple can be found in open clearings in moist woods, along roadsides and in venerable wood lots. It is also encountered in damp meadows and open fields. The herbage, rootstock, and seeds are the most poisonous parts of the mayapple. Eating this plant causes a variety of symptoms that typically include severe abdominal cramps, diarrhea, vomiting, and violent mood changes. Mistletoe: This evergreen parasite often grows on apple trees, poplar, sycamore, fir, and oak. Eating the small white poisonous berries causes chills, fever, headache, and cardiovascular disorders. Herbalists can derive an extract from mistletoe (DC 32) that can be used in several medications to treat such things as cardiac disturbance, disorientation, confusion, and the near death penalty. It is also an important ingredient in sedatives. Monkshood: Also known as wolfsbane or acataine, this flowering plant thrives in cool temperate regions and grows to a height between one and six feet tall. It is often found in the same vicinity as larkspur. The purple, blue or white flowers bloom in the spring and summer. The roots, seeds and leaves are the most poisonous parts of

this plant. Eating any part of the monkshood causes excessive salivation, weakness, labored breathing, clumsiness, and eventual prostration with inability to stand due to paralysis. Characters with Profession (herbalist) may attempt a to extract a pain killing substance from monkshood (DC 20). This extract can relieve the near death penalty (see Chapter 12) and other pain related penalties. It also regulates respiration, alleviating the labored breathing condition. Nightshade: There are about 2000 varieties of nightshade plants, including several that are not poisonous such as potatoes, tomatoes, and eggplants. Among the poisonous nightshades are such killers as belladonna, jimsonweed, bittersweet, cutleaf and enchanter’s nightshade. Most of these plants prefer warm climates but can thrive in cooler climes as well. Nightshades range in size from herbs to trees. Usually, cooking a nightshade will dilute the poison. Eating any part of a nightshade will cause excessive salivation, mood change, diarrhea, mild nausea, persistent vomiting, tremors, slow pulse, shock, labored breathing, depression, drowsiness, clumsiness, and perhaps coma, kidney failure, and death. Oleander: Also known as rose bay, this domesticated flowering shrub can grow as high as twenty-five feet tall. It has lance shaped leaves and rose-like flowers that are often red and white. The oleander grows best in warm climates and in moist, rich soil. All parts of the oleander are highly poisonous. Symptoms include cardiovascular disturbance, vomiting, abdominal cramps, diarrhea, mild nausea, and shock.

Peyote: This small round cactus has a carrot shaped root and no needles. It produces pink berries with black seeds. Eating this plant causes hallucinations, nervousness, tremors, vomiting, diarrhea, abdominal cramps, blurred vision, headache, dizziness, restlessness, disorientation, memory loss, confusion, and slow pulse. Pokeweed: This 10 foot tall herb has succulent purple stems and a fleshy taproot. It also yields small, dark purple berries. It is found in rich, disturbed soils such as barnyards, lowlands, fields, fencerows and moist woodlands. All parts of this plant are toxic, but the roots

45

and stems are the most dangerous of all. Small quantities (more than 10) of raw berries can result in serious poisoning. The more common symptoms are abdominal cramps, excessive perspiration, vomiting, diarrhea, and labored breathing. In severe cases, prostration, convulsions, slow pulse, blurred vision, and excessive salivation may also occur. Death may result. Pokeweed causes an immediate burning sensation in the mouth upon consumption. If a pregnant creature becomes poisoned with pokeweed and survives, there is a 30% chance the offspring will be deformed or mutated. Pokeweed can be made edible by boiling it at least 12 times in fresh water. Poppy: There are a variety of poppy plants, all of which cause some degree of intoxication. Most commonly, symptoms of poppy poisoning include hallucinations, intoxication, mood change, disorientation and nervousness. The poison of the poppy plant is also addictive (Fortitude DC 15). Dependency: malaise, restlessness (1d3 days); Addiction: abdominal cramps, depression, weakness (1d4 days). (See Chapter 9 for more information on addiction.) Rhododendrons: There are over 800 species of rhododendrons including the various azaleas. These shrubs grow up to five feet high and are commonly used as an ornamental plants in homes and gardens. Wild rhododendrons are found in moist or wet woods, sometimes in dense colonies. Symptoms of poisoning include burning of the mouth, numbness and tingling, abdominal cramps, depression, labored breathing, mild nausea, vomiting, diarrhea, excessive salivation, loss of appetite, convulsion, cardiovascular disturbance, weakness, confusion, paralysis and coma. Death may also occur. Honey collected by bees from rhododendrons also contains the toxin, though at a weaker potency (DC 12) Rhubarb: Only the leaves of this otherwise edible vegetable are harmful. The leaves contain oxalic acid, which is quite toxic. Eating the leaves causes clumsiness, trembling, labored breathing, weakness, diarrhea, intense thirst, excessive urination convulsions and possibly coma followed rapidly by death. There is no antidote other than magic for rhubarb poisoning. Rosary Peas: This perennial vine grows naturally in tropical climates. If the bean is swallowed without damage to the bean coat, poisoning is unlikely, and the bean will tend to pass without incident. In cases where the bean coat is chewed or broken, toxic signs and death are likely. One bean, if well chewed, can kill an adult human. The toxins cause severe vomiting, diarrhea, loss of appetite and abdominal cramps. This progresses to weakness, prostration and shock within a short period

46

of time. Death will occur if the subject’s Strength is reduced to zero. Water Hemlock: A bushy plant roughly four to six feet high, the water hemlock is sometimes mistaken for parsnip or yampa (edible plants). Eating this plant causes nervousness, labored breathing, prostration and tremors. Later, extremely violent convulsions occur, possibly followed by death from respiratory paralysis and terminal convulsions occurring within 30 minutes of the onset of symptoms. If both saves fail the Strength damage is permanent. Yew: This evergreen tree grows up to 50 feet tall. All parts of yew trees are quite poisonous and cause few symptoms other than sudden death. The poison is not weakened by clipping or seasonal deadfall, the dried fallen leaves are as toxic as fresh leaves cut from the tree. Eating any part of the yew tree causes a rapid onset of tremors, clumsiness, labored breathing, convulsions and prostration, often followed by sudden death.

IDENTIFYING POISONS Probably the most dangerous facet of poisons is the chance of accidental consumption. Characters that have Knowledge (nature) are at a significant advantage over those who don’t in the wilds. The rules presented below address the difficulties of identifying poisons and the terrain where they are most commonly found. DC: The Knowledge (nature) check to properly identify the plant. Misidentified as: This column indicates the result of a failed check to identify the plant. Entries marked with an asterisk are still recognized as inedible despite being misidentified. Terrain: Most poisons are predominately found in one particular terrain. Poisonous Part: Some plants are entirely poisonous, others only have poisonous leaves or berries or roots or something else. Price: Many of these poisons can be gathered for free in the proper terrain by characters who know where to look and how to identify them. Therefore prices are not listed. These poisons are also intended to be of the accidental sort. If someone were to purchase one of these poisons the price would depend upon the situation. These situations are best adjudicated by DMs who should take the following into account: legality, commonality, and purpose. An illegal, rare plant bought deliberately for the purpose of killing someone should be much more expensive than a mushroom sauté accidentally made with toadstools at the local tavern.

TABLE 7-3 POISON IDENTIFICATION Poison Toad Stools Death Cap False Morel Sorrel Webcap Muscarine Psilocybin Sickener Inky Cap Plants Angel’s trumpet Baneberry Bitterweed Black Locust Bleeding Heart Braken fern Buckeye Castor bean Creeping Oxalis Crown Vetch Daphne Dock Sorrel Death Camas Dumbcane Foxglove Hellebore Hemlock Hemp Jimsonweed Larkspur Laurels Lupine Mayapple Mistletoe Monkshood Nightshade Oleander Peyote Pokeweed Poppy Ragwort Rhododendron Rhubarb Rosary Pea, Water Hemlock Yew

DC

Misidentified as:

Terrain

Poison Part

22 20 14 14 15 18 17

Various Various Various Various Various Various Various

Any Any Any Any Any Any Any

All All All All All All All

10 17 16 18 15 14 12 14 16 12 14 16 16 16 10 14 15 12 13 16 14 17 12 12 10 16 12 14 16 12 12 10 14 16 15 10

Various Various Various Honey locust Corydalis (medicine) Ostrich fern Chestnut or beechnut Various Other oxalis Various cherries Various Onion Peace lilies* Various* Cabbage Parsley or parsnip Various Other nightshade* Lupine* Various Larkspur* Various* Various Various Ground cherry* Various Various Wild cherry Various Various Various* Burdock* Various Parsnip or yampa Various

Any plains and domestic Forest marsh Temperate forest and coast Temperate forest Temperate forest and domestic Temperate forest and marsh Temperate forest Warm forest Any warm Any warm and temperate Any temperate Any plains Any warm and temperate Any warm and temperate Any forest and domestic Any temperate Any warm and temperate Any warm and temperate Any warm and temperate Any temperate Any temperate Any temperate Any forest Any forest Any forest Any Plains Any forest and plains Any desert Any warm and temperate Any temperate Any temperate Any temperate and domestic Any temperate and domestic Warm forest Warm and temperate marsh Any temperate and domestic

All parts berries All parts Leaves, seeds and bark All parts All parts All parts Seeds and fruit Root All parts All parts All parts Leaves and bulbs All parts Flowers and nectar All parts All parts All parts All parts Seeds, sprouts Seeds All parts Leaves, roots, seeds Berries All parts All parts All parts Leaves All parts All parts except seeds All parts Flowers and leaves Leaves Large shrub All parts All parts

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CHAPTER 8

DISEASE INTRODUCTION Diseases are the scourge of nations, striking fear into the hearts of everyone. This chapter presents several new options for diseases including a heavy focus on real diseases like anthrax and cholera. Like the poisons, the disease are also detailed with optional conditions from Chapter 9. Unless noted otherwise, these diseases function in the same manner outlined in the core rules (74 DMG). When using disease in a game, there are several factors a game master should take into account. These include such realistic things as natural resistance, and magical factors such as remove disease. Consider the following guidelines when using diseases in your games. Natural Resistance: Creatures who live in an area that is prone to a particular disease receive a +2 circumstance bonus to their saving throw, reflecting the tolerance their bodies have built up against the disease. Epidemics: Epidemics occur when circumstances raise the DC of the disease by more than 4. These circumstances include closer than usual living quarters, an abundance of sewage, stronger strains of the disease and so on. Remove Disease: This spell is the arch-nemesis of the game master seeking to add a little disease to his game. There are a number of ways to deal with this situation but the best is probably to change the text of the remove disease spell. Change it to read: Remove disease allows the recipient to make a Fortitude check with a +20 enchantment bonus on the saving throw. The recipient may make one check for each disease he is currently afflicted with. If the check meets or exceeds the disease’s DC then that disease is cured. If the check fails, the disease remains. This spell also kills parasites, including green slime, rot grubs, and others.

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Note: Since the spell is instantaneous, it does not prevent future infections. Divine Health: Game masters might also consider changing any immunity to disease certain characters might have (paladins) to resistance to disease (Fortitude bonus of 20 + level against diseases). These options allow for powerful epidemics that even the holiest of heroes must fear.

DISEASE DESCRIPTIONS Diseases are defined in the following terms. Symptoms: These entries are intended to aid in role playing by providing descriptors of the disease’s affliction. At the game master’s discretion, the symptoms may be cross referenced with the conditions in Chapter 9 to apply additional penalties associated with the disease such as weakness, blurred vision, or confusion. Incubation: The time between exposure and the onset of symptoms. Damage: The damage a character takes after incubation and each day afterward. Ability score damage is temporary unless otherwise noted. DC: The DC for the saving throw and also the DC for the character to prevent damage and attempt recovery. This is also the DC check for someone with healing skills who tries to administer treatment to an infected character. Note that some diseases can not be treated without magic. The DC listed is for a typical exposure of an average strain of a disease. Exposure to large doses or stronger strains can increase the DC by +4 or more. *A Note on Severe Symptoms: Several of these diseases cause coma, paralysis, respiratory paralysis, shock, and death. Note that these five symptoms/ conditions do not occur unless the subject’s ability score has been reduced to 0 by the disease. In the case of “death,” this supersedes the standard rules for ability score damage (72 DMG).

Table 8-1: Disease Effects Disease Anthrax I* Anthrax II* Botulism Cholera Cryptosporidiosis Dengue Fever I Dengue Fever II Diphtheria Dysentery I Dysentery II Epidemic Typhus Hepatitis A Hepatitis B Hepatitis C* Herpes* Histoplasmosis Influenza Legonair’s disease Leprasy I* Leprasy II* Lepto-spirosis Lyme disease Malaria Meningitis I Meningitis II Mononucleosis Norwalk virus Plague(I) Plague (II) Pneumonia I Pneumonia II Polio Rabies* Spotted fever Syphilis* Tetanus Trichinosis Tuberculosis* Tularemia, ingested Tularemia, inhaled Tularemia, contact Typhoid fever Whooping cough Yellow fever

Symptoms Ch., F., Cv. Rc., Rf., Sd. W., Lb., Rp. D., V., It. Ac., Mn., V., Ha., La. Ih.,Jp., Mp., R. La., V., F., Ha., Ac., Sk., Sk. St., F., or L. D, Ld., L. Ac., D., F., La. Ha., R., Dl., Ch. Fg, La., F., V., J. Fg., La., F., V., Jp., Hv., R., J. La., Ac., N., V., J., Fg. Gs., Ha., F., W., see text F., Rc., Cg., Ha., Ch. Ha, F., Ch., cg., Rc., Ml. Ha., Td., Cg., F., Cl., Rc. Rc., C., Lb., see text Nb., Bl., Dm., see text F., Ha., Cl., V., J., Ep., R. Ha., F., Mp., Jp., Fg., Pp., Cd., see text F., Cl., Ha., J., Lf., Co., W. Ha., F., R., St., Ac., see text Sh., Mn., V., F., Ss. F., St., Td. N., V., Ac., Ha., D. F., Ch., Ha., Ml, Sg., L., See text Rc., Ch., Ha., W., Sg., F., See text F., W., Cg. Cl., F., Rc. F., Ha., N., V., Ma., Em., Pp. Mc., Pa., See text F., Ih., Mp., Cl., R. Fg, Stage 1 : L., Stage 2: R., Td., F., St., La., Stage 3 See text Dp., Ha., Sp., see text F., Mp., Th., Es., Cl., W., Td. Cg., See text St., Ac., V., D. Rc., Lb., F., Ha., Ch. L., Sg. F., Ha., D., Ib. Mn., La. Cg., Rc., F. F., Ha., V., Mp. Sp., J.

Incubation 1-6 days 1-6 days 18-36 hours 6 –120 hours 1-12 days 3-15 days 2-12 days 2-4 days 2-12 days 2-12 days 7 days 2-6 weeks 2-6 months 2-24 weeks 2-12 days 5-18 days 1-5 days 2-10 days 4 years 8 years 4-10 days 1-12 weeks 12-30 day 1-6 days 1-6 days 1-6 weeks 12 days 1-6 days 1-6 days 2-8 days 1-4 days 3-30 days 2-12 days 3-18 days

Damage 1d6 Con 1d6 Con 1d8 Str 1d4 Con 1d2 Con 1d4 Con 1d6 Con 1d2 Con 1d4 Con 1d3 Con 1d4 Con 1d3 Str 1d2 Con 1d6 Con 1d2 subdual 1d3 Con 1d2 Con 1d2 Con 1d2 Con 1d2 Cha 1d4 Con 1d4 Str 1d6 Str 1d2 Con 1d3 Con 1d2 Str 1d2 Con 1d4 Con 1d4 Con 1d2 Con 1d4 Con 1d8 Str 1d6 Wis 1d4 Con

DC 19 21 22 18 16 17 19 15 19 17 17 15 18 21 22 16 18 16 12 14 16 14 18 10 15 14 13 18 16 15 18 22 24 19

10-90 days

See text

25

5-30 days 10-14 days 2-24 months 2-10 days 2-10 days 2-10 days 7-17 days 5-20 days 3-6 days

1d3 Dex 1d4 Str See text 1d4 Con 1d4 Con 1d4 Con 1d6+1 Con 1d2 Con 1d8 Con

16 18 12 16 16 16 17 14 16

* Successful saves do not allow the character to recover. Only magic can save the character.

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Anthrax I (Contact): Anthrax is a dreaded, lethal disease that affects cattle, sheep and persons. Handling infected carcasses and their products such as hair and wool is the primary method of contraction. Butchers, farmers, herders and wool handlers are the most commonly infected people. Symptoms include chills, fever, dysentery, convulsions and sudden death. These symptoms appear 1d6 days after exposure. There is no medicinal cure for anthrax and infected creatures can not recover on their own with Fortitude checks. Only magic can save a character infected with anthrax. Anthrax is not transmittable from one person to another. Anthrax II (Inhaled): When a creature dies of anthrax the ground it rests on becomes infected with the bacteria as well. The anthrax bacteria can live in the dust in a dormant state for a long time. Anything that stirs up the dust (combat, camping, digging, etc.) creates a 30-foot cloud of deadly, microscopic anthrax spores. When contracted through inhalation, anthrax causes lesions on the lungs, which result in respiratory congestion leading to suffocation (respiratory failure) and death. Anthrax is not transmittable from one person to another. These symptoms appear 1d6 days after exposure. There is no medicinal cure for anthrax and infected creatures can not recover on their own with Fortitude checks. Only magic can save a character infected with anthrax. Burning the carcass and the ground it rests upon will kill the disease and make the area safe. Botulism: Botulism can occur in nearly any food including most vegetables, sea food and farm animal products. The infecting bacteria are highly lethal, requiring only a few microscopic organisms to result in death. Symptoms are limited to weakness, and labored breathing. If the subject’s Strength is reduced to 0 by botulism they suffer respiratory paralysis and might die. Cholera: Cholera is a highly contagious and very deadly bacteria infection that is spread in contaminated food and water. Flies often carry the disease from one food or water source to another. Note that this may cause characters to continue drinking infected water to avoid dehydration and inadvertently expose themselves to more bacteria. Symptoms include diarrhea, vomiting and intense thirst. Cryptosporidios: This bacterium infects characters that eat in unsanitary conditions. Symptoms include abdominal cramps, mild nausea, vomiting, headache and loss of appetite. Dengue Fever I: Pronounced “DEHNG-gay,” this disease is most common in the tropics and is transmitted through mosquito bites. Symptoms include intense headache, joint pain, muscle pain and rash. Succeeding at the standard two Fortitude saving throws to recover from a disease causes dengue fever to subside, but it does not leave the character’s body. To

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be free of infection characters must pass a third consecutive Fortitude saving throw. If they fail the third check the disease returns as a new infection. Dengue Fever II: This hemorgenic tropical disease is transmitted by mosquito bites and causes loss of appetite, vomiting, high fever, headache, abdominal cramps shock, and perhaps circulatory failure. Each time a person is infected with this disease, they gain a cumulative +2 circumstance bonus to resist the next infection. Diphtheria: Diphtheria is spread through person to person contact and is therefore most common in crowded urban areas. Although the symptoms and penalties of this disease may subside fairly quickly, victims who survive diptheria continue to be contagious for 2-4 weeks after they begin to recover. Sore throat and slight fever or painful skin lesions are the most common symptoms. Dysentery I (Amebic): Amebic dysentery is most common in the tropics and thrives in unsanitary conditions. The microorganisms enter the character’s body in a dormant state and become active once within the intestine. Symptoms include severe, bloody diarrhea, liver dysfunction and lesions on the bowels, liver and brain. Dysentery II (Bacterial): Bacteria that thrive in unsanitary conditions, especially such places as camps and institutions, cause this disease. Symptoms include abdominal cramps, bloody diarrhea, fever and loss of appetite. Epidemic Typhus: This disease is spread by body louse and is commonly associated with wars. Dirty, crowded conditions such as those during wartime favor lice infestations and the transmission of this disease. Often, more soldiers die from typhus than combat in wartime. 10% of those who survive an infection may still carry the disease in a latent state and experience a recurrence of infection 3-36 months later. Symptoms include headache, rash, and delirium. Hepatitis A: This mild form of hepatitis is transmitted through unsanitary conditions. Characters who become infected do not experience any symptoms or damage until they fail a second Fortitude check as their bodies attempt to fight off the infection. These symptoms include fatigue, loss of appetite, fever, vomiting, liver dysfunction, and jaundice. Anyone exposed to this disease gains immunity to all future exposures. Hepatitis B: This form of hepatitis is transmitted through unsanitary conditions. Characters who become infected do not experience any symptoms or damage until they fail a second Fortitude check as their bodies attempt to fight off the infection. Symptoms include fatigue, periodic loss of appetite, fever, vomiting, joint pain, hives, rash, liver dysfunction, and jaundice. Infected creatures are

contagious from the time of infection until 6 months after the symptoms have ended. 10% of all infected creatures become permanent carriers. Hepatitis C: This most dangerous type of hepatitis is transmitted through bodily fluids including blood and saliva. Symptoms include Appetite loss, vague abdominal cramps, mild nausea, vomiting, fatigue, liver dysfunction (4 years older, -4 constitution), and jaundice. Infected creatures are permanently contagious unless they receive magic such as remove disease. Herpes: Although there are several types of herpes that can afflict a character including cold sores and fever blisters, the disease discussed here is the more serious herpes simplex II virus. This disease causes genital lesions, headache, fever, and weakness. These symptoms are most severe during the first onset of the infection. Although herpes can only be cured with magic, succeeding at two consecutive Fortitude saving throws will cause the symptoms to subside for a time. The disease has not been driven from the character’s body and symptoms may return whenever the infected character experiences stress. During stressful events, infected characters must make a Fortitude check or experience a recurrence of the disease. This recurrence persists until the character can succeed at the two consecutive Fortitude checks, causing the disease to subside once more. Besides the genital lesion, which always returns, only one or two of the other symptoms afflict a character that is experiencing a recurrence of the disease. Histoplasmosis: This disease is usually associated with large populations of birds and bats. The fungus thrives in moist soil. Anything that stirs up the soil (combat, camping, digging, etc.) fills the air with a cloud of microscopic spores, which enter the body through inhalation. Characters who are infected suffer from fever, respiratory congestion, coughing, headache, and chills. Influenza: This deadly disease is contracted by inhaling the virus through person to person contact. Influenza causes headache, fever, chills, coughing, respiratory congestion, and malaise. Legionnaire’s Disease: Breathing microscopic mold spores, which are found in dirt, is the primary method of contracting this disease. Anything that stirs up the soil (combat, camping, digging, etc.) fills the air with a 30-foot diameter cloud of microscopic spores, which enter the body through inhalation. Symptoms include headache, tiredness, dry cough, high fever, chills, respiratory congestion and pneumonia. Leprosy I (tuburculoid): It is unknown how this rare disease is transmitted. Infected creatures can not recover on their own with Fortitude checks. Only magic can save a character infected with

leprosy. Those who are infected suffer from a deterioration of their lungs, which causes respiratory congestion, coughing and labored breathing. Leprosy II (Lepromatous): This is the more contagious variety of leprosy and causes considerable skin damage, especially to the face, ears, hands and feet. Over time, this disease also causes nerve damage and will disable the character’s hands and feet permanently. Infected creatures become contagious until they are cured. Leprosy destroys the nerves, which leads to numbness and painlessness. Unfortunately these conditions foster circumstances that promote more serious damage including blindness and dismemberment. Infected creatures can not recover on their own with Fortitude checks. Only magic can save a character infected with leprosy. Leptosporosis: This virus is transmitted to humanoids from dogs, rats and livestock that are infected. Characters can also be infected indirectly by wading or swimming in water that has been contaminated by infected creatures. Those who become infected suffer from fever, headache, chills, vomiting, jaundice, excessive perspiration, and perhaps a rash. Lyme Disease: This infection is transmitted in the bite of a ticks and causes headache, fever, fatigue, stiff neck, muscle and joint pain and a lesion at the site of infection. Those who have their Strength reduced to 9 or less (and those with less than 9 to begin with) also suffer facial palsy, meningitis and cardiovascular disturbance. Malaria: This deadly disease is most prevalent in tropical regions and is carried by mosquitoes. Symptoms include a chills/fever cycle, headache, jaundice, weakness, kidney failure, liver dysfunction, and possibly coma. The chills/fever cycle alternates every 3 days. Meningitis I: Characters who fail their saving throw and contract this disease suffer no significant symptoms or effects. For role playing purposes they feel a little under the weather, stiff and perhaps with a slight headache. Those who fail a subsequent save (to fight off the disease) suffer comparatively minor consequences such as headache, abdominal cramps, rash, stiff neck, sore throat, and fever. The disease is spread several ways including person to person, insect bites, and on contaminated food. Meningitis II: This is a very serious disease that can disable or even kill the healthiest character. Symptoms include severe headache, mild nausea, vomiting, fever, and spasms. Mononucleosis: This disease is carried in the body fluids of infected creatures and is most commonly contracted through saliva. Drinking after someone else, engaging in mouth to mouth resuscitation and kissing are all common methods of transmission. Symptoms include fever, sore throat and tiredness. Infected creatures continue to be contagious for 1 year after infection unless they receive a remove disease or similar spell. Norwalk Virus: This gastrointestinal disease is spread in unsanitary conditions and causes mild nausea,

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vomiting, abdominal cramps, headache and diarrhea. Plague I (Bubonic): This terrible disease is transmitted to people through the bite of infected fleas and ticks that got it from rodents. Bubonic plague causes chills, fever, headache, malaise and swollen lymph glands. In fact the lymph glands swell until they become open, bleeding sores (lesions). Lymph glands are usually located in the groin, arm pits and neck of humanoids. Plague II (Pneumonic): This type of plague is spread through person to person contact and causes pneumonia-like symptoms of lethal intensity. These symptoms include respiratory congestion, fever, chills, headache, weakness, and viral pneumonia. Pneumonic plague also causes the lymph glands to swell. In fact the lymph glands swell until they become open, bleeding sores (lesions). Lymph glands are usually located in the groin, arm pits and neck of humanoids. Pneumonia I (Viral): This less severe form of pneumonia is inhaled through person to person contact. Symptoms include fever, weakness and coughing. Pneumonia II (Bacterial): This form of pneumonia has killed millions of people. It is inhaled from person to person contact and is most likely to be found in places of dense population. Symptoms appear suddenly and consist of chills, fever, respiratory congestion, coughing, and chest pain. Polio: This painful, debilitating disease is spread through eating in unsanitary conditions. Symptoms include fever, malaise, headache, nausea, vomiting, excruciating muscle pain, stiffness in the neck and back and potential paralysis. Characters who have their Strength score reduced to 0 by polio become partially paralyzed (from the waist down). Once the disease reaches this stage spells such as remove disease will not remove the paralysis. Characters who become paralyzed by polio must receive both remove disease and cure paralysis if they hope to ever walk again. Rabies: This dread disease is caused by a virus that dwells in the mucus of infected mammals. The most common form of transmission is through bites but breathing the air of caves that have large populations of infected bats can also transmit rabies (DC 14). Regardless of the infection method, the course of the disease is the same. Initial symptoms appear 10-100 days after exposure. The virus causes the rare symptom of difficulty swallowing. Infected creatures become unable to swallow fluids, including water and their own saliva, due to spasms in their throat. This inability to swallow leads to profuse spitting, drooling and “foaming.” Rabies affects the creature’s brain and causes severe and rapid mood changes. The character may be very friendly one moment, then suddenly become extremely violent. As the disease progresses, infected characters become clumsy and experience spasms, convulsions and eventually paralysis and

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death. Succeeding at a Fortitude save does not allow the character to recover from rabies, only magical healing can save the character. Spotted Fever: This disease is spread to characters through the bite of ticks. It is most likely to infect anyone who spends a great deal of time in the rural outdoors of a temperate climate. Symptoms include fever, intense headache, muscle pain, chills, rash and fatigue. Syphilis: This insidious disease is spread through sexual contact. It has an extremely long onset time, debilitating symptoms and cannot be cured without magic. Sexually prolific characters are the most commonly infected persons. The first stage of symptoms begins roughly 10-90 days after infection. During this phase characters experience no noticeable effect other than a small sore on their genitals. This sore heals naturally in 1-5 weeks. The second stage begins roughly 6 weeks after that and consists of serious symptoms including tiredness, fever, sore throat, and loss of appetite. These symptoms persist for approximately 2-24 weeks. After that, stage three begins. During this last phase the character seems to recover and occasionally experience a few symptoms of stage two (during times of stress) but otherwise seems healthy in the short term. Over the long term however, this disease has serious debilitating effects on the character’s bones, skin, nerves, eyes and brain. Every year that passes while a character has syphilis they suffer a cumulative, permanent –1 penalty on all 6 of their ability scores. They also suffer from worsening vision, progressing slowly towards blindness. Eventually, they also become insane. Infected individuals continue to be contagious for 2 years after their own infection occurred. Tetanus: This infection is caused when bacteria get into a character’s wounds. The bacteria often live in a dormant state in the soil and on objects (like weapons) until it can find a way into a host. Being cut with contaminated metal or getting dirt in open wounds are the most common causes of infection. Soldiers and farmers are the most commonly infected persons. Swords and other weapons may be infected with tetanus without their owners even knowing about it. To avoid spreading tetanus, weapons should be cleaned regularly. Furthermore, tetanus thrives in a sealed environment. As long as it is exposed to the atmosphere it grows slowly. Characters who have tetanus injected into a wound (from a sword blade perhaps) then receive magical healing that quickly seals the wound find the DC to avoid infection increased by 4 (to DC 20) and the incubation period reduced to 2-4 days. Trichinosis: This disease is caused by a parasite that is most often found in pork. The tiny trichina worms burrow through the character’s intestines and

lay larva in the blood stream. The blood carries the larva to various muscles in the body where the larva burrow deep into the muscle fiber and form a cyst. Symptoms include fever, muscle pain, thirst, chills, weakness, tiredness, and excessive salivation. Tuberculosis: Although tuberculosis is not exceptionally contagious, it also has no cure other than magic. It is permanent and fatal. Tuberculosis is transmitted through person to person contact. Characters who encounter tuberculosis receive two Fortitude saving throws to resist infection. Those who succeed at their initial saving throw suffer no ill effects, as do those who fail the first save but pass the second. Only those who fail both saving throws begin to suffer symptoms. Unfortunately the primary symptoms are deep, mucus filled, bloody coughing. These symptoms cause the character to make a special Fortitude check once every month against the DC of their infection (typically 12) or suffer a permanent -1 penalty to Constitution. These lost points return if the disease is ever cured. Tularemia: Tularemia is a disease that originates in game animals like rabbits and deer. Handling, eating or even smelling the entrails of an infected animal can cause a severe infection. Hunters are the most commonly infected persons. Tularemia I (Ingested): Eating infected game animals is a common way to acquire this disease. Luckily, proper cooking of game meat can kill the disease before it is eaten. If infection occurs, characters suffer from sore throat, abdominal pain, vomiting and diarrhea. Tularemia II (Inhaled): Anyone who cleans an animal infected with tularemia (prepares it for eating) cannot avoid being exposed to the disease. Those who fail their save suffer from respiratory congestion, labored breathing, headache, chills, and fever. Tularemia III (Contact): Touching or handling an animal infected with tularemia can cause serious skin lesions and swollen glands. Lastly, it is not unreasonable for someone to accidentally hunt and kill an infected animal, clean it, carry it home, cook it (improperly) and eat it, only to find themselves suffering from all three types of infection simultaneously a few days later. Typhoid Fever: This bacterium lives and grows in waste and is spread by eating and drinking in unsanitary conditions. Symptoms include fever, headache, diarrhea, liver dysfunction, internal bleeding, mild nausea, and loss of appetite. Whooping Cough: This disease is characterized by respiratory congestion and fevers accompanied by prolonged bouts of coughing, which are very severe at night. A final deep-throated cough or “whoop” usually follows a bout of coughing. The

disease is transmitted through person to person contact. Yellow Fever: Yellow fever is spread through mosquito bites in tropical regions. Symptoms include fever, headache, backache, slow pulse, bleeding gums, jaundice, and vomiting. Anyone who survives an infection of yellow fever becomes immune to future infections.

ENCOUNTERING DISEASES Knowing where and when to place diseases in a campaign helps add a sense of realism and balance to the scenario. The rules below are intended to help game masters plan for encounters with various diseases. Frequency: This column indicates how frequently characters encounter any particular disease. Some diseases are more common in certain climate regions or conditions. Any area experiencing an outbreak or epidemic will have the frequency rate increased to very common. The frequency entries below indicate percentile rates for players who use random encounters and also include a chronological method of assigning frequency (i.e. once a week, once a day etc.) Game masters should use one method or the other, not both at the same time. Very common (90%) only diseases that have reached epidemic proportions have a very common frequency. Characters encounter this disease at least once a day. Common (65%) This disease is encountered at least once a week by the characters. Uncommon (20%) This disease is encountered at least once a month. Rare (11%) This disease is encountered at least once a season. Very rare (4%) This disease is encountered at least once a year. Transmission Method: The disease’s method of delivery—inhaled, ingested, injury or contact. This entry also lists the infecting agent such as “dead animals” or “mosquito bite.” Although most infection methods are self-explanatory, two methods, person to person and unsanitary conditions, warrant brief descriptors. Person to person: This indicates any interpersonal contact of less than 6 feet. Any coughing, sneezing or heavy breathing by the infected individual exposes anyone within range. In confined spaces such as wagons, small rooms and crowded chambers the DC may be increased by 2 or more. Unsanitary conditions: This indicates environments where there is little or no proper sanitation or sanitary food preparation. Most diseases contracted this way require only a few microbes to enter the body.

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TABLE 8-2 DISEASE ENCOUNTER Disease Anthrax I*

Malaria Meningitis I

Frequency Uncommon in rural communities/ rare elsewhere Uncommon in rural communities/ rare elsewhere Uncommon Uncommon in unsanitary conditions, very rare elsewhere. Uncommon Common in tropics Uncommon in tropics, very rare elsewhere Common in crowded conditions, rare elsewhere Uncommon in crowded tropics, rare elsewhere Uncommon in summer, rare otherwise Common in crowded conditions, rare elsewhere Uncommon Uncommon Common Rare uncommon Rare Common Rare Very rare Very rare Rare Uncommon in temperate regions, very rare elsewhere common in tropics/ uncommon elsewhere common

Meningitis II

Rare

Mono-nucleosis

common

Norwalk virus

Uncommon

Plague I Plague II Pneumonia I Pneumonia II Polio Rabies*

uncommon rare Uncommon Rare Uncommon Uncommon

Spotted fever Syphilis* Tetanus Trichinosis Tuberculosis* Tularemia, ingested Tularemia, inhaled Tularemia, contact Typhoid fever Whooping cough Yellow fever

Uncommon Uncommon Uncommon Uncommon Rare Rare Rare Rare Uncommon in tropics, rare elsewhere uncommon Uncommon In tropics, very rare elsewhere

Anthrax II* Botulism Cholera Cryptosporidiosis Dengue fever I Dengue fever II Diphtheria Dysentery I Dysentery II Epidemic typhus Hantavirus Hepatitis A Hepatitis B Hepatitis C* Herpes* Histoplasmosis Influenza Legonair’s disease Leprasy I* Leprasy II* Leptospirosis Lyme disease

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Transmition Method Contact/dead, infected animals Inhaled /dead infected animal Ingested/ contaminated food Ingested/ unsanitary conditions Ingested/ unsanitary conditions Mosquito bite Mosquito bite Person to person Unsanitary conditions Unsanitary conditions Injury/lice Inhaled/ rodents Unsanitary conditions Contact/body fluids Contact/body fluids Contact/ Sexual Inhaled/birds and bats, moist soil. Person to person Inhailed/ soil and water Unknown (inhaled?) Close contact Dogs, rats and farm animals Bit by infected ticks Mosquito bite Person to person, insect bites, contaminated food Person to person, insect bites, contaminated food Contact/body fluid (mainly saliva) contaminated Food, person to person Injury/flea Inhaled/person to person Inhaled/person to person Inhaled/person to person Ingested/ Unsanitary conditions Injury/ mammal bite or inhaled/ bat caves. Injury/tick bite Contact/sexual contact Injected/ unsanitary conditions Ingested/ undercooked meat Inhaled/ Person to person Ingested/game animals Smelling infected carcass Contact/ game animals Unsanitary conditions Person to person Mosquito bite

CHAPTER 9: OPTIONAL RULES INTRODUCTION This chapter introduces several new optional rules for the d20 system. Many of these rules are referred to elsewhere in this book. The first section deals with an expanded list of conditions generally related to chapters 7 and 8. This is followed by a discussion of execution methods. Finally the chapter concludes with several useful mechanics including rules for fighting in water, alternate grapple options, running in difficult terrain and the near death penalty.

CONDITION SUMMARY This section contains conditions that may afflict characters. Most of these conditions are caused by disease or poison, some are caused by magic. If more than one condition affects a character apply them all. If certain effects can’t be combined, apply the most severe effect. Abdominal Cramps (Ac): Painful abdominal cramps impede combat and spell casting. Those experiencing cramps suffer –2 to hit and damage. Spell casters must make a Concentration check (DC 15+ spell level) to cast a spell. Cramping individuals cannot run at x4 or more. Anemia (An): Low oxygen content in a creature’s blood causes feebleness and lethargy. Anemic individuals suffer –2 Strength and –2 Dexterity. Daily overland movement is reduced by 20%. Bleeding Gums (Bg): Characters with this condition suffer from small open wounds in their mouth. These wounds increase the character’s susceptibility to ingested diseases, imposing a –4 on the Fortitude check. Blind (Bd): The character cannot see at all. He has a 50% miss chance, losses any positive Dexterity bonus to AC, and grants a +2 attack bonus to anyone who attacks him. His movement is reduced to half and he suffers a –4 on most Strength and Dexterity based skills. Spot checks are impossible as is any other vision based activity. Blurred Vision (Bv): Creatures with blurred vision suffer a 20% miss chance on all melee attacks and a 50% miss chance on all ranged attacks. Broken Limb (Bl): One of the character’s limbs (arm or leg) is broken. This causes 1d2+1 points of damage and renders the limb useless for 4 to 6 weeks. Furthermore, if the limb is not properly set before mending begins (Heal DC 20), the limb is disfigured when it heals. This disfigurement causes a –5 foot speed (leg) or a –2 to all skills requiring

the use of that limb (arm). Although the limb can be repaired instantly with magic, the limb must still be set to avoid disfigurement. Burning (B): Creatures with the burning condition are afflicted with constant sensations of intense heat. This causes them to suffer +1 per die of damage from fire and heat and to feel as though the temperature is 30 degrees warmer than it actually is. Cardiovascular Disturbance (Cd): Creatures experiencing cardiovascular disturbance suffer from a tremulous pulse. This condition causes chest pain (1d2 subdual damage) and forces the subject to make a Fortitude save (DC 10 +1 per previous check) each round that they engage in strenuous activity. Failure indicates shock has occurred and will persist until the character rests for 1d4 hours. Chills (Ch): Characters with chills take +1 damage per die from cold attacks, and feel as though the temperature is 30 degrees colder than it actually is. Clumsy (Cl): Characters with this condition suffer a – 4 penalty to Dexterity. Coma (Co): Creatures in a coma are in a state similar to death. They do not respond to noise or pain. They breathe slightly. This condition can last for an extremely long time, depending on the cause. If the coma outlasts the character’s ability to go without food or water they begin to die, as per the starvation and dehydration rules (86 DMG). Confusion (C): Confused characters have their behavior determined by a 1d10 roll, reroll at the end of each action: 1: wander away (unless prevented) for 1 minute; 2-6: do nothing for 1 round; 7-9: attack the nearest creature for 1 round; 10: act normally for 1 round. Convulsions (Cv): Severe spasms grip the character’s body, robbing him of any control whatsoever. Those experiencing convulsions thrash around in a grotesque manner, sometimes howling as if possessed. Characters writhing with convulsions may damage themselves or anyone who gets near them. To avoid damage, characters in convulsions must be grappled or restrained. Those who are not restrained suffer 1d4 points of subdual damage per round of the seizure. Most convulsions last 2d6 rounds. Coughing (Cg): Creatures with this affliction cough loudly and/or clear their throat once every 1d6 minutes. Coughing can be reduced to once every 1d12 minutes by drinking 25% more liquids than is required. Drinking even more fluids does not reduce coughing further. Note that coughing disrupts any attempts by the character to be silent. Delusions (Ds): Characters with this symptom suffer from false perceptions of their surroundings (audible and visual). These perceptions are usually subtle, misleading and distort reality. They include such things as detecting insincerity in others, seeing suspicious shadows, and misinterpreting sounds. Delusional characters make random Spot and Listen checks and suffer a –4 on their Sense Motive skill.

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Depression (Dp): Characters afflicted with depression find no joy or satisfaction in the things they otherwise would. Spell casters loose interest in magic, fighters loose their desire for combat and clerics become apathetic about their gods. Depressed characters do not practice their class abilities and gain no experience points while the condition persists. Characters suffering from depression will often put themselves in senselessly dangerous situations, inviting damage or even death. They rarely defend themselves in these situations. When danger is not at hand, depressed characters will sometimes inflict damage upon themselves (1d2 points), often with knives or hot iron. Depressed individuals also become careless about their possessions and wealth. 10% of depressed individuals attempt suicide. On average, 6% succeed. (Roll 1d100. 01-06: successful suicide, 0710: unsuccessful suicide, 11-100: no suicide attempt.) Diarrhea (D): A character with diarrhea is randomly afflicted with immediate, watery bowel movements. When associated with a poison, this symptom is primarily bothersome, and perhaps messy. When associated with a disease however, this watery expulsion poses a much more hazardous threat. Disease induced diarrhea contains a high concentration of the infecting germ. Anyone cleaning up this refuse must take care to wash their hands thoroughly and with disinfectant (a rare thing in most campaigns). If they do not, a small but significant amount of microscopic germs will remain on their hands and be wiped off on anything they touch. Germs wiped on food potentially infect anything that eats it. This is the primary method of transmission of several diseases including cholera and typhoid fever. Disabled Limb (Dl): One of the character’s limbs is damaged and useless for 24 hours. The character suffers 1d2 points of damage and cannot use the specified limb for one day or until the damage is magically healed, whichever happens first. Dismembered Limb (Dl): One of the character’s limbs is cut or ripped from their body. This causes excessive bleeding as the character suffers a loss of 10%-60% of their remaining hit points each round. Magical healing which restores at least 20% of the character’s total maximum hit points will create a fleshy stump and stop the bleeding. Limbs can be reattached with typical healing magic if the attempt is made within 5 minutes of the dismemberment and the magic heals at least 30% of the character’s maximum hit points. These hit points may be gained from multiple sources but must all be applied within the 5minute time frame. Disorientation (Do): Disoriented creatures become lost in familiar surroundings. They also have difficulty remembering where they are going and what they are doing. Disoriented creatures cannot memorize spells or learn new skills. They must also make a

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Concentration check (DC 15) to remember any recent event or to identify familiar surroundings. Memories from the distant past are not affected by this condition. ‘Recent events’ are anything within the past 6 months, (including the past few minutes). ‘Distant past’ is anything greater than 6 months ago. Spell casting is impossible with this condition. Dizziness (Dz): Characters who are dizzy suffer a 20% miss chance on all attacks and cannot run or charge. Extremely dizzy characters may vomit. Drowsiness (Dw): Characters who are drowsy suffer from a feeling of mental lethargy. Concentration checks (DC 10) are required to perform even rudimentary tasks. Spell casters must make a concentration check (DC 12+ spell level) to cast a spell. Drowsy characters cannot memorize spells and suffer –2 on all skill checks related to Intelligence, Wisdom and Charisma. Excessive Perspiration (Ep): Characters with this condition sweat profusely, a potential hazard in cold or dry climates. They must also consume 25% more water than otherwise required or risk dehydration. Excessive Salivation (Es): The character begins drooling profusely and suffers from the effects of thirst. Excessive Urination (Eu): Aside from frequent trips to the lavatory, this condition also dehydrates characters, requiring them to drink twice as much water as usual or suffer from dehydration. Excruciating Muscle Pain (Em): This intense agony in the character’s muscles causes a –4 Strength penalty, –2 Dexterity and restricts all movement to 5 feet per round maximum. Facial Palsy (Fp): Characters with this condition suffer from paralysis of their facial muscles. Characters wit facial palsy cannot cast spells with verbal components. Command words for magic items also cannot be spoken clearly enough to be effective. Speech is hard to understand, causing listener to make a Listen check (DC 15) to understand what the afflicted character is saying. The blank, expressionless face of someone with this condition imposes a –4 circumstance penalty to any Sense Motive check made against the character. Fatigued (Fg): Characters who are fatigued cannot run or charge and suffer –2 penalties to Strength and Dexterity. A fatigued character becomes exhausted by doing something that would normally cause fatigue. After 8 hours of complete rest, fatigued characters are no longer fatigued. Fever (F): This condition combines the effects of burning, malaise, tiredness and drowsiness. Flu-like Symptoms (Fs): Characters with this condition suffer from a combination of drowsiness muscle pain, headache and respiratory congestion. Flushing (Fl): Anyone looking at the bright red face of a flushed individual can clearly see they are

sick. Most people will avoid or ostracize a flushed individual out of fear from catching their disease. Hallucinations (Hl): Characters with this condition see and hear things that no one else does. These perceptions are quite vivid and include severe distortions of size, distance and nature of real objects. This condition also might include sights and sounds that are completely imaginary. Hallucinating characters make random Spot and Listen checks and suffer a –4 on their Sense Motive skill. Hallucinating creatures must also make a Will check (DC equal to the save for the spell, poison, or disease responsible for the hallucinations) or begin to panic (85 DMG). Headache (Ha): Headaches cause great difficulty in concentration. Spell casters with a headache make a Concentration check (DC 12+ spell level) to cast or memorize a spell. Hives (Hv): This severe skin rash is characterized by painful, itching welts. Characters with hives suffer 2d2 points of subdual damage which persist for the duration of the condition. Hot Flashes (Hf): Creatures with hot flashes are afflicted with sudden sensations of intense heat. During these bouts (which occur 1d6 times an hour and last 1d4+2 minutes) they also suffer +1 per die of damage from fire and heat and feel as though the temperature is 20 degrees warmer than it actually is. Incoherent Speech (Is): Creatures with this affliction have lost the ability to speak clearly. They babble with disjointed sentences and make very little sense. They are not aware of the disturbance however, and will believe they are making sense. Intense Headache (Ih): Those with migraines and other intense headaches suffer –2 to hit in bright light and take 1d2 in subdual damage from loud noises. They may not run or charge. Spell casting requires a Concentration check (DC 24+ spell level) and no spell memorization may be done. Intense Thirst (It): Creatures with this condition must consume three times as much water as they otherwise would or suffer from dehydration (86 DMG.) Furthermore, afflicted characters may only go without water for 6 hours before they must begin making Constitution checks against dehydration (DC 10, +2 for each previous check). Internal Bleeding (Ib): Characters with this dreaded condition suffer from blood loss but may not even know it. Internal bleeding is painless and only sometimes causes visible bruising. Many times, characters with internal bleeding don’t even know it until they begin dying (see the near death penalty, below). Most cases of internal bleeding cause 1d6 points of damage per hour. More severe cases might causes 1d6 points of damage every ten minutes or even 1d6 per minute. Only the most sever internal

hemorrhaging causes 1d6 points of damage per round. Internal bleeding can usually be cured with magic that heals at least 10 points of damage. It can also be cured with natural healing. Jaundice (J): Anyone looking at the sickly yellow skin of a jaundice character can clearly see they are sick. Most people will avoid or ostracize a jaundice individual out of fear from catching their disease. Joint Pain (Jp): Every round that a character with joint pain spends in hard moving (fighting, running, digging etc.) requires a Fortitude save (DC 20) or such movements cause 1 point of subdual damage. Kidney Failure (Kf): Kidney failure is most often indicated by a lack of urination and can be fatal. Each twelve-hour period that passes while this condition persists the character must make a Fortitude check (DC10 +1 per previous check) After the first failed roll the character begins to suffer nausea, loss of appetite and tiredness. A second failure indicates the character begins to suffer from spasms, weakness, tingling and cramps. A third failed save indicates the character begins to have convulsions and falls into a coma. A fourth failed check indicates the character has died. Labored Breathing (Lb): Creatures afflicted with labored breathing find respiration difficult and become fatigued and exhausted twice as fast as normal. They may only perform strenuous activity (running, swimming, fighting, holding their breath and so on) for a number of rounds equal to their Constitution score. To continue performing strenuous activity, the character must succeed at a Constitution check (DC 10+2 per previous check) or become fatigued (84 DMG). Lesions (L): Open sores appear somewhere on the character’s body. Characters with lesions suffer 1d2 points of subdual damage, which persist until the lesions are cured or removed. Liver Dysfunction (Ld): Unless noted otherwise, this symptom ages the character by 2 years and causes a permanent –1 Constitution penalty. Loss of Appetite (La): Characters with this condition loose all interest in food. If they try to eat they find food makes them mildly nauseous, as though they are overeating. Continuing to eat will make the character nauseous, then severely nauseous. These symptoms fade 10-60 minutes after the last attempt to eat. Not being hungry does not mean that the character may go without food. Characters who do not eat are still in danger of starvation (86 DMG). Loss of Voice (Lv): Characters with this condition cannot utter words or noises. They may wheeze quietly but not effectively enough to communicate. Verbal components to spells cannot be uttered, nor can command words for magical devices. Malaise (Ma): This general feeling of illness and ailment imposes a –1 on all of the character’s saving throws.

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Memory Loss (Ml): This condition impedes the subject’s ability to remember facts and information. Recalling simple information requires a Concentration check (DC 15). Complex or difficult information can only be remembered with a Concentration check (DC 20). Spell casters must make a Concentration check (DC 25 + spell level) to cast a spell. Mild Intoxication (Mi): Mildly intoxicated individuals suffer from a slight case of clumsiness (-2 Dex) and gain a +1 moral bonus to Strength and a +2 moral bonus against fear-like effects. The further steps of progressive intoxication are severe intoxication, unconsciousness, shock, coma and death. Mild Nausea (Mn): Characters with mild nausea suffer –4 to hit and damage, -5 on all Dexterity and Strength related skills, and cannot move faster than x2. Spell casting requires a Concentration check (DC 15 + spell level). Mood Change (Mc): This condition indicates the character is subject to sudden, severe mood changes. The character goes quickly from one mood state to another, oftentimes without reason. Muscle Pain (Mp): Those with muscle pain suffer –2 Strength, -1 Dexterity and cannot run or charge. Nausea (N): Creatures experiencing nausea are unable to attack, cast spells, concentrate on spells or do anything requiring attention. The only action such a character may take is a single move (or moveequivalent action) per turn. Nervous (Nv):: The character is on proverbial pins and needles. Every sound startles him and every stranger seems suspicious. This condition grants a +1 bonus to all Spot, Listen and Sense Motive checks, but causes concentration to become more difficult. Simple activities require a Concentration check (DC 10), complex activities require checks at DC 15 and spell casting requires Concentration checks equal to 10 + spell level. Nervousness also causes loss of appetite and tremors. Numbness (Nb): Characters experience a profound lack of tactile sensation, usually in their extremities. This causes tactile tasks to become very difficult. Handling spell components properly requires a Reflex check (DC 18). Picking pockets, Opening Locks and other tactile related skills suffer a –15. Numbness is a more severe form of tingling. Paralysis (Pa): This condition disables the character’s voluntary muscles, causing their effective Strength and Dexterity to become 0 but they may still make purely mental actions. Partial Paralysis (Pp): Sometimes only a character’s legs become paralyzed. Such characters must use their arms, friends, machines, or magic to move about. Spell casting is still possible with partial paralysis. Dexterity modifiers to AC are lost; and the character may only use weapons that are one size

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category smaller than himself (i.e. a Medium-size creature may only use size Small or smaller weapons). Persistent Vomiting (Pv): Characters afflicted with persistent vomiting must make a Fortitude check every 20 minutes or be overcome with vomiting for 1d4 rounds. In the event that there is no material to regurgitate, the character heaves and might expel blood (20% chance). If this occurs the character suffers 1d2 points of subdual damage. All persistently vomiting characters must drink 50% more water or face dehydration. Prostration (P): Characters who are prostrated cannot move. They are bed ridden with sickness and are helpless to care for themselves. Rash (R): Red itchy splotches cover a region of the character’s body (or whole body). Characters frequently scratch the irritated area and suffer 1 point of subdual damage. Respiratory Congestion (Rc): The character’s lungs are congested with fluids and/or phlegm. This condition causes coughing and labored breathing. Respiratory Paralysis (Rp): As the muscles of the upper body become paralyzed, breathing becomes more and more difficult. Characters with this condition are in serious danger of dying. Any character with this symptom begins suffocating (88 DMG) and will die if they do not receive some sort of respiratory assistance. Restless (Rs): Characters with this condition cannot get meaningful sleep. Their nights are spent writhing for long, lonely hours in the darkness. They sleep sporadically and awake frequently. They regain only half the normal amount of hit points for sleeping and cannot study, prepare or memorize spells upon waking. Severe Headache (Sh): Characters with severe headaches suffer 1d2 points of subdual damage from very loud noises. They also cannot run or charge. Spell casters with severe headaches must make a Concentration check (DC 18+ spell level) to cast or memorize a spell. Severe headache is a more extreme form of headache, but less severe than intense headache. Severe Intoxication (Si): Alcohol and some other poisons induce this condition. Intoxicated creatures experience a strong sense of euphoria and clumsiness. Intoxication also causes a -4 Dexterity penalty and a -2 Wisdom penalty but adds a +2 moral bonus to Strength and a +4 moral bonus against fear-like effects. The further steps of progressive intoxication are unconsciousness, shock, coma and death. Severe Nausea (Sn): Creatures experiencing severe nausea are bed ridden. They may not take any action or any meaningful movement due to their extreme condition. At the DM’s discretion, those experiencing severe nausea may crawl up to 5 feet per turn.

Characters who move while severely nauseous must make a Fortitude check (DC 20) or begin vomiting. Shock (Sk): Characters in shock suffer from depressed vital signs including slow pulse and potential unconsciousness. Those suffering from shock become apathetic, and emotionless. They also suffer from weakness (-4 Strength), chills (+2 damage per die from cold attacks) and diminished alertness (-4 Spot and Listen). Characters in shock who have lost more than 50% of their hit points or 50% of any one ability score become unconcious. Slow Pulse (Sp): Creatures with this condition suffer from a combination of slight weakness (-2 Str) and disorientation. Sore Throat (St): Eating causes 1 point of subdual damage per meal. Talking causes 1 point of subdual damage per minute. 10% of individuals with a sore throat loose their voice for 1d4 days. Spasms (Ss): Characters afflicted with spasms are not in complete control of their bodies. Nerve damage causes their limbs to flail randomly and their face and hands to twitch uncontrollably. This condition causes even the simplest tasks to become very difficult. Casting spells with material or somatic components requires a Reflex check (DC 20). Characters with spasms also suffer a –2 to hit in combat. Skills that depend on eye-hand coordination including Disable Device, Open Locks, Forgery and others suffer a –4 on the check. Note that not all these affected skills are Dexterity based, some are based on other abilities such as Forgery (Intelligence). In these cases, the –4 penalty reflects the greater concentration the character must exert to compensate for the spasms. Swollen Glands (Sg): Although anytime a character acquires a disease or infection they will experience swollen lymph glands, characters specifically afflicted with this symptom experience severe swelling, usually under their chin, near the throat. This swelling is obvious to others and is somewhat painful, causing 1d2 points of subdual damage. Temperature Inversion (Ti): Creatures experiencing temperature inversion feel cold in warm weather and hot in cold weather. Regardless of how they feel, the actual affect of the environment on their bodies is unchanged. Temperature Sensitivity (Ts): Temperatures above 60 degrees feel 20 degrees hotter and temperatures below 60 degrees feel 20 degrees colder. Thirst (Th): Characters suffering from thirst must drink twice as much water a day as they otherwise would or face dehydration (86 DMG). Tingling (T): Characters experience a slight prickling sensation, usually in their extremities. This causes delicate tactile tasks to become more

difficult. Handling spell components properly requires a Reflex check (DC 12). Picking Pockets and Opening Locks and other tactile related Skills have their DC increased by 2. Tiredness (Td): Those who suffer from tiredness experience slow reaction time, receiving a –2 Dexterity penalty and –1 on attack rolls. Tremors (Tr): Tremors cause characters to shake and tremble constantly. This condition adds a +2 to the DC of any delicate tactile skill the character attempts to use, including Disable Devise, Forgery, Pick Pockets, Open Locks and others. Tremors are generally less severe than spasms but much longer lasting. Unconsciousness (U): Knocked out and helpless. Unconsciousness can result from shock, blood loss or major infection. Vomiting (V): Creatures suffering from vomiting must make a Fortitude check (DC 15) each hour, and anytime they eat. Failure indicates a bout of vomiting. While vomiting, the creature is overcome with regurgitation which last 1d4 rounds. During this time the vomiting creature is helpless and may only take a 5-foot step. Each day characters vomit they must drink 25% more water or face dehydration (86 DMG). Weakness (W): Creatures suffering from weakness have their Strength reduced by 4 points.

EXECUTION Sometimes characters find themselves, rightly or wrongly, sentenced to some form of painful, gory death. Although this usually means the end of our heroes, it can sometimes be useful to know what they experience in their last moments, and exactly what the effects of various forms of execution are. Not only does this section discuss the actual mechanics of various execution methods, it also reveals the chances for survival. Barrel Roll: The character is put into a barrel or tube that has nails hammered into it from the outside. The character is then rolled down a steep hill. This causes 2d4 points of piercing damage per round. If rolled down a particularly steep incline victims might also suffer falling damage. Beheading: Although it is nice to think of people having their heads lopped off with one clean stroke, the fact is that most manual beheadings require several blows with a sword or axe. Characters who receive a beheading blow suffer a coup de grace. If they survive, they usually receive another. Bleeding: Although not a very dramatic form of execution, this method causes heavy hit point loss due to severed arteries, usually in the neck but sometimes also in the arms or legs. Hit point loss from bleeding depends on the size of the wound but usually causes at lest 1d2

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points of damage per round. Successfully bleeding someone requires a Heal or Torture skill check (DC 12). Boiling Alive: Victims are thrown into a boiling liquid, not always water. Often boiling oil or tar is used. Since oil and tar boil at a much higher temperature than water, the damage caused by boiling in these substances is equal to 20d6 per round of immersion. Characters who are lucky enough to be boiled in water receive 10d6 points of damage per round of complete immersion. Being splashed with boiling tar or oil causes 2d6 points of damage. Splashes of boiling water cause 1d6 points of damage. Burning: There are several types of burning executions that a character may suffer. The most common is burning at the streak. Characters may also be roasted over a spit like a piece of meat or thrown into barrels of burning tar. Burning at the Steak: The most important thing to consider when being burned at the steak is the amount of smoke there will be. Usually 1d3 rounds after the fire is started, the character being executed is exposed to heavy clouds of smoke. Breathing this smoke requires a Fortitude save (DC 15 +1 per previous check) or the character spends that round coughing and choking. A character who chokes for two consecutive rounds takes 1d6 points of subdual damage. Roughly 2d3 rounds after the smoke has begun to cloud the area (causing a 20% miss chance) the flames begin to burn the character. These flames cause 1d2 points of damage on the first round, 1d4 points of damage on the second round and 1d6 points of damage every round thereafter. Sometimes out of spite executioners will burn wood that releases little smoke, so the victim burns to death rather than passes out from the smoke. Roasted on a Spit: The character is tied to a long rod (a spit) and suspended over a bed of coals like a piece of meat. This causes the victim to begin cooking, taking 1d2 points of damage the first round and 1d4 points of damage every round after that until dead or freed. Burned in Tar: This thick, black substance burns at high temperatures for long periods of time. It also emits a great deal of choking smoke (89 DMG). Anyone immersed in burning tar suffers 20d6 points of damage per round. If they get out before they die, the tar sticks to them and continues to burn until it is either put out (Reflex save 20) or burns itself out in 10 + 1d10 minutes. Crucifixion: The process of crucifixion often begins with a lengthy bought of whipping, after which the condemned must usually carry a beam, or the entire cross, to their place of execution. Contrary to popular belief, people who are crucified are not always nailed to a piece of wood, although this is often the case.

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When subjects are nailed to a tree or cross the spikes are driven through the wrists and ankles and the subject is then also tied to the wood. Subjects who are nailed but not tied will eventually fall off, usually before they die. Damage from this sort of crucifixion is 1d2 per limb (typically 4d2). Characters hanging in crucifixion quickly begin to find it hard to breathe as the weight of their bodies impedes respiration, causing suffocation. When crucified, characters can breath for a number of hours equal to their Strength score. After that, they must begin making Strength checks each hour (DC 10 +1 per previous check). When they fail, they begin to suffocate. In the first round of suffocation they fall unconscious (0 hp). The following round, the character drops to –1 hit points and is dying. On third round, the character suffocates. In many places it is common practice to break the legs of a condemned person with a hammer after they are attached to the cross. This makes them unable to support any of their body weight with their legs and thus speeds the suffocation process. Characters subjected to this form of crucifixion can only survive for 10 minutes per point of Strength before they must begin making Strength checks (DC 10 +1 per previous check) or begin to suffocate. Crucifixion is most commonly used for political or religious criminals, pirates and slaves. Disembowelment: Victims have their abdomens sliced open and their entrails removed. The incision causes 1d4 points of damage. Having an organ removed causes permanent hit point damage equal to 20% of the character’s maximum. More explicit details of disembowelment depend on what organs are removed and in which order. Usually nonessential organs and digestive organs are removed first. Only when there is little life left in the character will their more vital organs be removed. Dragging: Victims are often tied to a horse or other swift mount and dragged along at a gallop. Characters are usually knocked down when the dragging begins to keep them from running along. It is very difficult to regain their feet while being dragged (Tumble DC 25 and speed equal to or greater than that of the dragging creature). Damage from dragging is typically 1d4 points of damage per round for an average dirt road. Special conditions may cause more or less damage. Drawn and Quartered: There are several variations of this technique, many of which begin with dragging (or “drawing”) the victim to the place of execution where they are subjected to a non-lethal hanging. Victims are then cut up like a side of beef while they are still alive (see disembowelment, above). Often their entrails are removed and burned while they watch. Their muscles are sometimes cut from their legs, arms and torso. The genitals might also

be removed or disfigured. Finally, the victim is cut or dismembered into numerous pieces (“quartered”). Anyone who escapes this torturous method of execution before it is completed will need magic to restore their bodies. Until then, any affected limbs are disabled and useless. Drowning: This method is popular at sea and is also frequently used on witches. See the rules on drowning (85 DMG). Typically, a victim of deliberate drowning is dunked several times to increase their horror before they are finally held under for good. Eaten by Animals: This usually occurs in some sort of public arena where large, carnivorous animals can be safely contained. Advanced societies might uses arenas or coliseums, more primitive cultures might uses a simple pit of wolves. Victims who are thrown to the animals rarely have weapons, armor, or spell components. They are also often beaten and tortured before they are thrown to the beasts. Furthermore, the animals involved are often starved for a few days before hand and antagonized by the executioner just before the excitement begins. Eaten by Insects: Victims are smeared with a sweet substance such as honey and tied to the ground near an insect lair. Usually the insects are of the stinging or biting sorts. Each minute the insects spend eating the character they deal 1d6 points of damage. Victims of this sort of execution also find their eyes and ears are early targets of the insects. After two minutes of eating, the victim becomes deaf. After three minutes he becomes blind. Hanging: Hanging by the neck can mean either a quick, painless death or a slow twitching death. It might even mean a lucky escape. When a character is to be hanged, whether on a gallows or a makeshift support, the length of rope is very important. For each foot of slack in the rope, the character suffers a –2 on his Strength check to survive the fall (base DC 20). Most ropes have at least 2 feet of slack and some have as much as 6 or 8 feet. Characters who fail the initial Strength check have their necks broken and are immediately killed. Characters who survive the initial fall must still hang by the neck until someone cuts them down (unless their own hands are not bound). Each round that they hang by their necks they must make another Strength check or take 1d6 in subdual damage. Each time they fail, the DC of the check is increased by 2 (reflecting the tightening of the noose). Characters who fail become unconscious and die 1d4 round later. Impalement: This horrid form of death is almost unthinkable and very painful. Traditionally, a spear, pole-arm or other sharp object is inserted into the victim’s rectum (causing 1d4 points of damage).

They are then hoisted up into a vertical position, several feet above the ground. Their body weight causes them to slide down the spear, slowing impaling them. This causes another 2d6 points of damage. Once the characters are impaled, they suffer 1 point of damage per minute until they die or somehow get off the impaling object. It is impossible for an impaled individual to lift himself off the spear, it requires help from others or magic. Furthermore, this form of execution is very likely to cause infections. Victims of impalement must make a Fortitude check (DC 25) or suffer from a severe tetanus infection (see Chapter 8 Diseases). Skinned Alive: This terrible form of execution involves the character having their skin slowly and painfully removed in large strips. This causes disfiguring scars unless magical healing is used to restore the damage. A creature’s size determines how much skin they have to cut off. Consider each size category to count for 1d6 points of potential skinning damage. Therefore, a Medium-size creature, if completely skinned suffers 5d6 points of damage. At this point the character has no skin and, if he’s still alive, suffers from bleeding (1d3 points of damage per round). Iron Maiden: Victims who are shut into an iron maiden take 3d4 points of damage initially and are permanently pierces by the spikes. Getting out is very difficult. If the maiden is locked, the occupant must make a Strength check (DC 30) to burst the lock. If it is not locked, the door can be pushed open with a Strength check (DC 15). In either case, whether the attempt to open the door is successful or not, the character suffers another 2d6 points of damage. Characters who cannot get out of the iron maiden are trapped until someone lets them out. While inside, they cannot move and regain only 1 hit point per level per week of natural healing. In the mean time, they are likely to be exposed to diseases such as tetanus (see Chapter 8). They also may starve or die of dehydration (86 DMG). The door can be opened and slammed shut again on the victim for additional damage and entertainment. The Wheel: One of the more imaginative methods of execution involves strapping the victim to a large wheel. There are several variations on this including tying the condemned character to the rim of the wheel and rolling them down a hill or over a bed of spikes. Luck has a lot to do with how much damage someone receives from the wheel, which contributes to its popularity in many lands. Tied to the Rim: being tied to the outside edge of the wheel and rolled down a hill usually causes minimal damage at first, but as the wheel gains momentum and begins to bounce, the damage increases. Typically, being rolled in this fashion causes 1d4 points of damage per round for the first 2-4 rounds. After that the wheel starts to bounce as it rolls, damage increases to 1d6 but there is a 20% miss chance due to the bouncing. Roughly 2 rounds after that, the wheel starts bouncing and careening wildly

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down the slope, increasing the miss chance to 50% but raising the damage to 2d6. Every 2 rounds after that the damage increases by another 1d6 until the wheel begins to slow and come to rest. Wheel of Fortune: This popular use of the wheel involves the victim being strapped to the flat side of the wheel and spun. As the wheel turns, people stand around it and take attacks. Optionally, the wheel can be mounted on the wall like a dartboard and the participants hurl knives, hammers, axes, and anything else they can think of at the victim. In addition to the damage sustained by the attacks, the victim also become dizzy from the spinning. This dizziness persists for 1d3 minutes after the spinning stops. Pendulum: Victims are tied to a slab under a swinging, slowly descending pendulum. Usually the pendulum has a keen edged blade. Although the executioner can set the rate of decent at whatever he sees fit, the usual rate is rather slow. Damage from the pendulum begins at a mere 1 point per round for up to 10 rounds before it increases to 2 points of damage per round. Eventually it increases to 3 points, then 4 points. This continues until the pendulum is automatically dealing 10 points of damage per round to the victim (if they are still alive). Escaping from this device usually involves breaking shackles (DC 25 or more). Pressing: Victims of pressing usually lay on their backs on the ground and have heavy rocks stacked on top of them. Communities where this method is frequently used will often have tools and equipment to facilitate the pressing process. Pressed characters can hold a weight equal to five times their maximum load. Once this limit is exceeded, the pressed character must make Strength checks each round (DC 20 +1 per previous check) or be crushed. Damage from the crush is typically 1d6 per 100 lb. of weight. This damage continues every round after the character fails the Strength check until they are rescued or dead. Poisoning: interestingly, poisoning is not a common form of execution, usually being reserved for the more affluent and prestigious criminals. For rules on poison see chapter 7. Stretching: Several methods and machines can be devised to stretch a person including the rack. Generally, stretching is a slow painful death that results in dismemberment. Every time the executioner applies more force to the stretching (turns the crank, spurs the horses etc.) the victim must make a Fortitude check (DC 20 +1 per previous check) or have their limbs disabled (useless for 24 hours). If the stretching continues the victim must continue making Fortitude checks with the cumulative +1 per previous check. Failing a second check indicates two of the character’s limbs are broken. This causes a great deal of pain (1d4 points of subdual damage per limb). At this point the

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executioner can stretch the character further, forcing him to make another Fortitude saving throw as before or have two of his limbs ripped off. This dismemberment causes the subject to loss 10-60% of their remaining hit points each round. Stoning: Up to 30 stone throwers at a time attack the victim. Sometimes a victim of stoning is leashed to a pole or building with a short chain, limiting their ability to protect themselves. Stones are hurled until the condemned is dead or rescued. Sawed in Half: A toothy saw blade is taken to the victim’s midsection and a strong man vigorously saws them in half. This causes a murderous amount of damage (2d6 per round). If the victim should escape or otherwise survive, they often face a tetanus infection (see Chapter 8 Disease). Starvation: Those condemned to starvation are usually locked in a small room, sometimes they are tied up. Then their captors simply forget about them (86 DMG). Strangulation: Victims of strangulation are restrained and choked. Damage from this technique is similar to the choke maneuver in grappling (see below) Victims of strangulation cannot make opposed grapple checks to resist the choke. Torn Apart by Trees: This requires a specific locale where the right size trees are the right distance from each other. Happily, in heavily wooded areas this isn’t as hard as it might sound. The exact Strength of the trees in a given execution depends on the specific situation but players should assume an average total combined Strength of 60. If characters wish to survive, they must win an opposed Strength check against the combined Strength of the trees. Succeeding at this check only prolongs the character’s life for one round. The following round they must make the check again. This is considered hard physical exertion for purposes of fatigue and exhaustion and continues until someone frees them. Torn Apart by Horses: This gory form of execution is probably the most horrific of all. Each of the victim’s limbs (arms and legs) is tied securely with a long rope to a separate horse. In unison, each of the four horses runs in an opposite direction. To survive this form of execution characters must win an opposed Strength roll against the combined Strength of the horses. Four typical light warhorses have a combined Strength of 64. Characters who fail this check have several of their limbs ripped off. Blood sprays from their torso causing a loss of 10-60% of their remaining hit points per torn limb. Many victims of this execution method usually don’t have all 4 limbs ripped off. Rather, they usually loose three of their limbs and then are dragged for some distance by the horse attached to their remaining limb (see dragging, above).

The Cauldron. A large metal pot is placed upside down on the victim’s abdomen. Several rats are slipped under the rim of the pot. The executioner uses a flame to heat the cauldron slightly. The rats, trying to escape the heat, begin to eat their way out through the victim’s abdomen. This causes 1 point of damage per rat (usually 2) per round. Those who survive also face a potential disease (filth fever). Tied in a Sack with Animals. Snakes, scorpions and wolverines are just a few of the interesting things a character can be tied in a sack with. Usually in these forms of execution the animal is enraged or starved beforehand by the executioner. Victims are rarely allowed to have weapons or armor. Onlookers will often knock the victim down, forcing them to roll around in the sack with the animal. While fighting in a sack, characters lose their Dexterity bonus to armor class and are in complete darkness (unless they have darkvision). Wooden Horse: This horrendous method of execution involves a large wooden object, resembling a pyramid or an inverted “V”. The victim is made to sit atop the “horse.” Weights are sometimes added to the victim’s ankles to speed the process. Characters who sit atop the wooden horse suffer 1 point of subdual damage per round (2 points if ankle weights are used). For every 4 points of subdual damage the character receives they also take 1 point of real damage. This damage continues as the victim slowly begins to be ripped in half. Characters who suffer 25% of their hit points in damage from the horse (real or subdual) loss their ability to walk until the damage is healed.

ON THE RUN Optional Rule: Running through rough terrain. According to the standard movement rules, characters in difficult terrain suffer movement penalties on the tactical scale due to undergrowth and surface conditions. These movement penalties typically cut character’s movement by ¼, ½ or ¾ (143 PHB). Consider this optional rule. Characters can exceed the limit on their movement imposed by the terrain and make Dexterity checks to avoid tripping, slipping and falling. The checks must be made each round. The checks are as follows.

TABLE 9-1: RUNNING IN ROUGH TERRAIN Speed Increase +1/4 +1/2 +3/4

DC 12 14 16

Note that speed cannot be increased above the character’s normal maximum. The character’s

Dexterity bonus (or penalty) applies to the DC check as does any armor check penalty. For example, under the standard rules for hampered movement a character who could normally cover 60 feet with a double move (hustle) could only cover 15 feet while moving through thick undergrowth in fog (one quarter as far as normal). With this optional rule, the character may choose to move faster, perhaps at one half normal speed (DC 14) or even at full normal speed (DC 16). Of course if he fails, he falls and is prone. This Rule in Play: If you include this optional rule into your games, expect a lot of tripping, slipping and falling.

OTHER GRAPPLING OPTIONS Optional Rule: Grappling maneuvers anyone can do. In addition to the standard options characters have while grappling (137 PHB), they may also attempt the following maneuvers by succeeding at an opposed grapple check. Choke: Characters who can win an opposed grapple check can apply a chokehold to their opponent. Victims of a choke must break the grapple or face death. The extreme desperation of the struggle grants all choke victims a +2 circumstance bonus on opposed grapple checks to break the hold. Characters who are being choked suffer 1 point of subdual damage per round from the grip. Choking victims can survive for a number of rounds equal to their Constitution score. After this period of time, the character must make a Constitution check (DC 10) or fall unconscious (0 h.p.). The save must be repeated each round, with the DC increasing by +1 For each previous success. If the choke is released upon unconsciousness, the victim will survive if they can make a Fortitude check (DC 10). If the check succeeds, they will return to consciousness in 2d12 rounds. If the check fails however, their hit points fall to –1 and they begin dying. Furthermore, if the choke is maintained after unconsciousness, the victim receives no Fortitude save and is slain the following round. Carry: The character is able to lift his opponent and carry him away. To do this, the character must be strong enough to carry the opponent, the opponent’s equipment and his own equipment as well (142 PHB). Throw: Opponents whose total weight (body weight plus gear) does not exceed the character’s Light Carrying Capacity (142 PHB) can be thrown up to ten feet. Damage from the throw is typically 1d4+ the thrower’s Strength modifier, possibly more if the opponent is hurled into a fire, off a cliff, onto spikes or something else. Victims of a throw can make a Tumble check (DC 20) to reduce the damage to half and roll to their feet. Those who fail the Tumble check are prone. This maneuver breaks the grapple. Disable Limb: While grappling, a character can attempt to twist one of his opponent’s limbs and disable it. To do this, the character and his opponent must make

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opposed grapple checks. If the character wins, his opponent must make a Fortitude check against the character’s opposed grapple roll or have the limb (arm, leg, neck etc.) disabled for 24 hours. This maneuver also inflicts 1d2 points of subdual damage. (Note: A disabled neck can still be used for eating, breathing and talking. It just doesn’t hold up the head very well.)

NEAR DEATH PENALTY Optional Rule: Penalties for being nearly dead. The standard rule about hit points and damage is that damage gives you scars, bangs up your armor and gets blood on your surcoat but doesn’t slow you down until your current hit point total reaches 0 or lower. As an option, consider the following rule. The near death penalty represents the impediments associated with agony and bodily damage. Just as someone in our own world who is in critical condition cannot get up and run at maximum speed or fight to the best of their ability, so too are characters impeded by mortal suffering.

TABLE 9-2:THE NEAR DEATH PENALTY HP 100% 50% 25% 10% 1%* 1 HP

Speed None -5 ft. -10 ft. -15 ft. -20 ft. -25 ft.

Att. 0 0 -1 -2 -4 -8

Dam. 0 -1 -2 -4 -8 -16

Skills 0 -1 -2 -4 -8 -16

Spell DC 0 10 15 20 25 30

* this entry is reserved for those characters and creatures whose hp are reduced to 1% from a maximum of more than 100. HP: This column indicates the character’s remaining hit points expressed as a percentile of their maximum total. Speed: This column indicates the base speed penalty caused by blood loss and damaged muscles. If the speed penalty exceeds the subject’s normal speed allotment, they may still move 5 feet each round. Att. This column indicates the attack penalty imposed by being nearly dead. Dam. This column indicates the penalty to damage inflicted by a dying character. Damage can be reduced below 0 by this penalty, resulting in no damage dealt. Skills: This column indicates the penalty applied to all skill checks due to the characters agonizing wounds and disabled limbs. Spells DC: This column indicates the base Concentration DC for spell casters while they are suffering the pains of being wounded. Add the spell’s level to this number to determine the DC for casting spells.

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Constructs, oozes, undead and creatures with the bloodlust ability are immune to the near death penalty. Some spells, magic items, special abilities and feats can also alleviate or remove the penalty. This Rule in Play: For the sake of expediency, have the players figure what their character’s hit points are at 50%, 25%, 10%, and 1% (if applicable) and write those values into a matrix similar to Table 122 The Near Death Penalty. This way, they can see what their penalties are at a glance. Remember that what is good for the players is fair for the monsters and NPCs too. Keep track of the near death penalties for as many major opponents in the game as possible. The effect of this rule on your game will usually be a greater appreciation for hit points among the players. They will be more likely to break from combat and flee, less likely to press on when they are weakened. This also draws a sharper contrast for those heroes who do brave the threats of death, fighting on through their agony and dismemberment to win the day— they are truly worthy champions.

FIGHTING IN THE WATER Optional rule: Penalties for fighting in shallow water. There are currently no rules governing combat in shallow water. As an option, consider the following penalties.

TABLE 9-3: FIGHTING IN THE WATER Water Depth Ankle Knee Waist Chest

Dex bonus -1 -2 -4 *

Speed -10 % -25% -50% -75%

Dex bonus: This column indicates the penalty to the character’s Dexterity modifier. Water chest deep or deeper negates all Dexterity bonuses to armor class and Reflex saves. Speed: the percentile of speed lost due to the water.

DRUG ADDICTION Optional rule: some poisons listed in Chapter 7 have addictive qualities (hemp and poppies). Use this rule if someone takes (or is given) an addictive poison. If the subject fails the initial Fortitude save and begins suffering the effects of the poison, they must also make an addiction check (either Fortitude or Will as specified in the poison description). If this check fails they become dependent and suffer the indicated penalties (conditions from Chapter 9) for the indicated amount of time (usually several days).

For example, the description of hemp reads: The toxins in hemp are also mildly addictive (Will DC 12). Dependency: mood change (1d2 days); Addiction: restlessness, depression (1d3 days). Thus anyone eating or inhaling this plant must make a Fortitude check or suffer the affects of poisoning. If that check fails, the character must make an addiction check (in this case, Will DC 12). If this check fails the character becomes dependent. In this case, dependency causes the symptom mood change. This symptom persists for 1d2 days. However, the character also has a nagging desire to take the drug again (in this case, hemp). If he takes it again, and fails his Fortitude check against the poison, the symptom of mood change is temporarily removed until the poison wears off (typically 1d4 hours). Unfortunately, every time the character takes an addictive drug he must also make an addiction check. Characters who are dependent on a drug suffer a –2 circumstance penalty to their addiction checks when taking more of the drug they are addicted to. In our example, the character is already dependent on hemp so he suffers a –2 circumstance penalty to the addiction check. If the character takes a drug he is already dependent on and fails the addiction check he becomes addicted. The penalties for addiction are handled just like the penalties for dependency. They persist for an indicated amount of time (1d3 days in the case of hemp) and can be temporarily removed by taking the poison again. Every time the character takes an addictive poison he must make an addiction check. If he takes a drug he is already addicted to he suffers a –4 penalty on the addiction check and the duration for recovery is reset.

RECOVERING FROM ADDICTION If a dependent character can resist taking the drug for the indicated number of days (1d2 days for hemp), the symptoms subside and the character is free of the dependency. If an addicted character resists the drug for the indicated number of days (1d3 days for hemp), his addiction status changes to dependent and his symptoms change accordingly. The character is now considered dependent and must continue to resist the drug for the indicated amount of time to be free of the dependency.

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CHAPTER 10: MAGIC ITEMS INTRODUCTION This chapter presents several new unique magic items as well as expanded tables of special abilities for weapons. Outlined below is a list of wondrous items followed by a table of primitive weapons. Several of the miscellaneous magic items such as the totem poles, animal skin and others are just samples of the many possibilities available for these items.

TABLE 10-1: WONDROUS ITEMS d%

Item

01-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-59 69-73 74-77 78-81 82-85 86-89 90-93 94-96 97-98 99-100

Arrow of Hunting Arrow of the Sun Hypnotic Shield Animal Skin Hiding Shield Medicine Bag Pole of Homing Warning Statue Buffalo Stone Talisman of Protection Totem pole War paint Tiki Hot Rock Powder Mask of the Monkey God Mask of the Ancestors Dream Catcher Flute of Charms Drums of Dancing

Market Price 700 gp 1,000 gp 4,000 gp 4,800 gp 6,000 gp 10,000 gp 10,000 gp 15,000 gp 18,000 gp 20,000 gp 20,000 gp + 20,000 gp 23,000 gp 30,000 gp 30,000 gp 40,000 gp 45,000 gp 60,000 gp 100,000 gp

Animal Skin: These magical pelts include all sorts of skins from mammals such as lions, tigers, bears, boars, elephants and so forth. An animal skin imbues the wearer with powers of shapechanging. Once per day the wearer may call upon the skin to polymorph himself into the same type of creature as the skin. This change lasts 10 minutes or until willfully dispelled by the wearer. Caster Level: 8th; Prerequisites: Craft Wondrous Item, polymorph self; Market Price: 4,800 gp. Arrow of Hunting: When fired from a bow this arrow will fly quickly out of sight and unerringly seek, strike and kill one Large game animal. Caster Level: 7th; Prerequisites: Craft Magical Arms and Armor, locate creature; Market Price: 700 gp; Cost to Create: 350 gp + 28 XP.

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Arrow of the Sun: When fired from a bow these arrows become sunbeams, similar to the spell (261 PHB). Unlike the spell however, the beam is only 1 foot wide and only affects the creature struck by the beam. The range is equal to that for the bow used to fire the arrow. Striking with the sunbeam requires a ranged touch attack made with all the archer’s standard bonuses. Caster Level: 13th; Prerequisites: Craft Magical Arms and Armor, sunbeam; Market Price: 1,000 gp Cost to Create 500 gp + 40 XP. Buffalo Stone: This nondescript rock has the power to summon up to 20 buffalo per day. These bison appear within 400 feet of the stone. They cannot be controlled and do not fight for the caster. They are real bison and behave as such. If there is danger nearby they are likely to stampede in fear. If they can be killed, these buffaloes are safe to eat. Caster Level: 9th; Prerequisites: Craft Wondrous Item, summon nature’s ally V; Market Price: 18,000 gp. Dream Catcher: These hand-woven ornaments are hung over a sleeper’s head to filter out bad dreams and nightmares. A dream catcher even blocks magical invasion of the dreamer including the spells dream and nightmare. Caster Level: 9th; Prerequisites: Craft Wondrous Item, dispel evil; Market Price: 45,000 gp. Drums of Dancing: These small tom-toms are finely crafted and decorated with dyes and seeds. When played, all creatures within 120 feet (except those within a 20-foot safe zone around the drums) are affected by an irresistible dance spell (234 PHB). Caster Level: 15th; Prerequisites: Craft Wondrous Item, irresistible dance; Market Price: 100,000 gp. Flute of Charms: This five-holed flute is carved from cedar and resembles a twisted, headless horse. When played it evokes a powerful love charm. Any creature with an intelligence greater than 2 that hears the flute’s music must make a Will save (DC 16) or become charmed as the spell charm monster (183 PHB). Caster Level: 9th; Prerequisites: Craft Wondrous Item, charm monster; Market Price: 60,000. Hot Rock Powder: A pinch of this red hot powder fills the user with a boiling furry that is in all ways similar to barbarian rage (+4 Strength, +4 constitution, +2 moral bonus to Will saves and a –2 penalty to AC). If the hot rock powder is ever exposed to water it smolders and goes out, forever loosing its magical properties. The magic of the hot rock powder persists for 2d4 rounds. When the rage ends, the user is fatigued and cannot use the powder again until he rests for 8 hours. A typical pouch of hot rock powder contains 3d6 pinches.

Caster Level: 12th; Prerequisites: Craft Wondrous Item, emotion; Market Price: 30,000 gp. Hypnotic Shield: This light leathery shield is painted with bright colors on the front side. Once a day, the user can command the colors to begin weaving and scintillating, mimicking the effects of the spell hypnotic patter. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, hypnotic pattern, Market Price: 4000 gp. Hiding Shield: This shield is made of lizard skin and changes color to match the surroundings. The user of a hiding shield may take duck behind it and be hidden from view. Using the hiding shield this way grants a +4 circumstance bonus to the user’s Hide checks. It weighs 3 pounds and has no armor check penalty. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, fade*; Market Price: 6,000. Mask of the Ancestors (Fighter): This highly revered mask serves as a conduit for a powerful ancestor spirit who was a fighter. Putting the mask on imbues the wearer with the following powers: • +1 base attack • +1 Fortitude save • +1d10 temporary hit points • +2 Strength The powers of a mask of the ancestors may be invoked once per day and persists for 10 rounds. Caster Level: 15th; Prerequisites: Craft Wondrous Item, summon spirit VIII, Market Price: 40,000 gp. Mask of the Monkey God: This mask is often made of wood or clay and is worn to bring the wearer in touch with the god of simians. It grants the wearer the following abilities. • Speak with animals (monkeys only). • Dominate animals (monkeys only) • +2 Dexterity • 10 ft. Climb speed The powers of a mask of the ancestors may be invoked once per day and persists for 10 rounds. Caster Level: 15th; Prerequisites: Craft Wondrous Item, summon spirit VIII, Market Price: 30,000 gp. Medicine Bag: This small, nondescript leather bag grants a +1 luck bonus on attacks, saves, and skill checks to its owner. The bag must be crafted specifically for its user and cannot be used by someone else. Each medicine bag contains objects that are important and symbolic to the specific owner. If a medicine bag is stolen or even given away, it does not work for the new owner. Medicine bags only work for the person they were made for. Caster Level: 9th; Prerequisites: Craft Wondrous Item, hallow, Market Price: 10,000 gp.

Pole of Homing: This tall wooden staff is often used by travelers to find a new or lost place. To use it, the owner must concentrate for 1 minute and, while concentrating, place the pole in the ground in an upright position. This should be done when camping each night. 1d4 hours after being placed in the ground, the pole will start to lean in the direction of the desired place. A pole of homing can only be used to find places and locations. It cannot be used to locate persons or objects. The desired location need not be a specific place. It can be an abstract description of a place such as “ a safe place to live.” Or “a land of fertile fields and peace.” The pole will always lean to the nearest place that fits the description. Alternately, it can be used to find specific locations such as the village of Littlebrook. Once the place is reached, the pole will no long lean in any particular direction unless it is used to locate some new place. Caster Level: 12th; Prerequisites: Craft Wondrous Item, locate object, Market Price: 10,000 gp. Talisman of Protection: Often made of feathers, bones, or other animal part, a talisman of protection provides the wearer with a +1 enchantment bonus to Fortitude saving throws. Caster Level: 7th; Prerequisites: Craft Wondrous Item, resilience; Market Price: 20,000 gp. Tiki: These small statues often resemble gods or powerful spirits. They are usually carved from wood but may also be made of bone or ivory. Tikis embody ancestral spirits. They are appropriate only for the person for whom they were made. If ever stolen or even given away, a tiki will not function for its new owner. Tikis provide the owner with a guardian spirit similar to the shaman ability (see Chapter 2). These spirits are always ancestor spirits with 2 HD and cannot be manifested, even by shamans. The bonus gained from this spirit is a spirit bonus selected from Table 2-5: Guardian Spirit Bonuses. Caster Level: 11th; Prerequisites: Craft Wondrous Item, summon spirit VI; Market Price: 23,000 gp. Totem Pole: These tall carved and painted poles are usually not owned by a single person, rather they are the possession of a family, clan or even a whole tribe. Most totem poles serve the same function that a coat of arms or a family crest does in other societies. Sometimes however, totem poles are imbued with special powers. They can be used to strengthen the owners’ bond with totem animals and they can even protect the family or clan with supernatural powers. The owners benefit from the pole whenever they are within 400 feet of it. A totem pole typically has 3 to 7 faces on it, each representing a different spirit or ancestor. Each face may or may not be imbued with a special power. For example, a totem pole with 7 faces on it may have up to 7 special spirit related abilities. Several possible abilities are listed below. Affinity: All owners gain a +4 enchantment bonus to their Animal Empathy skill regarding one particular species. The family, clan or tribal leader may also speak with

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animals 1/day with the specific type only. A single totem pole may have multiple animal affinities. Fear: Strangers who come within 400 feet of the pole must make a Will save (DC 20). Those who fail are shaken and suffer –2 moral penalties to their attack, damage, and saving throws until they leave the area. This only affects strangers to the village. The definition of “strangers” is determined by the people who own the pole. Guardian spirit: A guardian spirit equal to 1 half the creator’s HD is granted the manifest ability and becomes a protector of the owners as long as the totem pole stands. The spirit may not travel more than 400 feet from the pole. A single totem pole may have multiple guardian spirits. (see Chapter 2 for rules on guardian spirits.) Healer: Natural healing occurs at twice the normal rate. Health: All owners receive +2 Vs disease Protection: +1 to one saving throw (Fortitude, Reflex, or Will). War: Owners gain +1 to all attack and damage rolls. Wisdom: The pole casts Guidance 1/day. Caster Level: 13th; Prerequisites: Craft Wondrous Item, summon spirit VII, Market Price 20,000 gp per spirit ability. Warning Statue: These wooden statues are often used on canoes to help detect danger. They are always crafted with large, protruding ears and often have menacing faces. A warning stature is typically 3 to 5 feet tall. The statue has a chance to hear anything that the crafter would deem dangerous. The stature makes Listen checks with a +10 enchantment bonus. Any dangerous or suspicious sound it hears is relayed to the owner in a telepathic message describing the sound. Caster Level: 5th; Prerequisites: Craft Wondrous Item, clairvoyance/clairaudience, Market Price: 15,000 gp. War Paint: This brightly colored magical paste is smeared on the body in ritualistic patters. Anyone may apply war pant to themselves as a standard action. Characters may only be under one application of war paint at a time. A single application can be used to imbue any one of the following abilities: • Natural AC +6 • Haste • Energy resistance 10 (against one type) • Damage reduction 10/+1 • Spell resistance 19 • Rage (as barbarian, 25 PHB) • +4 attack bonus The chosen ability (selected by the character) persists for one hour after application. Applying war paint requires 1 minute and a Concentration check (DC 12). Caster Level: 9th; Prerequisites: Craft Wondrous Item, emotion, true strike, haste, resist elements, stoneskin, spell resistance; Market Price: 20,000 gp.

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WEAPONS TABLE 10-2: PRIMITIVE WEAPONS d% 01-03 04-08 09-11 12-15 16-19 20-21 22-24 25-26 27-28 29-30 31-32 33 34-38 39 40 41-43 44-45 46-47 48 49-53 54-55 56-58 59-60 61-63 64 65-67 68-69 70-71 72 73 74 75 76 77-78 79 80-81 82-84 85-86 87 88-90 91 92 93 94 95-97 98-100

Weapon Adze* Arrow, throwing* Atlatl* Axe, throwing Battleaxe Battlestaff* Baton* Beak Axe* Bolas* Boomerang* Chackram, Brass* Chackram, Steal* Club Club, disarming* Club, bent* Club, great Club, heavy* Club, long* Club, saw* Dagger Dart Halfspear Hammer, light Handaxe Hooked knife* Javelin Lance, light Longspear Mace, heavy Mace, light Net Pick, light Pick, heavy Quarterstaff Scythe Shortbow Shortspear Sling Stone thrower Sword, short Sword, short sickle* Sword, large sickle* Wooden star* Wrist Knife* War hammer Whip

Cost +303 gp +302 gp +305 gp +308 gp +310 gp +650 gp +301 gp +320 gp +305 gp +315 gp +305 gp +310 gp +300 gp +312 gp +315 gp +305 gp +307 gp +303 gp +306 gp +302 gp +301 gp +301 gp +301 gp +306 gp +305 gp +301 gp +306 gp +305 gp +312 gp +305 gp +320 gp +304 gp +308 gp +600 gp +318 gp +330 gp +302 gp +301 gp +302 gp +310 gp +315 gp +325 gp +301 gp +320 gp +312 gp +301 gp

TABLE 10-3: SPECIAL ABILITIES Min.

Med.

Maj.

Special Ability

1-09 10-19 20-29 30-37 38-44 45-52 53-60 61-67 68-85 85-91 92-99

01-05 06-10 11-14 15-18 19-22 23-26 27-30 31-34 35-38 39-41 42-44 45-47 48-50 51-53 54-56 57-59 60-62 63-64 65-66 67-68 69-71 72-74 75-77 78-80 81-83 84-86 87-89 90-91 92-93 93-94 95

100

96-100

01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-25 26-28 29-31 32-34 35-37 38-40 41-43 44-46 47-49 50-52 53-55 56-58 59-61 62-64 65-67 68-70 71-72 73-74 75 76 77 78 79 80 81-100

+1 dodge bonus Disarming +2 special maneuver +1 to one save Automatic critical Energy resistance 5 Proficient Spell-like ability 1-2 Light on command Low-light vision Strength (+2) Blinding Dark vision Grace (+2 Dex) Health (+2 Con) Knock down Spell-like ability 3-4 Staggering +2 dodge bonus Heroism Disease Dream warning Max Damage Rage Leadership Natural healing x2 Spell-like ability 5-6 +50% damage Danger sense Severing Spell-like ability 7-8 Spell turning Vamperic healing +3 dodge bonus Spell-like ability 9 Roll again twice

Magic Weapon Special Abilities Besides the common bonus of +1 or more, many magic weapons also have special magical properties detailed here. A weapon with a special ability must have at least a +1 enchantment. .Dodge Bonus: This weapon intutivly blocks and parries blows aimed at the owner. This grants a dodge bonus of +1, +2 or +3, but only while the weapon is drawn and brandished. This bonus is also lost whenever Dexterity bonuses do not apply. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, caster must be of a level three times that of the deflection bonus. shield; Market

Price: +1 bonus (+1), +3 bonus (+2), or +5 bonus (+3). Mark +1 Save: The weapon bestows a +1 Mod. competance bonus to one type of saving +1 throw (Fortitude, Reflex or Will). +1 Caster Level: 5th; Prerequisites: Craft +1 Magical Arms and Armor, vulpine +1 evasion*, or head strong* or withstand*; +1 Market Price: +1 bonus. +1 +2 Special Maneuvers: This weapon +1 grants a +2 circumstance bonus to all trip, +1 disarm and sunder maneuvers. This bonus does not apply to standerd attacks. +1 Caster Level: 5th; Prerequisites: Craft +1 Magical Arms and Armor, greater magic +1 weapon; Market Price: +1 bonus. +2 +50% Damage: Every time this +2 weapon strikes, it deals an additional 50% +2 in damage. This number is calculated +2 from the total damage including magical +2 bonuses and strength modifiers and so on. +2 Caster Level: 7th; Prerequisites: Craft +2 Magical Arms and Armor, true strike and +3 staggering blows*; Market Price: +4 +3 bonus Advice: Once per day the weapon may +3 be consulted for advice concerning a +3 single action. This ability functions just +3 like the spell augury (177 PHB). +3 Caster Level: 5th; Prerequisites: Craft +3 Magical Arms and Armor, augury; +3 Market Price: +1 bonus +3 Automatic Critical: Once a day the +4 weapon can be willed to strike unerringly +4 and with critical precision, automatically +4 resulting in a critical threat and invoking +4 any other ability the weapon may have that only functions on a critical roll. +4 Caster Level: 5th; Prerequisites: Craft +4 Magical Arms and Armor, true strike; +5 Market Price:+1 bonus. +5 Blinding: Anyone struck by this -weapon with a critical hit must make a Fortitude check (DC 14) or be blinded permanently. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, blindness/deafness; Market Price: +2 bonus. Danger Sense: The weapon alerts its owner of impending threats seconds before they happen. This prevents any chance of the owner being surprised or flat-footed. This ability only functions when the weapon is drawn and brandished. Caster Level: 17th; Prerequisites: Craft Magical Arms and Armor, foresight; Market Price:+5 bonus.

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Darkvision: The owner of this weapon automatically gains darkvision of 30 feet. The weapon must be drawn to use this ability. Caster Level: 7th; Prerequisites: Craft Magical Arms and Armor, darkvision; Market Price: +2 bonus. Detect Magic: This enchantment makes the weapon sensitive to magical fields. When so commanded, it detects the presence or absence of magic in a designated area or object, functioning just like the spell of the same name (193 PHB). Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, detect magic; Market Price:+1 bonus Disarming: Weapons with this ability gain a +4 enchantment bonus to all opposed rolls to disarm. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, true strike; Market Price:+1 bonus. Disease: On a critical hit, this weapon infects the opponent with a disease. This aliment may any one of the crafter’s choice selected from Chapter 8 of this book. It is selected at the time of the weapon’s creation and cannot be altered thereafter. The DC to avoid the disease depends on the caster rather than the type of disease and is typically DC 16. Caster Level: 9th; Prerequisites: Craft Magical Arms and Armor, contagion; Market Price:+3 bonus Dispelling: Once per day this weapon can be commanded to dispel one magical effect within 5 feet. This functions just like the spell dispel magic (196 PHB) as if cast by a 7th level sorcerer. Caster Level: 7th; Prerequisites: Craft Magical Arms and Armor, darkvision; Market Price: +2 bonus. Dream Warning: The owner of this weapon receives vague, symbolic warnings in his dreams 1d2 days before tragic or dire events take place. When the events begin to transpire, the owner experiences a sense of deja vu and may act with a +2 insight bonus to all rolls for the first 3 rounds of the encounter. Caster Level: 17th; Prerequisites: Craft Magical Arms and Armor, foresight; Market Price: +3 bonus. Energy Resistance: The weapon provides the owner with energy resistance 5 against one type of energy (fire, cold, electricity, sonic, or acid). The type of energy must be selected at the time of casting and cannot be changed. The weapon must be in hand for this to be in effect. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, endure elements; Market Price: +1 bonus. Grace: The owner of this weapon gains a +2 Dexterity enchantment bonus when the weapon is drawn and brandished. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, cat’s grace; Market Price: +2 bonus. Health: The owner of this weapon gains a +2 Constitution enchantment bonus when the weapon is in drawn and brandished.

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Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, endurance; Market Price: +2 bonus. Heroism: This weapon grants a +1 base attack bonus and an extra 1d10 hit points to the owner. This bonus only applies when the weapon is drawn and brandished. Caster Level: 9th; Prerequisites: Craft Magical Arms and Armor, heroism*; Market Price: +3 bonus. Knock Down: Anyone struck by this weapon with a critical hit must make a Reflex check (DC 14) or be knocked prone. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, staggering blows*; Market Price: +2 bonus. Leadership: The owner of this weapon automatically gains the Leadership feat (45 DMG). Without the weapon, he loses the feat. Caster Level: 7th; Prerequisites: Craft Magical Arms and Armor, spirit of the lion*: Market Price: +3 bonus. Light on Command: The weapon sheds light in a 20-foot radius on command. It will continue to do so until commanded to stop. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, light; Market Price:+1 bonus. Low-light Vision: The Owner of this weapon automatically gains low-light vision. The weapon must be drawn to use this ability. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, darkvision; Market Price: +1 bonus. Maximum Damage: On a critical hit, this weapon automatically inflicts maximum damage. Caster Level: 12th; Prerequisites: Craft Magical Arms and Armor, staggering blows*; Market Price:+3 bonus Minor Healing: Once a day this weapon can be commanded to bestows one cure light wounds spell that restores 1d8+5 hit points to any living creature touched. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, cure light wounds; Market Price: +1 bonus Natural Healing x2: The owner of this weapon benefits from double the normal rate of natural healing. They regain 2 hit points per level from resting for one day and 3 hit points per day of complete bed rest. The weapon must remain with 1 foot of their body for this ability to function. Caster Level: 7th; Prerequisites: Craft Magical Arms and Armor, cure serious wounds: Market Price: +3 bonus Proficient: Anyone picking up a weapon with this special ability is automatically proficient with it. If they put the weapon down they loose the proficiency.

Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, *; Market Price: +1 bonus. Rage: Once a day, this weapon can be called upon to fill the wielder with a blinding furry that is in all ways similar to the barbarian rage ability (25 PHB). Caster Level: 7th; Prerequisites: Craft Magical Arms and Armor, emotion: Market Price: +3 bonus. Severing: Upon striking a critical hit a severing weapon dismembers one of the opponent’s limbs determined randomly (roll 1d4; 1: right arm, 2: left arm, 3: right leg, 4 left leg). This causes excessive bleeding as the character suffers a loss of 10%-60% of their remaining hit points each round. Magical healing that restores at least 20 points of damage will create a fleshy stump and stop the bleeding. Limbs can be reattached with typical healing magic if the attempt is made within 5 minutes of the dismemberment. Whether creating a stump or reattaching a limb, the magic must heal at least 20 hit points of damage. These hit points may be gained from multiple sources. Caster Level: 12th; Prerequisites: Craft Magical Arms and Armor, true strike, keen edge and staggering blows*; Market Price: +4 bonus Gate: This ability allows the weapon to open a temporary portal to another dimension. The plane reached may be any of the user’s choice other than the one he is currently on. This portal remains open for 5 rounds and allows travel in both directions. It is in all other ways similar to the planar travel ability of the gate spell (208 PHB). Caster Level: 17th; Prerequisites: Craft Magical Arms and Armor, gate; Market Price: +5 bonus. Strength: The owner of this weapon gains a +2 Strength enchantment bonus when the weapon is in drawn and brandished. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, bull’s strength; Market Price: +1 bonus. Spell-like Ability 1-2: The weapon is imbued with a single spell-like ability of 1st or 2nd level. This ability may be invoked by the user once per day and functions just as the spell of the same name cast by a 5th level sorcerer. Common spells include cure light wounds, guidance, and true strike. Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, bull’s strength; Market Price: +1 bonus. Spell-like Ability 3-4: The weapon is imbued with a single spell-like ability of 3rd or 4th level. This ability may be invoked by the user once per day and functions just as the spell of the same name cast by a 7th level sorcerer. Common spells include lightning bolt, fireball and ice storm. Caster Level: 7th; Prerequisites: Craft Magical Arms and Armor and the spell to be placed with

the weapon; Market Price: +2 bonus. Spell-like Ability 5-6: The weapon is imbued with a single spell-like ability of 5th or 6th level. This ability may be invoked by the user once per day and functions just as the spell of the same name cast by an 11th level sorcerer. Common spells include cone of cold and chain lightning. Caster Level: 11th; Prerequisites: Craft Magical Arms and Armor, and the spell to be placed with the weapon; Market Price: +3 bonus. Spell-like Ability 7-8: The weapon is imbued with a single spell-like ability of 7 or 8 level. This ability may be invoked by the user once per day and functions just as the spell of the same name cast by a 15th level sorcerer. Common spells include prismatic spray and sunburt. Caster Level: 15th; Prerequisites: Craft Magical Arms and Armor, and the spell to be placed with the weapon; Market Price: +4 bonus. Spell-like Ability 9: The weapon is imbued with a single spell-like ability of 9 level. This ability may be invoked by the user once per day and functions just as the spell of the same name cast by a 17th level sorcerer. Common spells include energy drain and foresight. Caster Level: 17th; Prerequisites: Craft Magical Arms and Armor, and the spell to be placed with the weapon; Market Price: +5 bonus. Spell Turning: The weapon is able to reflect spells back upon the caster just as the spell spell turning (255 PHB). This ability turns 8 levels of spells per day. The owner of the weapon may decide which spells to turn. This ability is lost whenever the weapon is not in hand and whenever Dexterity bonuses do not apply.

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CHAPTER 11: SPELLS INTRODUCTION This chapter contains spell lists for the shamans and witch doctors. The bulk of the chapter contains spell descriptions in alphabetical order by spell name.

SHAMAN SPELLS 0 - LEVEL SHAMAN SPELLS (Orisons) Create Water. Creates 2 gallons/level of pure water. Detect magic. Detects spells and magic items within 60 ft. Detect Poison. Detects poison in one creature or small object. Detect Spirits - Detects Spirits and also spirits trapped within Magic Items and possessing individuals. Guidance. +1 on one roll, throw or check. Light. Object shines like a torch. Purify Food and Drink. Purifies 1 cu. ft./level of food or water. Resistance. Subject gains +1 on saving throws. Virtue. Subject gains 1 temporary hp.

1st - LEVEL SHAMAN SPELLS Burning hands. 1d4 fire damage/level (max: 5d4). Calm Animals. Calms 2d4 +1/level HD of animals, beasts and magical beasts. Comprehend Languages. Understands all spoken and written languages. Cure Light Wounds. Cures 1d8+1/level (max +5). Detect Animals or Plants. Detects species of animals or plants. Detect Chaos/Evil/Good/Law. Reveals creatures, spells, or objects. Detect Secret Doors. Reveals hidden doors within 60 feet. Detect Snares and Pits. Reveals natural or primitive traps. Detect Undead. Reveals undead within 60 ft. Doom. One subject suffers –2 on attacks, damage, saves and checks. Identify. Determines a single feature of a magic item. Endure Elements. Ignores 5 damage/round from one energy type.

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Entangle. Plants entangle everyone in 40-ft.-radius circle. Expeditious Retreat. Doubles caster’s speed. Invisibility to Undead. Undead can’t perceive one subject/level. Jump. Subject gains +30 to Jump checks. Obscuring mist. Fog surrounds the caster. Magic Stone. Three stones gain +1 attack, deal 1d6+1 damage. Magic Weapon. Weapon gains +1 bonus. Mount. Summons riding horse for 2 hr./level. Spider climb. Grants ability to walk on walls and ceilings. Spirit Armor. Same as mage armor. Subject gains +4 armor bonus. Summon Spirit I. Calls spirit to fight. Unseen Servant. Creates invisible force that obeys commands.

2nd - LEVEL SHAMAN SPELLS Aid. +1 attack, +1 saves against fear, 1d8 temporary hit points. Animal Messenger. Sends a Tiny animal to a specific place. Augury. Learn whether an action will be good or bad. Barkskin. Grants +3 natural armor bonus (or higher). Bull’s strength. Subject gains +1d4+1 Strength for 1 hr./level. Canine Companion*. Summons a dog for hunting or guarding. Cat’s Grace. Subject gains +1d4+1 Dexterity for 1 hr./level. Darkvision. See 60 ft. in total darkness. Death Knell. Kills dying creature; caster gains 1d8 temporary hp, +2 Strength, +1 level. Detect Thoughts. Allows “listening” to surface thoughts. Endurance. Subject gains +1d4+1 Constitution for 1 hr./level. Equestrian*. Subject gains +8 to Ride checks. Flaming Sphere. Rolling ball of fire, 2d6 damage, lasts 1 round/level. Geyser*. Causes 1d6 per level to one creature and showers everyone within 20 feet for 1d3 per level. Hold Animal. Holds one animal helpless; 1 round/ level. Invisibility. Subject is invisible for 10 min./level or until it attacks. Lesser Restoration. Dispels magical ability penalty or repairs 1d4 ability damage. Locate Object. Sense direction toward an object (specific type). Produce Flame. 1d4 +1/two levels damage, touch or thrown. 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 with Animals. Communicate with natural animals. Summon Spirit II*. Calls spirit to fight. Summon Swarm. Summon a swarm of small crawling or flying insects. Track*. Grants a +8 enchantment bonus to the recipient’s Wilderness Lore check when attempting to track.

3rd - LEVEL SHAMAN SPELLS Blaze. Casues 1d6 per caster level in fire damage. Subjects must put themselves out. Clairvoyance/Clairaudience. Hear or see at a distance for 1 min/level. Cure Moderate Wounds. Cures 2d8+1/level (max +10). Dispel Magic. Cancels magical spells and effects. Dominate Animal. Subject animal obeys silent mental commands. Flame Arrow. Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage). Gust of Wind. Blows away or knocks smaller creatures. Heroism*. Subject gains +1 attack bonus, 1d10 temporary hit points, and a +2 competency bonus to Fortitude. Phantom Steed. Magical horse appears for 1 hour/ level. Plant Growth. Grows vegetation, improves crops. Protection from Elements. Absorbs 12 damage/ level from one kind of energy. Speak with Dead. Corpse answers one question/two levels. Speak with Plants. Communicate with normal plants and plant creatures. Sepia Snake Sigil. Creates symbol that immobilizes reader. Spirit of the Bear*. Bestows upon the subject +5 Strength and +7 Spot bonuses. Spirit of the Leopard*. Bestows upon the subject +5 Dexterity and +10 feet speed bonuses. Spirit of the Owl*. Bestows upon the subject +5 Wisdom and +7 Move Silently bonuses. Spirit of the Lion*. Bestows upon the subject +5 Charisma and +7 Wilderness Lore bonuses. Remove Disease. Allows a Fortitude saving throw with a +20 bonus to recover from a disease. Stone Shape. Sculpts stone into any form. Summon Spirit III*. Calls spirit to fight. Tongues. Speak any language. Wind Wall. Deflects arrows, smaller creatures and gas.

Water Breathing. The subject can breath under water.

4th - LEVEL SHAMAN SPELLS Arcane Eye. Invisible floating eye move 30 ft./ round. Cure Serious Wounds. Cures 3d8 +1/level damage (max +15). Death Ward. Grants immunity to death spells and effects. Detect Scrying. Alerts caster of magical eavesdropping. Discern Lies. Reveals deliberate falsehoods. Dismissal. Forces a creature to return to its native plane. Divination. Provides useful advice for specific proposed actions. Eruption. 1d6/level (max 15d6) to one creature. Also showers 30-foot radius for 1d3/level (max 15d3). Fire Shield. Creatures attacking the caster take fire damage; the caster is protected from heat or cold. Ice Storm. Hail causes 5d6 damage in a cylinder 40 ft. across. Locate creature. Indicates direction to a familiar creature. Reincarnate. Bring dead subject in a random body. Repel Vermin. Insects stay 10 ft. away. Restoration. Restores level and ability score drain. Scrying. Spies on a subject from a distance. Sleet Storm. Hampers vision and movement. Summon Spirit IV*. Calls spirit to fight.

5th - LEVEL SHAMAN SPELLS Awaken. Animal or tree gains human intellect. Commune with Nature. Learn about terrain for one mile/level. Hallow. Designates location as holy. Contact Other Plane. Ask questions of extraplanar entity. Control Winds. Changes wind direction and speed. Cure Critical wounds. Cures 4d8+1/level damage (max +20). Death Ward. Grants immunity to all death spells and effects. Ethereal Jaunt. Caster becomes ethereal for 1 round/level. Lesser Planar binding. Traps outsider until it performs a task. Magic Jar. Enables possession of another creature. Prying Eyes. 1d4 floating eyes +1/level scouts for the caster. Telepathic Bond. Link lets allies communicate. Summon Spirit V*. Calls spirit to fight. Flame Strike. Smite foes with divine fire (1d6/ level).

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Transmute Mud to Rock. Transforms two 10ft. cubes/level. Transmute Rock to Mud. Transforms two 10-ft. cubes/level. Unhallow. Designates location as unholy. Wall of Fire. Causes 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through the wall causes 2d6 +1/level. Wall of Thorns. Thorns damage anyone who tries to pass.

6TH-LEVEL SHAMAN SPELLS Analyze Dweomer. Reveals magical aspect of subject. Antilife Shell. 10-ft. field hedges out living creatures. Banishment. Banishes 2 HD/level extraplanar creatures. Cold Spell*. Reduces the temperature to 50 degrees Fahrenheit. Fire Seeds. Acorns and berries become grenades and bombs. Giant Strength*. Subject gains 1d12+5 Strength. Greater Dispelling. As dispel magic, but +20 on check. Greater Scrying. As scrying but faster and longer. Healing Circle. Cures 1d8 +1/level damage in al directions. Heat Wave*. Raises the temperature of the area to 150 degrees Fahrenheit. Legend Lore. Learn tales about a person, place, or thing. Summon Spirit VII*. Calls spirit to fight. Stone Tell. Talk to natural or worked stone. Liveoak. Oak become treant guardian. Move Earth. Digs trenches and builds hills. Planar Binding. As lesser planar binding but up to 16 HD. True Seeing. See all things as the really are. Wall of Stone. 20 hp/four levels; can be shaped.

7TH-LEVEL SHAMAN SPELLS Animal Shapes. One ally/level polymorphs into chosen animal. Control Weather. Changes weather in local area. Creeping Doom. Carpet of insects attack at caster’s command. Ethereal Jaunt. The caster becomes ethereal for 1 round/level. Fire Storm. Causes 1d6 fire damage/level. Heal. Cures all damage, disease, and mental conditions.

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Flesh to Stone. Turns subject creature into a statue. Plane Shift. Up to eight subjects travel to another plane. Phase Door. Invisible passage through wood or stone. Power Word, Stun. Stuns creatures with up to 150 hp. Summon Spirit VII*. Calls spirit to fight. Stone to Flesh. Restores petrified creature. Vision. As legend lore, but faster and strenuous.

8TH-LEVEL SHAMAN SPELLS Discern Location: Exact location of creature or object. Etherealness. Travel to the Ethereal Plane with companions. Greater Planar Binding. As lesser planar binding but up to 24 HD. Maze. Traps subject is extradimensional space. Power word, Blind. Blinds 200 hp worth of creatures. Trap the Soul. Imprisons subject within a gem. Word of Recall. Teleports caster back to a designated place. Summon Spirit VIII*. Calls spirit to fight.

9TH-LEVEL SHAMAN SPELLS Astral Projection. Projects you and companions into the Astral Plane. Earthquake. Intense tremor shakes 5-ft./level radius. Elemental Swarm. Summons 2d4 Large, 1d4 Huge elementals. Freedom. Releases creature suffering from imprisonment. Foresight. “Sixth sense” warns of impending danger. Gate. Connects two planes for traveling and summoning. Mass Heal. As heal, but with several subjects. Shambler. Summons 1d4+2 shambling mounds. Soul Bind. Traps newly dead soul preventing resurrection. Summon Spirit IX. Calls spirit to fight. True Resurrection. As resurrection plus remains are not needed.

WITCH DOCTOR SPELLS 0-LEVEL WITCH DOCTOR SPELLS (CANTRIPS AND ORISONS) Arcane Mark. Inscribes a personal rune (visible or invisible) Cure Minor Wounds. Cures 1 point of damage. Daze. Creature loses next action. Detect Magic. Detects spells and magic within 60 ft. Detect Poison. Detects poison in one creature or small object. Flare. Dazzles one creature (-1 attack). Light. Object shines like a torch. Mending. Makes minor repairs on an object.

Read Magic. Read scrolls and spellbooks. Resistance. Subject gains +1 on saving throws. Virtue. Subject gains 1 temporary hp.

1ST-LEVEL WITCH DOCTOR SPELLS Bleed*. Causes the subject to bleed through their skin. Boorish*. Subject suffers –1 penalty to Charisma, with an additional –1 per two caster levels. Cause Fear. One creature flees for 1d4 rounds. Charm Person. Makes one person your friend. Clumsy*. Subjects suffer a –1d6 penalty to Dexterity, with an additional –1 per two caster levels. Command. One subject obeys one-word command for 1 round. Comprehend Languages. Understands all spoken and written languages. Cure Light Wounds. Cures 1d8+1/level damage (max. +5) Doom. One subject suffers –2 on attacks, damage, saves and checks. Drowsy. Subject suffers –1 penalty to attack rolls and a –2 to their Dexterity. Endure Elements. Ignore 5 damage/round from one energy type. Foolish*. Subject suffers –1d6 penalty to Wisdom with an additional penalty of –1 per two levels of the caster. Hypnotism. Fascinates 2d4 HD of creatures. Identify. Determines single feature of a magic item. Ignorant*. Subject suffers –1d6 penalty to Intelligence with an additional penalty of –1 per two levels for the caster. Minor Phobia*. Subject becomes phobic of one type of object. Protection from Chaos/Evil/Good/Law. +2 AC and saves, counter mind control, hedge out elementals and outsiders. Ray of Enfeeblement. Ray reduces Strength by 1d6 points +1 point/two levels. Sickly*. Subject suffers –1d6 penalty to Constitution with an additional penalty of –1 per two levels for the caster. Sleep. Put 2d4 HD of creatures into comatose slumber.

2ND-LEVEL WITCH DOCTOR SPELLS Allure*. This spell adds 1d4+1 enchantment bonus to Charisma. Alter Self. As change self, plus more drastic changes. Analgesia*. Negates any and all penalties associated with pain. Barkskin. Grants +3 natural armor (or higher). Blindness/Deafness. Makes subject blind or deaf.

Calm Emotion. Calms 1d6 subjects/level, negating emotion effects. Chill metal. Cold metal damages those who touch it. Chills*. Subjects suffer an additional 2 points of damage per die from cold based attacks Cure Moderate Wounds. Cures 2d8+1/level damage (max +10). Defoliate. Kills all vegitation in 20-ft.-raius. Causes 1d8/level to Plant type creatures. Delay Poison. Stops poison from harming subject for 1 hour/level. Detect Thoughts. Allows “listening” to surface thoughts. Enthrall. Captivates all within 100 ft. + 10 ft./level. Fatigue*. The subject is fatigued (suffer –2 Strength, -2 Dexterity and cannot run or charge. Fever*. Subjects suffer an additional 2 points of damage per die from heat based attacks. Head Strong*. Subjects gain a +4 bonus to their Will saving throw. Lesser Restoration. Dispels magic ability penalty or repairs 1d4 ability damage. Limber*. Subject gains +8 circumstance bonus on all Escape Artist checks Locate Object. Senses direction toward object (specific or type). Resilience*. Subject gains +8 bonus to Constitution checks when performing strenuous activity such as running. Salty Wounds. Causes 1d8 points of subdual damage per level of the caster (max 10d8). Scare. Panics creatures up to 5 HDS (15-ft. radius) Somnolent Slumber. Subject falls into a deep sleep for 1 round/level. Speak with Animals. You can communicate with natural animals. Whispering Wind. Sends a short message one mile/ level. Withstand*. Subject gains a +4 bonus to their Fortitude saving throw.

3RD-LEVEL WITCH DOCTOR SPELLS Age*. Ages the recipient 1 year per 2 caster levels. Aphasia*. Subjects cannot form sentences or understand the sentences of others Bestow Curse. –6 to an ability; -4 on attacks, saves, and checks or 50% chance of losing each action. Clairaudience/Clairvoyance. Hear or see at a distance for 1 min./level. Contagion. Infects subject with chosen disease. Create Food and Water. Feeds three humans (or one horse)/level. Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10) Disable*. Disables one limb per 5 caster levels.

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Dominate Animal. Subject animal obeys silent mental commands. Giant Size*. Subject grows 2 size categories. Haste. Extra partial action and +4 AC. Hesitate*. Subject suffers –4 Reflex penalty, looses all Dex bonus and gains –2 to hit. Hold Person. Holds one person helpless; 1 round/ level. Instant Karma. Revisits damage back upon subject. Lesser Geas. Commands subject of 7 HD or less. Magic Circle against Chaos/Evil/Good/Law. As protection spells, but 10-ft. radius and 10 min./level. Major Image. As silent image, plus sound, smell and thermal effects. Major Phobia. As minor phobia, except no subsequent saving throws. Narcolepsy*. Subjects check every round at a cumulative penalty of –1 until they fall asleep. Nausea*. Subject is unable to attack, cast spells, Open Wounds*. Causes 1d6 points of damage per caster level. Poison. Touch causes 1d10 Con damage, repeats in 1 min. Refresh*. Removes fatigue and exhaustion. Remove Blindness/Deafness. Cures normal or magical conditions. Remove Curse. Frees object or person from one curse. Remove disease. Subject receives +20 to save against all diseases he currently has. Slow. One subject/level takes only partial actions, -2 AC, -2 melee rolls. Snare. Creates a magical booby trap. Speak with Plants. You can talk to normal plants and plant creatures. Suggestion. Compels subject to follow a stated course of action. Tongues. Speak any language. Warning*. Caster gains a +6 insight bonus to both Spot and Listen checks. Water Breathing. Subjects can breathe under water.

4TH-LEVEL WITCH DOCTOR SPELLS Charm Monster. Makes monster believe it is your ally. Confusion. Makes subject behave oddly for 1 round/ level. Die Hard*. Keeps the subject alive and functioning at 0 or less hit points. Divination. Provides useful advice for specific proposed actions. Emotion. Arouses strong emotion in a subject. Exhaustion*. Afflicts subject with exhaustion (-6 to Strength and Dexterity and move at half their normal speed).

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Exterminate. Instantly slays Vermin with less than 1 HD and causes 1d8 per caster level to Vermin with 1 or more HD Fear. Subjects within cone flee for 1 round/level. Giant Vermin. Turn insects into giant vermin. Locate Creature. Indicates direction to familiar creature. Minor Creation. Creates one cloth or wood object. Neutralize Poison. Detoxifies venom in or on subject. Polymorph Other. Gives one subject a new form. Polymorph Self. The caster assumes a new form. Restoration. Restores level and ability score drain Scrying. Spies on subject from a distance. Stoneskin. Stops blows, cuts, stabs and slashes.

5TH-LEVEL WITCH DOCTOR SPELLS Animal Growth. One Animal /two levels doubles in size, HD. Break Enchantment. Frees subject from enchantments, alterations, curses, and petrifaction. Dominate Person. Controls humanoid telepathically. Chronic Phobia. Subject becomes phobic of selected object for 1day/level. Convalescence. Subject heals 1 hp per level/hour of sleep (max 8 hours). Cure Critical Wounds. Cures 4d8+1/level damage (max +20) Déjà vu. Repeats instantaneous spell of 5th level or less. Dream. Sends message to anyone sleeping. False Vision. Fools scrying with an illusion. Feeblemind. Subject’s Int. drops to 1. Greater Command. As command but affects one subject/level. Greater Scrying. As scrying but faster and longer. Magic Jar. Enables possession of another creature. Major Creation. As minor creation, plus stone and metal. Mirage Arcana. As hallucinatory terrain, plus structures. Nightmare. Sends vision dealing 1d10 damage, fatigue. Raise dead. Restore life to one subject who did up to 1 day/level ago. Seeming. Changes appearance of one person/two levels. Sending. Delivers short message anywhere, instantly. Slay Living. Touch attack kills subject. Transmute Mud to Rock. Transforms two 10-ft. cubes/level. Transmute Rock to Mud. Transforms two 10-ft. cubes/level.

Vomit*. regurgitate helplessly for 1d4 rounds. When the spasms end, subjects are overcome with weakness that reduces their Strength by 1d4+1 points.

6TH-LEVEL WITCH DOCTOR SPELLS Animate Object. Objects attack your foes. Convalescence*. Heals 1 hp/caster level/hour of sleep. Eyebite. Charm, fear, sicken, or sleep one subject. Find the Path. Show the most direct way to a location. Fire seeds. Acorns and berries become grenades and bombs. Geas/Quest. As lesser geas, plus affects any creature. Giant Strength*. Subject gains 1d12+5 Strength. Legend Lore. Learn tales about a person, place or thing. Mass Suggestion. As suggestion, plus one/level subjects. Mislead. Turns you invisible and creates illusory double. Project Image. Illusory double can talk and cast spells. Repulsion. Creatures can’t approach the caster. Tenser’s Transformation. The caster gains combat bonuses. True Seeing. See all things as they really are. Control Weather. Changes weather in local area.

7TH-LEVEL WITCH DOCTOR SPELLS Circle of Death. Kills 1d4 HD/level. Control Undead. Undead don’t attack the caster while under his command. Creeping Doom. Carpet of insects attacks at your command. Death Aura*. The caster is surrounded by an aura that saps 2d6 hit points from all creatures with 15 feet. Destruction. Kills subject and destroys remains. Finger of Death. Kills one subject. Greater Restoration. As restoration, but restores all levels and ability scores. Insanity. Subject suffers continuous confusion. Permanent Phobia*. As minor phobia except this spell is permanent. Repel Wood. Pushes away wooden objects. Repulsion. Creatures can’t approach the caster. Resurrection. Fully restores dead subject. Rewind. Turns back time 1 round. Simulacrum. Creates a partially real double of a creature. Transport via Plants. Move instantly from one plant to another of the same species.

Veil. Changes appearance of a group of creatures.

8TH-LEVEL WITCH DOCTOR SPELLS Antipathy. Object or location affected by spell repels certain creatures. Binding. Array of techniques used to imprison a creature. Clone. Duplicate awakens when original dies. Create Greater Undead. Mummies, specters, vampires, or ghosts. Demand. As sending, plus suggestion. Dominate Monster. As dominate person, but any creature. Discern Location. Exact location of creature or object. Hand of Doom. Caster’s touch attack drains levels. He may also make grab attempts. Horrid Wilting. Deals 1d8 damage/level within 30 ft. Mass Charm. As charm monster but all within 30 ft. Mutation. Permanently changes one genetic aspect of the subject. Polymorph any Object. Changes any subject into anything else. Regenerate. Subject’s severed limb grows back. Symbol. Triggered runes have array of effects. Trap the Soul. Imprisons subject within gem Were-Shape. Caster becomes a were-creature. .

9TH-LEVEL WITCH DOCTOR SPELLS Damming Stare*. Caster’s gaze slays subjects under 6 HD (no save). 6 to 9 HD save or die. Creatures above 9 HD, and those who made their saving throw are cursed (-4 to one ability). Energy Drain. Subject gains 2d4 negative levels. Foresight. “Sixth Sense” warns of impending danger. Refuge. Alters item to transport its possessor to you. Shapechange. Transforms you into any creature and change forms once per round. Sleeping Village. Causes 4d6+20 HD of creatures to sleep deeply. Wail of the Banshee. Kills one creature/level. Weird. As phantasmal killer but affects all within 30 ft. Imprisonment. Entombs subject beneath the earth. Temporal Stasis. Puts subject into suspended animation. Freedom. Releases creature suffering from imprisonment. Implosion. Kills 1 creature/round. Soul Bind. Traps newly dead soul to prevent resurrection. True Resurrection. As resurrection plus remains are not needed.

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SPELLS Aphasia The spells herein are presented in alphabetical order.

Age Transmutation Level: Sor/Wiz 3, Wit 3 Components: V, S, F Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Target: 1 creature Duration: Instantaneous Saving Throw: Fortitude negates Spell resistance: Yes This spell ages the subject creature 1 year per 2 caster levels. This change is as permanent as natural aging and can only be reversed by magical means. Material component: Fruit fly.

Allure Transmutation Level: Sor/Wiz 2, Wit 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: None Spell resistance: Yes Subjects of this spell become more attractive, gregarious and appealing. This spell adds 1d4+1 enchantment bonus to Charisma, adding the usual benefits to skills, abilities and influence.

Analgesia Enchantment Level: Sor/Wiz 2, Wit 2 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will disbelief Spell resistance: No This useful spell negates any and all penalties associated with pain. Analgesia renders the subject completely immune to such things as salty wounds spells, physical torture and Near Death Penalties. Material component: A toadstool.

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Enchantment Level: Sor/Wiz 3, Wit 3 Components: V, S Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Target: One person Duration: 10 minutes/level Saving Throw: Will negates Spell resistance: Yes Aphasia is a disruption of the speech centers of the brain. Subjects of this spell must make a Will check or suffer from an inability to use or understand language. Subjects can still speak words and hear the words of others, they simply cannot form sentences or understand the sentences of others. Aside from the obvious effects of aphasia on communication, this spell also disrupts any verbal components for spell casters, although command words still have a 50% chance of working due to their brevity.

Bleed Transmutation Level: Sor/Wiz 1, Wit 1 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: One person Duration: 1 round/level (5 rounds maximum) Saving Throw: Fortitude negates Spell resistance: Yes Bleed alters the relationship between the subject’s skin and the consistency of their blood, causing gouts of blood to run from their pours. This heavy blood loss results in 1d6 points of damage per round of the spell’s persistence. Additionally, anyone who fails their Fortitude saving throw while holding something in their hands must also make a Reflex saving throw each round they spend bleeding or drop whatever they are holding due to the excessive slippery blood coating their hands.

Blaze Evocation Level: Sha 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Target: 1 creature or object Duration: 1 round Saving Throw: Reflex half Spell resistance: Yes

Blaze causes any selected creature or object to suddenly burst into flames. Damage from the combustion is equal to 1d6 per level of the caster. Those who fail their saving throw are on fire, as are their possessions, and will continue to burn until the flames are extinguished. Every round that the subject burns they must make a Reflex saving throw to put the fire out or suffer another 1d6 points of damage.

Blitzkrieg Evocation Level: Sor/Wiz 7, Weather 7 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Target: 1 creature Duration: 1 round per level Saving Throw: Reflex half Spell resistance: Yes With this spell the caster calls down a hail of lightning bolts from the open sky. As a standard action, the caster may call down one bolt per round for the duration. Although this spell must be cast outside, cloudy or stormy skies are not required. Each bolt of lightning strikes an area 15 feet in diameter and causes 3d6 points of damage. Creatures targeted by more than one bolt must make saving throws against each.

Boorish Enchantment Level: Sor/Wiz 1, Wit 1 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: 1 creature Duration: 1minute/level Saving Throw: Will power negates Spell resistance: Yes This spell causes the target creature to become crass and rude. Casters must succeed at a ranged touch attack to strike the target. Those who fail their saving throw suffer a –1d6 penalty to Charisma, with an additional –1 per two caster levels (maximum additional penalty of –5). The subjects Charisma score cannot be reduced below 1.

Canine Companion Conjuring Level: Sha 2, Sor/Wiz 2 Components: V, S, F

Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: One dog Duration: 1 hour/ level Saving Throw: None Spell resistance: No This spell summons a normal dog to the caster’s side who serves one of two purposes decided upon at the time of casting. The dog summoned is either a hunting dog or a guard dog and performs the prescribed task to the best ability of a well-trained canine. The hunting dog is trained to track scents presented to it by the caster and will attempt to grapple and subdue the quarry. The guard dog will obey several commands including, attack, guard, stay and heel. It guards areas by barking and attacking any intruders other than the caster who summoned it. It guards creatures by barking and attacking anyone that threatens the guarded individual except the caster. Alternately, the guard dog can be commanded to guard prisoners, barking and attacking them if they attempt to escape. Arcane Focus: Dog whistle.

Chills Transmutation Level: Sor/Wiz 2, Wit 2 Components: V, S Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Target: 1 creature Duration: 1 round/level Saving Throw: Fortitude negates Spell resistance: Yes To use this spell the caster must succeed at a ranged touch attack. Chills causes subjects to become sensitive to cold based attacks. Creatures under this spell suffer an additional 2 points of damage per die from cold based attacks such as cone of cold and cold spell.

Clumsy Transmutation Level: Sor/Wiz 1, Wit 1 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: 1 creature Duration: 1minute/level Saving Throw: Will power negates Spell resistance: Yes This spell causes the target creature to become hopelessly clumsy and begin fumbling around. Casters must succeed at a ranged touch attack to strike the target. Those who fail their saving throw suffer a –1d6 penalty to Dexterity,

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with an additional –1 per two caster levels (maximum additional penalty of –5). The subjects Dexterity score cannot be reduced below 1.

Chronic Phobia Enchantment: [Mind-affecting] Level: Sor/Wiz 5, Wit 5 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: One person Duration: 1 day/level Saving Throw: Will negates Spell resistance: Yes

DMG). The fatigue continues until the character recovers from the subdual damage caused by the cold. Cold spell counters and dispels heat wave but does not otherwise affect magically altered temperatures.

Damming Stare Necromancy Level: Sor/Wiz 9, Wit 9 Components: V, S Casting Time: 1 action Range: Close (25 ft.+5 ft./2 levels) Target: 1 Creature per round Duration: 1 Round/level Saving Throw: See text Spell resistance: Yes

As major phobia, except for the longer duration.

Convalescence Conjuration (Healing) Level: Wit 5 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: up to 8 hours Save: See text Spell resistance: Yes This spell imparts healing while the subject rests. Each hour spent sleeping, subjects gain 1 hp per level of the caster. Regardless of how long a subject sleeps, the spell ends after 8 hours. If the subject is wakened at any time during his convalescence the spell ends prematurely, imparting only those hit points already healed.

Cold Spell Transmutation [Cold] Level: Sor/Wiz 6, Sha 6 Components: V, S, M Casting Time: 1 action Range: Medium (100ft+ 10ft/level) Area: 20-ft.- radius +10ft./level Duration: 10 minutes/level Saving Throw: Fortitude Spell resistance: Yes This spell reduces the ambient temperature of the area to a bone chilling -50 degrees Fahrenheit. Unprotected characters in the area must make a Fortitude check every 10 minutes (DC 15 +1 per previous check) or take 1d6 points of subdual damage. A character who sustains any subdual damage from cold suffers from frostbite or hypothermia and is effectively fatigued (84

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This murderous spell causes the caster’s eyes to emit deathly necromantic power, slaying nearly anyone who meets the caster’s gaze. This spell functions just like a standard gaze attack (77 DMG). Living subjects with less than 6 HD are instantly slain by the caster’s gaze (no save). Those who have 6 to 9 HD must make a Fortitude save or die. Living creatures above 9 HD, and those of 6 to 9 HD who made their saving throws, suffer from a curse which reduces one of their ability scores by 4. Randomly determine which ability is reduced by rolling a d6. This ability reduction is permanent until removed with appropriate magic (remove curse etc.)

Death Aura Necromancy Level: Sor/Wiz 7, Wit 7 Components: V, S Casting Time: 1 action Range: Personal Effect: 15-ft.-radius Duration: 1 round per level Saving Throw: None Spell resistance: Yes Death aura drains the life from any and all living creatures within range. Living creatures within 15 feet of the caster suffer 2d6 points of damage per round from negative energy as their life is drained away. The spell negative energy protection (231 PHB) will reduce this damage to half.

Defoliate Necromancy Level: Sor/Wiz 2, Wit 2 Components: V, S, F/DF Casting Time: 1 action Range: Close (25 ft.+5 ft./2 levels) Area: 1 creature

Duration: Instantaneous Saving Throw: Fortitude half Spell resistance: Yes With this spell the caster instantly slays all minor vegetation (weeds, flowers, small bushes etc.) in a 20-ft.-raius of the spell effect. Monstrous plants receive a Fortitude save to avoid taking 1d8 points of damage per caster level (maximum 5d8). Creatures that are not plants are unaffected by this spell.

Déjà vu Transmutation Level: Sor/Wiz 5, Wit 5 Components: V, S Casting Time: 1 action Range: Medium (100ft. +10 ft/ level) Area: 30-ft.-radious + 10 ft per level Duration: Special, see below Saving Throw: None Spell resistance: No This spell repeats the effects of any instantaneous spell of 5th level or less that is cast within the area of effect. Upon completion of this spell, the caster selects an area to be charged with the déjà vu magic. The area of effect remains charged with the spell for 1 round per level of the caster or until triggered. Any instantaneous invocation spell of 5th level or less being cast within its prescribed area of effect triggers the déjà vu. Once triggered, the déjà vu repeats the instantaneous spell in the round immediately following the trigger spell. Thus a wizard can cast déjà vu on the first round and cast a fireball into the area of effect of the déjà vu on the second round. This triggers the déjà vu to repeat the fireball on the third round. Repeated spells are handled just as if they had been cast again by the same caster with all the same characteristics. Saving throws and damage are rolled again with all applicable modifiers.

Diaphanous Shift Transmutation Level: Sha 3 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Yes (harmless) Spell resistance: Yes (harmless)

This spell partially transports the subject to the Ethereal Plane. Although the subject is not wholly on the Ethereal Plane they are also not completely on the Material Plane either. This causes the subject to appear ghostly and transparent and provides damage reduction of 5/+1 per 5 levels of the caster. This damage reduction is effective against all forms of physical and energy attacks as well as damaging conditions such as sound waves, smoke and acid. Diaphanous shift does not confer incorporeality, etherealness or any ability to bypass barriers or to see, hear or otherwise detect into the Ethereal Plane. Subjects are still primarily on the Material Plane and thus can freely manipulate objects and communicate with other creatures on the Material Plane. Ghost touch weapons (186 DMG) and force effects (wall of force, magic missile etc.) negate the benefits of this spell. Material Component: A pinch of powdered crystal.

Die Hard Necromancy Level: Sor/Wiz 4, Wit 4 Components: V, S, M Casting Time: 1 action Range: Touch Target: 1 creature Duration: 10 Minutes/level Saving Throw: Fortitude negates Spell resistance: Yes This spell enables the recipient to remain conscious and active when their Hit points fall below zero. Creatures under this spell are free to take full actions and move normally, as if they were in good health. They do not loose hit points from bleeding. When they reach –10 they become staggered and may only take partial actions. When below –10 the recipient is unconscious and bleeding and may make stabilization checks. At –20 the recipient dies. If this spell ends while the recipient is below –10 he dies, if he is between –10 and 0 he falls into unconsciousness and begins bleeding. This spell does not negate the near death penalty (see Chapter 9 Optional Rules).

Disable Necromancy Level: Sor/Wiz 3, Wit 3 Components: V, S, M Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Target: 1 creature Duration: Instantaneous Saving Throw: Fortitude negates Spell resistance: Yes

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Upon completion of this spell the caster renders one or more limbs of the target creature useless. Disable effects 1 limb per 5 levels of the caster. Only living creatures with discernable limbs can be affected by this spell. A disabled limb is typically useless for 24 hours or until 1d2 points of magical healing is received.

Drowsy Enchantment: [Mind-affecting] Level: Sor/Wiz 1, Wit 1 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: One person Duration: 1 minute/ level Saving Throw: Will negates Spell resistance: Yes Drowsy causes subject to become extremely tired but does not cause them to sleep, although they may choose to do so on their own. The lethargy induced by this spell causes a –1 penalty to the subject’s attack rolls and a –2 to their Dexterity ability with all relevant effects to AC, skills, and saving throws.

Eruption Evocation Level: Sor/Wiz 4, Sha 4 Components: V, S, M Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Area: 70-ft. high spray, 30-ft.-radius sphere Duration: Instantaneous Saving Throw: Reflex half Spell resistance: Yes Eruption causes a large gout of lava to explode from the ground and spray 70 feet into the air, showering all the bystanders. The initial spray is 5 feet in diameter and can be used to target a single creature, causing 1d6 points of damage per level of the caster (maximum 15d6). Additionally, anyone within a 30 foot radius of the eruption is showered with the falling lava, These creatures suffer 1d3 points of damage per level of the caster (maximum 15d3). If this spell is cast under a low ceiling and the eruption is blocked from reaching it’s full 70 feet in height, the area of the shower will have its radius extended by 5 feet for ever 10 feet the spray was blocked. For example, if used in a 20 foot high corridor, the gout is restricted of 50 feet of its height. Therefore the shower is spread out over 25 more feet in every direction.

Equestrian Enchantment [Mind-Affecting] Level: Sha 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving throw: Yes (harmless) Equestrian grants the target creature +8 competency bonus to their Ride skill check. Although the name implies horsemanship, this spell functions with nearly any mount

Exhaustion Transmutation Level: Sor/Wiz 4, Wit 4 Components: V, S Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Target: 1 creature Duration: Instantaneous Saving Throw: Will negates Spell resistance: Yes This spell afflicts the target with the effects of exhaustion. Those who fail their saving throws suffer –6 to Strength and Dexterity and move at half their normal speed. This condition persists until the subject rests for 1 hour, at which time he becomes fatigued.

Exterminate Necromancy (Death) Level: Sor/Wiz 4, Wit 4 Components: V, S Casting Time: 1 action Range: Close (25 ft.+5 ft./2 levels) Area: Cone Duration: 1 round/level Saving Throw: See text Spell resistance: Yes With exterminate the caster is able to slay many small creatures of the Vermin type. Vermin with less than 1HD are automatically slain by this spell. Exterminate slays ten of these creatures +1 per level of the caster (maximum 20 creatures). Vermin with 1HD or more must make a Fortitude save or suffer 1d8 points of damage.

Fatigue Transmutation Level: Sor/Wiz 2, Wit 2 Components: V, S

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Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: One person Duration: Instantaneous Saving Throw: Will negates Spell resistance: Yes This spell causes the victim to become fatigued. Those who fail their saving throw suffer –2 Strength, -2 Dexterity and cannot run or charge. This condition persists until the subject rests for 8 hours.

Fever Transmutation Level: Sor/Wiz, Wit 2 Components: V, S Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Target: 1 creature Duration: 1 round/level Saving Throw: Fortitude negates Spell resistance: Yes Fever causes subjects to become more sensitive to heat based attacks. Creatures under this spell suffer an additional 2 points of damage per die from heat based attacks such as fireball.

Foolish Enchantment (Mind-Affecting) Level: Sor/Wiz 1, Wit 1 Components: V, S Casting Time: 1 action Range: Close (25 ft.+5 ft./2 levels) Target: One creature Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell resistance: Yes (harmless) To use this spell the caster must succeed at a ranged touch attack. Subjects who fail their saving throw suffer a –1d6 penalty to Wisdom with an additional penalty of –1 per two levels of the caster (maximum additional penalty of –5). The subjects Wisdom score cannot drop below 1.

Geyser Evocation Level: Sha 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Target: See text Duration: Instantaneous

Saving Throw: Reflex half Spell resistance: Yes Geyser causes a gout of hot water and steam to shoot from the ground, spraying 50 feet into the air and showering the area with boiling water. The initial spray is 5 feet in diameter and can be used to target a single creature, causing 1d6 points of damage per level of the caster (maximum 10d6). Additionally, anyone within 20 feet of the gout will be showered with boiling water. These creatures suffer 1d3 points of damage per level of the caster (maximum 10d3). If this spell is cast under a low ceiling and the gout is blocked from reaching it’s full 50 feet in height, the area of the shower will be extended by 5 feet for every 10 feet the gout was blocked. For example, if used in a 10 foot high corridor, the gout is restricted of 40 feet of its height. Therefore the shower is spread out over 20 more feet in every direction. Material Component: A drop of water and a bit of pumas.

Giant Size Transmutation Level Sor/Wiz 3, Wit 3 Components: V, S, M Casting Time: 1 action Range: Touch Target: One creature Duration: 1 round per level Saving Throw: Fortitude negates (harmless) Spell resistance: Yes (harmless) This spell causes the subject to grow to an enormous size, increasing two size categories. Thus a Medium-Size dwarf becomes Huge. This change incurs all the associated penalties and bonuses associated with size increase (12 MM). All of the subject’s clothing and current possessions are also effected by the spell also.

Giant Strength Transmutation Level Sor/Wiz 6, Wit 6 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell resistance: Yes (harmless) This spell grants the subject the enormous Strength of a giant. Recipients of this spell gain an enhancement bonus equal to 1d12+5 points to their Strength ability score,

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resulting in the usual benefits to attack, damage and other uses of the Strength modifier. Material Component: A lock of giant’s hair.

Head Strong Transmutation Level: Sha2, Sor/Wiz 2, Wit 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: One person Duration: 1 hour/ level Saving Throw: Will negates Spell resistance: Yes (harmless) This spell imbues the subject’s body with supernatural resilience. Anyone under the effects of head strong receives a +4 bonus to their Will saving throw.

Material component: An owl feather.

Hand of Doom Necromancy [Death] Level: Sor/Wiz 8, Wit 8 Components: V, S Casting Time: 1 action Range: Touch Target: Creature or creatures touched Duration: 1 round/level (D) Saving Throw: Fortitude negates (see text) Spell resistance: Yes This spell imbues the caster’s hand with glowing necromantic power that drains the life force of living creatures. A successful melee touch attack channels energy that adds 1 negative level to the subject. Furthermore, the caster may also attempt to start a grapple as a free action when attacking with this spell. If he can win an opposed grapple check and get a hold on his opponent, that opponent is locked in a powerful vice-like grip. Any attempt to get free of the grip (opposed grapple or Escape Artist) incurs a –10 circumstance penalty. The caster may release the grip at any time. Twenty-four hours after gaining any negative levels, the subject must make a Fortitude saving throw (using the spell DC in this case) for each negative level. If the save succeeds, that negative level is negated. If it fails the negative level goes away, but one of the subject’s character levels has been permanently drained. If the caster touches an undead that creature gains 5 temporary hit points per round.

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Heat Wave Transmutation [heat] Level: Sha 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Area: 20-ft.- radius +10ft/level Duration: 1 minute/level Saving Throw: Will negates Spell resistance: Yes This spell raises the temperature of the area to a blistering 150 degrees Fahrenheit. Breathing in these temperatures causes 1d6 points of damage (no save). In addition, a character must make a Fortitude save each every 5 minutes (DC 15 +1 per previous check) or sustain 1d4 points of subdual damage. Those wearing heavy clothing or any sort of armor suffer a –4 penalty to their saving throws. Those wearing metal armor or coming in contact with very hot metal are affected as if by a heat metal spell. Heat wave counters and dispels cold spell but does not otherwise affect magically altered temperatures.

Heroism Transmutation Level: Sha 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 round/ level Saving Throw: Will negates Spell resistance: Yes This spell imbues the subject with the prowess and ability of a heroic warrior. The subject gains a +1 attack bonus, 1d10 temporary hit points, and a +2 competency bonus to Fortitude saving throws.

Hesitate Enchantment [Mind-Affecting] Level: Sor/Wiz 3, Wit 3 Components: V, S Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Target: 1 creature Duration: 1 minute/level Saving Throw: Fortitude negates Spell resistance: Yes This spell causes the target creature to briefly pause before every action they take. This penalizes their initiative and Reflex saving throw by 4. Hesitate also

negates any Dexterity bonus to the target’s armor class, Reflex saving throw and imposes a –2 to hit.

Ignorant Enchantment (Mind-Affecting) Level: Sor/Wiz 1, Wit 1 Components: V, S Casting Time: 1 action Range: Close (25 ft.+5 ft./2 levels) Target: One creature Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell resistance: Yes (harmless) To use this spell the caster must succeed at a ranged touch attack. Subjects who fail their saving throw suffer a –1d6 penalty to Intelligence with an additional penalty of –1 per two levels of the caster (maximum additional penalty of –5). The subjects Intelligence score cannot drop below 1.

Instant Karma Transmutation Level: Sor/Wiz 4, Wit 3 Components: V, S Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Target: One person Duration: 1 round/level Saving Throw: Fortitude negates Spell resistance: Yes This spell immediately reciprocates any damage caused by the subject, inflicting a similar amount back upon him. Any direct successful attack, via melee, range, or spell perpetrated by the subject results in an equal amount of damage to themselves. This damage appears as if caused by the same method as the damage they dealt. A wizard under this spell who casts fireball on someone else suddenly suffers from burns of the same sort he just inflicted, though no fireball actually strikes him. . If the subject has resistance against the damage type (i.e. fire resistance, for example) their resistance functions normally against the damage. The amount of damage is always equal to the damage dealt by the subject. A fighter who inflicts 42 points of damage with his sword suddenly suffers 42 points of damage from an open wound, similar to a sword wound. In the case of spells, resistance and damage reduction apply normally but no saving throw is allowed as there is no actual fireball or lightning bolt or whatever to dodge.

Limber Transmutation Level: Sor/Wiz 2, Wit 2 Components: Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level Anyone under this spell becomes a contortionist. They are able to bend their bodies into impossible positions and crawl into spaces normally too small for them. This spell grants a +8 circumstance bonus on all Escape Artist skill checks.

Major phobia Enchantment [Mind-affecting] Level: Sor/Wiz 3, Wit 3 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: One creature Duration: 2 hours/level Saving Throw: Will negates Spell resistance: Yes As minor phobia, except that this spell does not allow for subsequent saving throws. Failure of the initial saving throw indicates an automatic phobic reaction with no chance to avoid it.

Mutation Alteration Level: Sor/Wiz 8, Wit 8 Components: V, S Casting Time: 1 action Range: Touch target: 1 creature Duration: Instantaneous Saving Throw: Fortitude negates Spell resistance: Yes Mutation can alter one of several biological characteristics of the subject, at the caster’s discretion. These changes are permanent, they can only be reversed via a mutation, wish spell or greater magic. The caster may choose to alter the subject’s vision, hearing or other sense. He may also alter ability scores but by no more than a 1 point bonus or penalty per casting. These mutations are always associated with obvious physical changes. Casters may also alter an aspect associated with an animal or monster. For example, in emulation of trolls and other regenerative creatures, subjects may be mutated in such a way as to grant them regeneration. The physical side effect might be thick, trollish or reptilian skin.

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Casters may also use this spell offensively to blind, cripple, deafen or otherwise afflict a target creature with an impeding mutation. Any subject who receives more than 5 castings of this spell has their type permanently changed to Aberration and is no longer recognizable as a member of their former species. Furthermore, additional mutation spells have no effect on the subject. The subject is as twisted as he can become by this spell. This includes detrimental versions of mutation; after 5 mutations the subject becomes immune to this spell. Suggested beneficial mutations include: ability score bonuses (+1), blindsigfht, damage reduction (1/-), darkvision, tremorsense, 10-ft. speed increase, double natural healing rate, scent, natural armor (+1), multiattack, natural weapons (1d6 damage), poisonous bite or sting (DC 14; 1d4 primary and secondary damage to any one ability score) prehensile tail, or a saving throw bonus (+2, may only be taken once for each type of save [Ref. Fort, or Will]).

Narcolepsy Enchantment [Mind-affecting] Level: Sor/Wiz 3, Wit 3 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: One person Duration: 1 hour/ level Saving Throw: Will negates (see text) Spell resistance: Yes This spell causes subjects to suffer from repeated bouts of sudden, deep sleep. Those affected by this spell must make a Will check every round at a cumulative penalty of –1 until they fall asleep. Once asleep they will remain so for 10 minutes per level of the caster. Sleeping subjects can only be wakened through several rounds of extreme prodding and noise. Pain will also rouse a sleeping narcoleptic. Upon waking the subject will function normally for 5 minutes. After which they must begin making Will checks at a penalty of –1 until they fall asleep again. This cycle will continue throughout the duration.

Nausea Enchantment Level: Sor/Wiz 3, Wit 3 Components: V, S Casting Time: 1 action Range: Close (25 ft.+5 ft./2 levels) Target: 1 creature Duration: 1 round per level Saving Throw: Will negates Spell resistance: Yes

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Subjects of this spell become sick and queasy, feeling as though they are about to vomit. This condition renders subjects unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. They may make a single move or move equivalent action per turn only.

Open Wounds Transmutation Level: Sor/Wiz 3, Wit 3 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Target: One person Duration: Instantaneous Saving Throw: Fortitude negates Spell resistance: Yes This spell causes the subject’s skin to suddenly split open in deep, grievous wounds. These wounds cause 1d6 points of damage per caster level (maximum of 10d6).

Phobia Enchantment [Mind-affecting] Level: Sor/Wiz 1, Wit 1 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: One person Duration: 1 hour/level Saving Throw: Will negates Spell resistance: Yes This spell temporarily afflicts victims with a phobia of the caster’s choice. Those who succeed at the saving throw are unaffected. Failing the saving throw indicates the target must make a second Will power check every time they encounter the phobic object for the duration of the spell. Failure of this second saving throw indicates an intense, fear-like reaction in the subject. Those experiencing a phobia are panicked (85 DMG) and will do everything they can to get away from the phobic object. They believe, however irrationally, that their lives are in immediate danger and will insist on staying at a “safe distance” from the phobic object. Depending on the selected phobia, this “safe distance” could be anywhere from a few feet to as far a possible. If they are unable to avoid the phobic object they will begin to cower. Cowering creatures may take no actions, loose their Dexterity bonus to AC and suffer an additional – 2 AC.

Almost any object or creature type can be selected as the phobic object by the caster. Common phobias include sharp objects, water, spiders, snakes, heights, undead, open spaces, enclosed spaces, males, females, specific races, and so on. Subjects can not be made phobic of themselves, personally. For example, a human male fighter could be made phobic of sharp objects (including his own sword) or phobic of males (other men but not himself personally) or phobic of humans (other humans, not himself).

Permanent Phobia Enchantment [Mind-affecting] Level: Sor/Wiz 7, Wit 7 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: One person Duration: Permanent Saving Throw: Will negates Spell resistance: Yes As major phobia, except for the permanent duration. This spell can only be reversed by a wish, limited wish or similar magic.

Refresh Transmutation Level: Sor/Wiz 3, Wit 3 Components: V, S Casting Time: 1 action Range: Touch Target: 1 creature Duration: Instantaneous Saving Throw: Spell resistance: Yes Refresh instantly removes the effects of fatigue and exhaustion, restoring subjects to a fully rested physical condition. This spell does not replace a night of sleep, it only restores physical impairments caused by overexertion. Refresh cancels and dispels both fatigue and exhaustion spells.

Spell resistance: Yes Resilience imbues the subject with super human resistance to fatigue and exhaustion. Recipients of this spell gain a +8 enchantment bonus to their Constitution checks whenever performing strenuous activity over long periods of time such as running, swimming, and fighting.

Rewind Transmutation Level: Sor/Wiz 7, Wit 7 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Area: 50-ft.-radius sphere Duration: Instantaneous Saving Throw: None Spell resistance: Yes This spell turns back time, resetting events just as they were one round before the spell was cast. All events and results of the current and previous round are turned back; damage is removed, dead are revived and spells return to memories (except for rewind which is still lost). After the spell takes effect only the caster is aware of what has happened. Everyone else has no memory of anything unusual happening.

Salty Wounds Transmutation Level: Sor/Wiz 2, Wit 2 Components: V, S, M Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Target: 1 creature Duration: Instantaneous Saving Throw: Fortitude half Spell resistance: Yes Salty wounds causes any existing open wound a creature may have to become inflamed with stinging pain. This pain causes 1d8 points of subdual damage per level of the caster (maximum 10d8). Material component: A pinch of salt.

Resilience Transmutation Level: Sor/Wiz 2, Wit 2 Components: V, S, M Casting Time: 1 action Range: Touch Effect: Creature touched Duration: 1 hour/level Saving Throw: None

Sickly Transmutation Level: Sor/Wiz 1, Wit 1 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: 1 creature Duration: 1minute/level

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Saving Throw: Fortitude negates Spell resistance: Yes This spell causes the target creature to suffer from poor health. Casters must succeed at a ranged touch attack to strike the target. Subjects who fail their saving throw suffer a –1d6 penalty to Constitution, with an additional –1 per two caster levels (maximum additional penalty of –5). The subjects Constitution score cannot be reduced below 1.

Sleeping Village Enchantment (Compulsion) Level: Sor/Wiz 9, Wit 9 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: Several living creatures within a 400-ft.-radius burst. Duration: 1 hour/level Saving Throw: Will negates Spell resistance: Yes This powerful enchantment subdues dozens of individuals with sleep. The caster may affect up to 4d6+20 HD of creatures. The effect spreads out from the central burst location and affects creatures with the lowest HD first. In the event that there is not enough HD of the spell left to affect a creature in the area, the remaining HD of the spell are ineffective and lost. The sleep induced by this spell is a deep slumber that requires 1d4 rounds of severe shaking and/or noise to wake from. Upon waking from this spell, subjects are drowsy (as the spell, see above) for 1d4 rounds.

Somnolent Slumber Enchantment Level Sor/Wiz 2, Wit 2 Components: Casting Time: 1 action Range: Medium (100ft+ 10ft/ level) Target: One humanoid Duration: 1 round/level Saving Throw: Will negates Spell resistance: Yes Subjects of this spell must make a Will saving throw or fall into a deep sleep. During this time the sleeping individual cannot be wakened by any normal means. Only dispel magic or more powerful magic can wake the victim.

Spirit of the Bear Conjuration (Summoning) Level: Clr 3,Animal 3, Sha 3

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Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level Spirit of the bear imbues the caster with the physical power and acute senses of a bear. This spell surrounds the caster in a shimmering blue-white aura which vaguely resembles a massive ursine creature and bestows upon the subject +5 Strength and +7 Spot bonuses. Casters may never be under the effect of more than 1 spirit spell at a time. Material component: A tuft of bear fur.

Spirit of the Leopard Conjuration (Summoning) Level: Clr 3,Animal 3, Sha 3 Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level Spirit of the leopard imbues the caster with the reflexes and speed of a leopard. This spell surrounds the caster in a shimmering blue-white aura which vaguely resembles a large feline creature and bestows upon the subject +5 Dexterity and +10 feet speed bonuses. Casters may never be under the effect of more than 1 spirit spell at a time. Material component: A tuft of leopard’s fur.

Spirit of the Owl Conjuration (Summoning) Level: Clr 3, Animal 3, Sha 3 Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level Spirit of the owl imbues the caster with the insight and silence of an owl. This spell surrounds the caster in a shimmering blue-white aura that vaguely resembles a large avian creature and bestows upon the subject +5 Wisdom and +7 Move Silently bonuses. Casters may never be under the effect of more than 1 spirit spell at a time. Material component: An owl’s feather.

Spirit of the Lion Conjuration (Summoning) Level: Clr 3, Animal 3, Sha 3 Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level Spirit of the Lion imbues the caster with the character and confidence of a lion. This spell surrounds the caster in a shimmering blue-white aura which vaguely resembles a large feline creature and bestows upon the subject +5 Charisma and +2 Morale bonus to all attack, damage, saves and skill checks.. Casters may never be under the effect of more than 1 spirit spell at a time. Material component: A lion’s tooth.

Staggering Blows Transmutation Level: Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Touch Target: Weapon touched Duration: 1 round/level Saving Throw: None Spell resistance: No This spell causes any single weapon touched by the caster to cause maximum damage every time it strikes. This effect persists for a maximum of 10 rounds.

Summon Spirit I Conjuration (Summoning)[see text] Level: Sha 1 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level Saving Throw: None Spell resistance: No This spell summons a spirit (ancestor, animal or nature) that attacks the caster’s enemies. It appears where the caster designates and attacks immediately, on the caster’s turn. It attacks opponents to the best of its ability. The caster can direct the spirit not to attack or to attack specific opponents or to perform other actions. Summoned

creatures act normally on the last round of the spell and disappear at the end of their turn. The caster may choose a 1 level spirit from the Summon Spirit table. Divine Focus: A token and a small (not necessarily lit) candle.

Summon Spirit II Conjuration (Summoning)[see text] Level: Sha 2 Effect: One or more summoned creatures, no two of which may be more than 30 feet apart. As summon spirit I, except the caster can summon one creature from the 2 level list or 1d3 spirits of the same type from the 1 level list.

Summon Spirit III Conjuration (Summoning)[see text] Level: Sha 3 Effect: One or more summoned creatures, no two of which may be more than 30 feet apart. As summon spirit I, except the caster can summon one creature from the 3rd-level list or 1d3 spirits of the same type from the 2nd-level list, or 1d4+1 spirits of the same type from the 1 level list. .

Summon Spirit IV Conjuration (Summoning)[see text] Level: Sha 4 Effect: One or more summoned creatures, no two of which may be more than 30 feet apart. As summon spirit I, except the caster can summon one creature from the 4th-level list or 1d3 spirits of the same type from the 3rd-level list, or 1d4+1 spirits of the same type from the 1st-level list. .

Summon Spirit V Conjuration (Summoning)[see text] Level: Sha 5 Effect: One or more summoned creatures, no two of which may be more than 30 feet apart. As summon spirit I, except the caster can summon one creature from the 5th-level list or 1d3 spirits of the same type from the 4th-level list, or 1d4+1 spirits of the same type from a lower-level list.

Summon Spirit VI Conjuration (Summoning)[see text] Level: Sha 6

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Effect: One or more summoned creatures, no two of which may be more than 30 feet apart. As summon spirit I, except the caster can summon one creature from the 6th-level list or 1d3 spirits of the same type from the 5th-level list, or 1d4+1 spirits of the same type from a lower-level list.

Summon Spirit VII Conjuration (Summoning)[see text] Level: Sha 6 Effect: One or more summoned creatures, no two of which may be more than 30 feet apart. As summon spirit I, except the caster can summon one creature from the 7th-level list or 1d3 spirits of the same type from the 6th-level list, or 1d4+1 spirits of the same type from a lower-level list.

Summon Spirit VIII Conjuration (Summoning)[see text] Level: Sha 6 Effect: One or more summoned creatures, no two of which may be more than 30 feet apart. As summon spirit I, except the caster can summon one creature from the 8th-level list or 1d3 spirits of the same type from the 7th-level list, or 1d4+1 spirits of the same type from a lower-level list.

Summon Spirit IX Conjuration (Summoning)[see text] Level: Sha 6 Effect: One or more summoned creatures, no two of which may be more than 30 feet apart. As summon spirit I, except the caster can summon one creature from the 9th-level list or 1d3 spirits of the same type from the 8th-level list, or 1d4+1 spirits of the same type from a lower-level list.

Track Divination Level: Sha 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Touch Effect: Creature touched Duration: 1 hour/level Saving Throw: None Spell resistance: Yes

Voltaic Shroud Evocation [Electricity]Level: Sor/Wiz 5 Components: V, S, M

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Casting Time: 1 action Range: Personal (see text) Target: Caster (see text) Duration: 1 round per level Saving Throw: Reflex half Spell resistance: Yes Voltaic shroud cloaks the caster in a crackling mantel of electrical energy which protects against attacks and hurls bolts of lightning at will. Anyone striking the caster with a metal or natural weapon while the shroud is active suffers 1d4 points of electrical damage per three caster levels (Reflex save for half ). Once per round as a free action the caster may also strike any target within medium range (100 ft. + 10 ft./level) with a bolt of lightning. This bolt also causes 1d4 points of damage per three caster levels. Thus, at 9th level it causes 3d4 points of damage. At 12th level damage becomes 4d4. At 15th level it becomes 5d4 and so on (maximum 8d4 at 24th level).Material Component: A bit of fur and an amber, crystal or glass rod. This spell improves the subject’s ability to see a trail left by nearly any quarry. Track grants a +8 enchantment bonus to the recipient’s Wilderness Lore check when attempting to follow a trail.

Vomit Enchantment Level: Sor/Wiz 5, Wit 5 Components: V, S Casting Time: 1 action Range: Close (25ft. +5 ft/2 levels) Target: 1 Creature Duration: Instantaneous Saving Throw: Fortitude negates Spell resistance: Yes This spell seizes subjects with sudden spasms of violent regurgitation. Those who fail their saving throw regurgitate helplessly for 1d4 rounds. While vomiting subjects cannot move more than 5 feet per round and cannot fight or cast spells. For all purposes they are considered staggered while vomiting. When the spasms end, subjects are overcome with a magical weakness which reduces their Strength by 1d4+1 points. This weakness persists for 1 round per level of the caster.

Vulpine Evasion Transmutation Level: Sha2, Sor/Wiz 2, Wit 2 Components: V, S Casting Time: 1 action

Range: Touch Target: Creature touched Duration: 1hour/level Saving Throw: None Spell resistance: Yes This handy spell enhances the recipient’s ability to avoid magical attacks, granting them a +4 enchantment on their Reflex saving throw. Material component: A pinch of fox fur.

Warning Divination Level: Sor/Wiz 3, Wit 3 Components: V, S Casting Time: 1 action Range: Close (25 ft.+5 ft./2 levels) Area: Personal Duration: 1 minute/level Saving Throw: See text Spell resistance: Yes

spell. Were-shape also does not grant the special ability of lycanthropic empathy. Material component: Animal blood of the same species as the were-shape. (i.e. wolf’s blood for werewolf shape.).

Withstand Transmutation Level: Sha2, Sor/Wiz 2, Wit 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: One person Duration: 1 hour/ level Saving Throw: Will negates Spell resistance: Yes (harmless) This spell imbues the subject’s body with supernatural resilience. Anyone under the effects of withstand receives a +4 bonus to their Fortitude saving throw.

Warning detects dangers in the caster’s immediate area and reduces the chance of surprise. Any time the subject of a warning spell is about to be endangered they receive a mental alert. They are not made aware of the specific nature of the danger, only a generalization. This early alert reduces any chance of being caught flat-footed by adding a +6 insight bonus to both Spot and Listen checks. The warning cannot be evaded by invisibility or hiding. This spell warns of traps as well as ambushes and sneak attacks.

Were-Shape Transmutation Level: Sor/Wiz 8, Wit 8 Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: 1 minute/level This spell temporarily grants the caster the physical appearance and abilities of a were-creature. The exact type of creature the caster becomes depends on the material component. Use the lycanthrope templates for determining the exact benefits of the were-shape (217 MM). Casters under this spell receive the were-creature’s appearance, natural weapons, abilities modifiers, damage reduction, Armor class, saving throw bonuses, and feats. Casters may only assume the hybrid lycanthrope form, they may not shift into animal form with this

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CHAPTER 12: MONSTERS INTRODUCTION This chapter introduces dozens of new monsters from ancient lore. Many of these creatures can offer more than combat to the characters. Creatures such as the chenoo and the abatwa can provide advice and knowledge, while other creatures such as the hai-uri and the ga-gorib like to play games. Other d20 core monsters that would be approprite for a primitive campaign include the allip, ankheg, aranea, arrowhawk, celestials, chuul, destrachan, demon, devil, dinosaur, dire animals, dragon turtle, dryad, elementals, formian, frost worm, fungus, ghoul, giant, giant eagle, giant owl, grillion, gnoll, grimlock, hag, hell hound, kraken, kuo-toa, lizard folk, mephit, merfolk, nymph, ogre, owlbear, roc, sea lion, shambling mound, Spectre, Sprite, Treant, Troglodyte, wight, will-o’-wisp, winter wolf, worg, wraith, wyvern, yeth hound, yuan-ti, zombie, and all animals.

ABATWA Fine Fey Hit Dice: 1/4 d6+2 (3 hp) Initiative: +5 (Dex) Speed: 10 ft. AC: 23 (+8 size, +5 Dex) Attacks: Bow +13 ranged Damage: Bow 1d2 and poison Face/Reach: ½ ft. by ½ ft/0 ft. Special Attacks: Poison arrows Special Qualities: Temper, poison use Saves: Fort +2, Ref +6, Will +3 Abilities: Str 2, Dex 20, Con 15, Int 12, Wis 14, Cha 12 Skills: Alchemy +5, Animal Empathy +5, Handle Animal +5, Hide +22, Knowledge (nature)+5, Knowledge (arcane) +8, Move Silently +9, Profession (herbalist) +6, Spellcraft +5 Feats: Point Blank Shot, Far Shot Climate/Terrain: Any warm and temperate Organization: Solitary, pair, gang (2-4), or band (58) Challenge Rating: 1 Treasure: Standard goods and items only Alignment: Usually neutral good Advancement: By character class These creatures are among the tiniest fey in existence. The abatwas are so small that they live in anthills and ride ants as steeds. They are somewhat shy and elusive, usually only revealing themselves to children, pregnant

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women and spell casters, to whom they sometimes offer advice. They have a human-like appearance and survive by foraging for roots and grasses. Although they are normally peaceful beings, all abatwas are very sensitive about their short stature. Anyone meeting an abawta must take great care not to draw attention to its vertical difficulties. To do so will offend the abatwa greatly and it will become extremely hostile.

COMBAT When angered, the tiny abawtwa fires very small arrows at its enemies. These arrows are always covered with a highly toxic poison. Poison (Ex): Abatwas always coat their arrows with a lethal toxin. This mysterious poison causes 1d3 points of primary and secondary Strength damage (DC 16). Primary symptoms include weakness, and muscle pain. Secondary symptoms include tremors and possible convulsions. Temper (Ex): When an abatwa is offended it attacks with a boiling anger, gaining a +1 attack bonus until its foe is vanquished. Poison Use (Ex): All abatwa are skilled in the use of poison and never risk poisoning themselves when applying poison to weapons.

ADLET Medium-Size Monstrous Humanoid Hit Dice: 2d8+6 (15 hp) Initiative: +2 (Dex) Speed: 40 ft. AC: 17 (+3 Dex, +4 natural) Attacks: Bite +4 Damage: Bite 1d6+2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Howl Special Qualities: Scent Saves: Fort +3, Ref +6, Will +2 Abilities: Str 14, Dex 16, Con 16, Int 12, Wis 12, Cha 12 Skills: Hide +7, listen +6, Move silently +5, Search +3, Spot +5, Torture +8, Wilderness Lore +3 Feats: Weapon finesse (bite) Climate/Terrain: Cold and temperate plains Organization: Solitary, pair or pack (7-16) Challenge Rating: 2 Treasure: Standard Alignment: Always lawful evil Advancement: 3-6 HD (Medium-Size); 7-10 HD (Large) These dreadful blood-drinking creatures roam the windswept wilderness of sub-arctic regions, searching for victims to torture and eat.

The adlet are dog-like humanoids with reddish fur and large fangs. They have a stooped posture and lope along on all fours, similar to apes. Although they are not vampires, they delight in drinking blood. They will sometimes capture victims and keep them alive, using them as a renewable source of blood and a constant source of entertainment (see Torture, Chapter 4).

COMBAT An adlet uses its howl ability first, then wades into the fray clawing and biting eagerly. Howl (Ex): The adlet can emit a bone-numbing howl that echoes through the countryside. Anyone with 120 feet of the creature must make a Will save (DC 15) or be shaken for 2d6 minutes. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that adlet’s howl for one day.

AHUIZOTL Medium-Size Beast Hit Dice: 2d8+4 (13) Initiative: +8 (+4 Dex, +4 Improved initiative) Speed: 30 ft. AC: 16 (+4 Dex, +2 natural) Attacks: 3 Claws +4, bite +2 Damage: Claw 1d4+3, bite 1d3+1 Face/Reach: 5 ft. by 5ft./5 ft. Special Attacks: Grapple bonus Special Qualities: Whimper Saves: Fort +6, Ref +7, Will +0 Abilities: Str 16, Dex 18, Con 16, Int 6, Wis 11, Cha 8 Skills: Climb +7, Hide +4, Move silently +4, bluff -1* Feats: Multiattack, Improved Initiate Climate/Terrain: Warm and temperate forest Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Usually neutral Advancement: 3-9 HD (Medium-Size); 10-16 HD (Large) This ape-like humanoid has a long tail with an extra hand on the end of it. The ahuizotls prefer to eat human flesh, particularly the eyes, teeth and nails. Ahuizotls are roughly the size of humans and live in trees. They often set traps or play tricks to capture unsuspecting humanoids.

COMBAT The ahuizotl prefers to fool and surprise its victims by hiding and using its whimper ability to attract

kindhearted people. Those who do not succeed at a Sense Motive check (opposed by the ahuizotl’s Bluff) are caught flat-footed by this trick. Whimper (Ex): The ahuizotl has the ability to mimic the sound of an infant’s cry. Grapple Bonus: The extra hand on the ahuizotl’s tail grants the creature gains a +2 circumstance bonus to all opposed grapple checks. Skills: The ahuizotl’s extra hand adds a +4 circumstance bonus to all climb checks. *Ahuizotls receive a +10 racial bonus to all Bluff checks when they use their whimper ability.

AIGAMAUXA Large Giant Hit Dice: 6d8+18 (45 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 16 (-1 size, +2 Dex, +5 natural) Attacks: 2 claws +8 melee, bite +3 melee. Damage: Claw 1d6+5, bite 2d8+2 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Improved grab, improved bite Special Qualities: Immunities, blind sight, aversion Saves: Fort +7, Ref +4 Will +3 Abilities: Str 20, Dex 14, Con 16, Int 6, Wis 12, Cha 9 Skills: Climb +7 Hide +0, Listen +3, Spot +3 Feats: Improved Grapple Climate/Terrain: Desert Organization: Solitary Challenge Rating: 4 Treasure: Standard Alignment: Usually neutral evil Advancement: 7-12 HD (Large) These anthropomorphic man-eating monsters have their eyes on the bottoms of their feet rather than on their head. When they want to look around, they get down on their hands and knees and hold up one foot. Their heads consist of a large mouth, small nostrils and ears. They have very small brains.

COMBAT When attacking prey, the aigamauxa makes grapple attacks to hold its prey then uses its powerful bite to eat them raw while they scream. Blindsight (Ex): through a combination of scent and hearing, an aigamauxa can ascertain the position of all foes within 60 feet. Aigamauxas are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells and overpowering odors. Negating an aigamauxa’s sense of smell or hearing reduces this ability to normal blind-fight (as the feat). If both are negated, the aigamauxa is effectively blinded. Immunities: Unless the aigamauxa takes a move equivalent action to lift one or both feet, open an eye and

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look around, it is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Improved Grab: To use this ability, the aigamauxa must hit with a claw attack. If it succeeds, it attempts to hold its opponent while it makes improved bite attacks. Improved Bite: Aigamauxas gain a +2 attack bonus when biting creatures they have established a hold on. Aversion: All aigamauxa have a strong dislike of tobacco. They will avoid and even flee from anyone wearing or brandishing tobacco leaves.

ANGIAKS Tiny Undead Hit Dice: 1d12 (6 hp) Initiative: +3 (Dex) Speed: 30 ft. AC: 17 (+2 size, +3 Dex, +2 deflection) Attacks: Touch +2 Damage: 1d8 Face/Reach: 2 ½ ft. by 2 ½ ft./0 ft. Special Attacks: Touch of death Special Qualities: Undead, incorporeal, rejuvenation, turn resistance Saves: Fort +0, Ref +3, Will +3 Abilities: Str —, Dex 16, Con —, Int 12, Wis 12, Cha 16 Skills: Hide +15, spot +8, Listen +8, Search +2, Intimidate +12, Intuit Direction +5 Climate/Terrain: Any Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always lawful evil Advancement: 2-4 HD (Small) During lean times, tribal elders take unwanted babies out into the wilderness and leave them to die of exposure. Angiaks are the restless souls of these children killed by their fellow clansmen. Unless the tribe moves to a new hunting ground, they often find themselves haunted by this small, terrible spirit.

COMBAT An angiaks is especially angry with those who killed it (usually the tribal elders). It will pursue its killers until its demands are met. Usually an angiaks will demand that its killer be slain or, if it is more benign, it may only demand that its body be found and given a proper burial. The angiaks will continue to plague the tribe until its conditions are met. Touch of Death (Su): Whatever was the ultimate cause of the child’s demise (cold weather, starvation, wild animals) the angiaks has the ability to afflict victims with a similar touch attack. Children killed

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by cold weather gain an icy touch. Those killed by thirst or hunger gain a famine touch and those killed by animals may make a bleeding touch attack. Whatever the damage type, the amount is always equal to 1d8 points of damage. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will and own attacks pass through armor. Always moves silently. Rejuvenation (Su): If an angiaks is slain in combat (reduced to zero hit points) it dissipates, but it returns in 2d4 days. Even the most powerful spells are only temporary solutions. An angiaks that would normally be destroyed by magic returns to its old ways with a successful level check (1d20 +1) against DC 16. Turn Resistance: Angiaks’ receive a +4 racial bonus to resist turning. Special: The naming of a child imbues it with a spirit. If a child must be sacrificed in this way, avoid naming it and you will be safe from the vengeful angiaks.

APOTAMKIN Large Monsterous humanoid Hit Dice: 5d8+24 (46 hp) Initiative: +2 (Dex) Speed: 40 ft. AC: 16 (-1 size, +2 Dex, +5 natural) Attacks: 2 claws +9 melee, bite +7 melee Damage: Claw 1d6+4, bite 1d4+2 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Chaotic laugh Saves: Fort +3, Ref +6, Will +4 Abilities: Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 10 Skills: Hide +7, Move Silently +7, Spot +7, Listen +7 Feats: Multiattack Climate/Terrain: Warm and temperate forests Organization: Solitary Challenge Rating: 3 Treasure: Standard Alignment: Usually chaotic evil Advancement: 6-10 HD (Large) The Apotamkins are a race of degenerate, fiendish humanoids with large fangs and a taste for children. They are covered with thin greasy hair and have a filthy, rotten smell. Apotmakins often lurk near

humanoid communities, attempting to capture children in their sacks.

COMBAT Despite their frightful appearance, the apotmakins are a spineless cowardly race that will flee from combat after a few rounds unless they are clearly winning. They also rely heavily on ambush, sometimes laughing for several moments while they stalk their prey. Chaotic Laugh (Su): Apotmakins are able to emit a sinister chuckle that invokes dark, chaotic magic. This energy increases the likelihood of accidents, imposing a -2 circumstance modifier to all rolls. Furthermore, critical fumbles occur on natural rolls of 1,2, and 3. This affects all creatures within 60 feet of the laughing apotmakin, including the apotmakin itself. The condition persists for 3d4 rounds. There is no limit to the number of times an apotmakin can use this ability and there is no saving throw.

ASANBOSAM Medium-Size Monstrous Humanoid Hit Dice: 8d8+48 (84 hp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: 30 ft. climb 20 ft. AC: 20 (+5 Dex, +5 natural) Attacks: 2 claws +15 melee, bite +10 melee Damage: Claw 1d6+7, bite1d6+3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Improved grab Special Qualities: Fast healing 5, damage reduction 20/+3 (blunt only), arboreal agility Saves: Fort +8 Ref +11, Will +8 Abilities: Str 24, Dex 20, Con 22, Int 12, Wis 14, Cha 12 Skills: Hide +16, Move Silently +13, Spot +10, Listen +6 Feats: Improved Initiative Climate/Terrain: Temperate forest Organization: Solitary Challenge Rating: 8 Treasure: Double standard Alignment: Usually neutral evil Advancement: 9-18 HD (Medium-Size) These horrific creatures have powerful teeth and strange hook-like feet that they hang from tree limbs with. Asanbosams are somewhat human in appearance except for their mouths, which are full of piranha-like teeth that are 4 inches long and hard as steel. The asanbosams live in the treetops and rarely touch the ground.

Asanbosams prefer humanoid flesh. When hungry, they lurk in trees near a path, waiting for passers by. When hapless victims approach, they swing down from their hiding place, grab a victim and carry them back into the lofty branches where they kill and eat the prey.

COMBAT The anasbosams prefer to fight in the trees, hanging onto the limbs with its hooked feet and grappling their victim with its hands. After grabbing a victim, the aasanbosam climbs to the highest branch that will hold their weight (usually 40-50 feet up). Once it reaches this height it uses its bite attack to devour its meal, often while they still live. If an opponent puts up a lot of resistance, the asanbosam hurls them from the treetops, inflicting falling damage in addition to the damage sustained from hitting branches on the way down. It might also leap from the treetop with its victim still grappled, as the asanbosam is resistant to the blunt damage caused by hitting the ground. Improved Grab (Ex): When the asanbosam makes a claw attack it may attempt to start a grapple as a free action. Medium-size and smaller opponents who are successfully held are carried up into the asanbosam’s tree to be eaten (see Chapter 12, Other Grappling Options). Arboreal Agility (Ex): The asanbosm’s hooked feet allow it to hang onto a branch as easily as humans stand on the ground. While fighting in the trees the asanbosam is sure-footed and agile, it does not suffer the standard combat penalties incurred for climbing (-2 AC, no Dex bonus, and no shield use). Damage Reduction (Ex): The asanbosam’s bones are harder than steel, hitting one with a blunt weapon is usually fruitless. These creatures enjoy damage reduction of 20/+3 against blunt weapons. Fast Healing (Ex): Asanbosams are surprisingly healthy, recovering 5 hit points of damage per round.

ASRAI Tiny Fey Hit Dice: 1/2d6+1 (2 hp) Initiative: +3 (Dex) Speed: 20 ft., fly 40 ft. (good) AC: 15 (+2 size, +3 Dex) Attacks: Dagger +5 melee Damage: Dagger 1d4-3 Face/Reach: 2 ½ ft. by 2 ½ ft./0 ft. Special Attacks: Spell-like abilities Special Qualities: SR 16, melt Saves: Fort +1, Ref +5, Will +4 Abilities: Str 4, Dex 16, Con 13, Int 14, Wis 14, Cha 18 Skills: Craft (any one) +8, Hide +15, Move Silently +10, Perform (dance, melody, plus any other one) +9, Sense Motive +7, Spot +7 Feats: Weapon Finesse (dagger)

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Climate/Terrain: Temperate forest Organization: Solitary Challenge Rating: 1 Treasure: No coins; 50% good; 50% items Alignment: Always neutral Advancement: 1-3 HD (Tiny) These small delicate fairies are always female. They tend to be playful and passive, only coming out at night.

COMBAT Asaris avoid combat at all costs. They prefer to run and hide rather than fight. If cornered they rely on their spell-like abilities to escape and defend themselves. Spell-like Abilities: 3/day—charm person, color spray, hypnotic pattern, invisibility (self only), 1/day— dispel magic, and haste. These abilities are as the spells cast by an 8th level sorcerer (DC 14 + spell level). Sunlight Vulnerability: These fairies are very susceptible to the sunlight. If one is ever exposed to the direct rays of the sun she melts into a pool of water in one round and is slain.

ASWANG Medium-Size Monsterous Humanoid Hit Dice: 7d8+21 (52 hp) Initiative: +4 (Dex) Speed: 30 ft. fly 60 ft. (average) AC: 16 (+4 Dex, +2 natural) Attacks: 2 claws +10 melee, Bite +5 Damage: Claw 1d4+3, bite 1d6+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Organ feast Special Qualities: Damage reduction 5/+1, animal companions Saves: Fort +5, Ref +9, Will +7 Abilities: Str 16, Dex 18, Con 17, Int 11, Wis 14, Cha 16 Skills: Hide +9*, Move Silently +9, Bluff +7, Open Lock +10, Spot +10, Listen +10 Feats: Alertness Climate/Terrain: Any temperate or warm Organization: Solitary Challenge Rating: 4 Treasure: Standard Alignment: Always chaotic evil Advancement: 9-12 HD (Medium-Size) This creature appears to be a beautiful female human by day, but at night it becomes a hideous fetus-eating monster. An aswang leads a normal life by daylight, but as the sun sets, it grows a pair of bat-like wings and separates its upper half from its lower half. It then flies off, intestines trailing, in search of food. The lower

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half of the aswang’s body is hidden in its lair until morning when the two halves must reconnect or die. Pouring salt or vinegar on the exposed innards of the lower torso will prevent reconnection. Its nourishment is always blood, and it prefers to feed on pregnant women. Aswangs have very long tubular tongues for inserting into the orifices of sleepers to suck out their internal organs. They especially like livers, intestines, and unborn fetuses. An aswang will drool at the sight of a pregnant woman.

COMBAT The aswang usually only engages in combat while in its monstrous form, and then only to defend itself. Small Size: While in its monstrous form, the aswag is considered a Small creature and gains all the relevant bonuses to armor class (+1) and Hide (+4), and a +1 size bonus on attack rolls. Animal Companion (Su): The aswang always has several night birds as companions. These birds often scout the area looking for pregnant women for the aswag to feed upon. Organ Feast (Ex): The aswag can insert its long tubular tongue into sleeping or unconscious victims and suck their vital organs out. Unless the victim is carrying a fetus, the aswang devours their liver or intestines. This causes 3d6 points of damage per round. Sleeping victims, if they survive the damage, usually wake up after the first attack. Creatures who have their livers eaten must make a Fortitude check (DC 18) each round or suffer from liver dysfunction (aged 5 years –2 Constitution permanently). When their Constitution is reduced to 0 their liver is completely devoured and the aswang leaves them in search of a new victim. Skills:* The aswang gains a +4 size modifier to its Hide checks while in its monstrous, winged form.

BAY-KOK Medium-Size Undead Hit Dice: 6d12 (39 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 16 (+2 Dex, +4 natural) Attacks: Club +6 melee Damage: Club+3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Rattling bones Special Qualities: Undead Saves: Fort +2, Ref +4, Will +7 Abilities: Str 16, Dex 14, Con —, Int 11, Wis 14, Cha 6 Skills: Climb +7, Intuit Direction +8, Search +7, Spot +12, Listen +8, Wilderness Lore +12 Feats: Track Climate/Terrain: Any

Organization: Solitary, gang (2-4) or band (1120) Challenge Rating: 3 Treasure: None Alignment: Always lawful neutral Advancement: 7-12 HD (Medium-Size)

Climate/Terrain: Temperate forest Organization: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Always neutral evil Advancement: 9-16 HD (Medium-Size)

Bay-koks are vengeful undead soldiers who seek out and destroy those who would fight unfairly. They only attack warriors (fighters, barbarians, rangers, paladins etc.) who use immoral tactics to defeat their enemies. A bay-kok resembles a skeleton wrapped in transparent skin. It is usually armed with a club, spear or hand axe. The creature’s bones clatter together constantly, creating an unnerving sound.

This fearsome creature lurks in the foliage along riverbanks, waiting for victims. When unsuspecting travelers come by, it jumps from the bushes and pushes them into the river, trying to drown them and steal their souls. The bokwus has a very human appearance with features that vaguely resemble a hawk. A bokwus will often paint its face and body with war paint. A bokwus can take the soul from those it kills, robing them of an afterlife. A bokwus will take the souls of its victims to its home, deep in the forest. No one has ever discovered what is done with them there.

COMBAT Bay-kok’s are never randomly encountered. They only attack warriors who have broken the just codes of war. When they find their quarry, they attack relentlessly. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Rattling Bones: The noise of the bay-kok’s rattling bones is so unnerving that it causes a weakening fear to creep upon those who hear it. Those who are within 120 feet of the bay-kok must make a Will save or suffer –2 moral penalties to attack, damage and saving throws. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that bay-kok’s rattling for one day. Exception: This only affects the bay-kok’s quarry.

BOKWUS Medium-Size Monstrous Humanoid Hit Dice: 8d8+24 (60 hp) Initiative: +7 (+3 Dex, +4 Improved initiative) Speed: 30 ft. AC: 15 (+3 Dex, 2 natural) Attacks: Stone hand axe +10/+5 melee Damage: Stone hand axe 1d6+4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Sneak attack Special Qualities: Soul theft Saves: Fort +5, Ref +9, Will +7 Abilities: Str 18, Dex 16, Con 16, Int 12, Wis 13, Cha 14 Skills: Hide +10, Listen +7, Move Silently +9, Bluff +8, Spot +8, Swim +10 Feats: Improved Bull Rush, Improved Initiative, Power Attack

COMBAT These creatures usually lay ambushes along riverbanks and sometimes use bait to draw unsuspecting travelers to their doom. Sneak Attack (Ex): If a bokwus can catch an opponent off guard (flat-footed, flanked, etc.) it can take advantage of their inability to defend themselves and strike vital spots. This ability is in all way similar to the rogue’s ability of the same name. The bokwus typically does an extra 4d6 points of damage with a sneak attack. Soul Theft (Su): The bokwus has the supernatural ability to capture a dying person’s soul and keep it from passing on to the afterlife. Anyone who has their soul stolen by a bokwus cannot be raised or resurrected (the bokwus probably devours their soul).

BUNYIP Medium-Size Beast Hit Dice: 5d10+5 (32 hp) Initiative: +3 (Dex) Speed: Swim 50 ft AC: 15 (+3 Dex, +2 natural) Attacks: Bite +4 melee Damage: Bite 1d6+1 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Roar, bloodlust, sharpness bite Special Qualities: Blood scent, disease Saves: Fort +5, Ref +7, Will +1 Abilities: Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7 Skills: Listen +4, Spot +4 Climate/Terrain: Temperate and warm aquatic and marsh Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Usually neutral

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Advancement: 6-12 HD (Medium-size); 13-18 HD (Large) The bunyip is a terrible roaring swamp monster with a powerful bite. It resembles a seal covered in dense black fur with a mane and penetrating eyes of sapphire. The bunyip lives in calm water holes and marshes and usually only attacks small animals for food. It attacks larger creatures if it cannot find smaller prey or if it feels threatened.

COMBAT A bunyip will roar at approaching creatures, trying to scare them away. If this fails, it will attack any creature in the water, preferring smaller victims over large. Roar (Su): When a bunyip roars, all creatures with 4 or less Hit Dice and within a 100 feet must succeed at a Will save (DC 13) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that bunyip’s roar for one day. Bloodlust (Ex): A bunyip that detects blood in the water flies into a biting frenzy the following round, gaining one extra attack pre round at its maximum attack bonus until its opponent is dead. Sharpness Bite (Ex): If a bunyip delivers a successful critical hit to an opponent of up to Small size, it severs one limb randomly (1d4; 1 right arm; 2 right leg; 3 left arm; 4 left leg.). Blood Scent (Ex): Bunyips can detect blood in the water at ranges of up to one-half mile. Disease (Ex): Bunyips are latent carriers of cholera. Although they do not suffer any ill effects from this disease themselves, the water a bunyip lives in becomes infected with it. Anyone drinking the water must make a Fortitude check (DC16) or be infected.

CIVATATEO Medium Undead Hit Dice: 9d12 (58 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 18 (+2 Dex, +6 natural) Attacks: 1 claw +6 Damage: Claw 1d6+2 melee and disease Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Symbol of death, disease touch Special Qualities: Undead, immunities, +6 turn resistance, DR 15/+1, spell-like abilities, cold and electricity resistance 20, fast healing 5 Saves: Fort +3, Ref +5, Will +9 Abilities: Str 14, Dex 15, Con -, Int 12, Wis 16, Cha 14 Skills: Hide +15, Scry +7, Knowledge (religion) +8, Move Silently +15, Prophecy +7, Search +9,

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Sense Motive +11, Spot +15, Listen +12, Torture +13, Profession (herbalist) +14 Feats: Alertness, Combat Casting Climate/Terrain: Any land or underground Organization: Solitary Challenge Rating: 9 Treasure: Standard (double goods and items) Alignment: Always lawful evil Advancement: By character class (divine caster only) These creatures prowl the crossroads, stalking travelers and they lurk among the shadows in evil temples. The civatateoes are noble women who died in childbirth and have returned as servants of their gods. They often wander the night attacking children and leaving them paralyzed and diseased. The Civatateoes are horrible to look upon, having chalky white skin and haggard, sunken eyes. They are always clothed in black and carry several death symbols (skulls, runes, etc.). They also have death symbols tattooed on their bodies and sewn into their black robes.

COMBAT The civateteoes are not particularly good at melee and tend to use their spells and abilities as much as possible to stay at a range. If forced into melee, the civateteoes rely on their disease touch and spell-like abilities. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Spell-like Abilities: At will— cause fear, death knell, animate dead 3/day— enervation, fear, ray of enfeebelment; 1/day—create undead, blasphemy vampiric touch. These abilities are as the spells cast by a 20th-level sorcerer (save DC 12 + spell level). Aweful Appearance (Ex): The sight of the civatateo is absolutely horrible. Anyone viewing the creature must make a Will check (DC 16) or become shaken, suffering –2 moral penalties on attacks, damage and saving throws. Disease: The touch of a civatateo spreads a particularly strong strain of polio (DC 26). Spells: Being unholy priests, civatateoes may choose access to any two domains from the following list: evil, chaos, death, and destruction. Their spell advancement depends on their class. Symbol of Death (Sp): A civatateo is always adorned with a symbol or rune of death that can be activated once per day as a free action. Once activated, it affects anyone within 60 feet who looks at it, functioning just like the 8th level spell symbol.

CROCOTTA Medium-Size Magical Beast Hit Dice: 6d10+12 (45 hp) Initiative: +2 (Dex) Speed: 50 ft. AC: 16 (+2 Dex, +4 natural) Attacks: Bite +9 (ignores armor) Damage: Bite 1d8+3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Crushing jaws Special Qualities: Metabolic superiority Saves: Fort +7, Ref +7, Will +3 Abilities: Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 7 Skills: Hide +3, Listen +6, Move Silently +2, Spot +4, Wilderness Lore +1* Feats: Weapon finesse (bite) Climate/Terrain: Any warm and temperate Organization: Solitary, pair or pack (7-16) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 7-9 HD (Medium-size); 10-12 HD (Large) This massive canine creature stalks prey with its bone crushing jaws. The crocotta’s powerful teeth can chew through nearly anything and the creature’s stomach is able to digest even the most unappetizing materials. Although the crocotta can subsist on rocks and dirt for a considerable time, these food sources offer little nourishment. Therefore, these creatures are always hunting for a more juicy meal.

COMBAT When bringing down prey, they crocotta uses its savage bite to shred the meal. Crushing Jaws (Su): The jaws and teeth of the crocotta are harder than steel and can tear through armor with ease. Attacks made with the jaws ignore armor bonuses to armor class. Making an attack with the jaws is the same as making a touch attack. Exception: Metal armor of +2 or more magical bonus is immune to this ability. Metabolic Superiority (Su): The crocotta is able to digest just about any substance, allowing it to survive in the harshest climates.

DAMA DAGENDA Small Monstrous Humanoid Hit Dice: 4d8+12 (30 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 20 ft. AC: 17 (+1 small, +4 Dex, +2 natural)

Attacks: Bow +9 ranged Damage: 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Disease Special Qualities: Languages Saves: Fort +4, Ref +8, Will +4 Abilities: Str 14, Dex 18, Con 16, Int 16, Wis 10, Cha 11 Skills: Hide +16, Move Silently+14, Spot +11, Listen +7, Craft (trapmaking) +11 Feats: Improved Initiative Climate/Terrain: Warm forest Organization: Solitary, pair, gang (2-4) or pack 7-12) Challenge Rating: 3 Treasure: Standard Alignment: Always lawful evil Advancement: 5-12 HD (Small) The dama dagendas resent intrusion into their jungle habitat and will inflict painful sores and ulcers upon those who dare to intrude. They understand thousands of languages, but it will be useless to plead with them for guidance. However, if characters can speak a language the dama dagendas do not understand, they might be able to save themselves from these little monsters. Dama dagendas are short, stocky, ugly creatures that often wear branches and leaves to help them hide in the wilderness (+2 circumstance bonus to Hide checks). Few people ever get a good enough look at them to describe them fully.

COMBAT Dama degendas attack all travelers through their jungle, inflicting terrible sores and ulcers. They use guerrilla tactics and often spring ambushes, attacking with surprise and concealment from a distance then fleeing before their opponents have a chance to react. They do this repeatedly as well as using their spell-like abilities, trapmaking skills and anything else they can think of to kill intruders without getting in harm’s way themselves. Disease (Sp): Three times a day, a dama dagenda is able to afflict anyone within 150 feet with a rare skin disease. Subjects must make a Fortitude check (DC 14) or suffer from chronic, debilitating lesions (1d2 subdual damage) on their bodies. This condition continues to worsen by 1d2 points each day until the subject can succeed at two consecutive Fortitude checks, just like any other disease. Languages (Ex): Dama degendas are fluent with all modern languages that exist within 3,000 miles of their home. Dama degendas are fascinated by languages and also often know many ancient and obscure tongues. In fact, the dama dagendas’ fascination with language is so great that if an intruder into their lands begins speaking in a language they do not understand, they will struggle to figure it out rather than attacking the intruder.

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Therefore, characters entering the dama degenda’s domain should speak loudly to themselves in the most

obscure language they know, this may save their lives. Speaking gibberish will not fool the dama dagenda unless the speaker can make a Bluff check (DC 30).

DEMONS Demon Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities:

Skills

Feats: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement:

Hedammu Huge Outsider (Chaotic, Evil, Aquatic) 24d8+216 (324 hp) +5 (+1 Dex, +4 Improved Initiative) 30 ft., swim 60 ft. 41 (-2 size, +1 Dex, +32 natural) Bite +32/+27/+22/+17 melee Bite 3d6+10 and poison 10 ft. by 20 ft./10 ft. Spell-like abilities, Poison bite, swallow whole Damage reduction 30/+5, SR 32, demon qualities Fort +23, Ref +15, Will +21 Str 30, Dex 12, Con 28, Int 18 , Wis 21, Cha 18 Bluff +30, Concentration +35, Hide +21, Intimidate +30, Knowledge (any one) +30, Listen +31, Move Silently +27, Scry +30, Search +30, Spellcraft +30, Spot +31 Alertness, Improved Initiative, Combat Reflexes, Endurance, Iron Will, Bloodlust. Any aquatic Solitary 22 Double standard Always chaotic evil 25-32 HD (Huge); 33-40 (Gargantuan)

Demons are native to the abyss. They are horrible nightmares of crawling perversion. They spend most of their time trying to corrupt, pollute and kill the good races of the Material and upper planes. Some of them have the ability to enter the Material Plane, but most can only travel as close as the adjacent planes such as the Astral, Ethereal, Elemental and Spirit planes. From these dimensions, the demons are able to exert subtle and not so subtle influences upon the Material Plane. They might speak with dwellers of the Material Plane, or grant them powers or even exert domination over them. All demons presented here have the ability to enter the material plane at will, but usually only under certain circumstances such as a full moon or after a battle, or on special holidays, or after convincing a mortal to perform some sort of ritual. Nevertheless,

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Kilyakai Small Outsider (Chaotic, Evil) 5d8+10 (32 hp) +7 (+3 Dex, +4 Improved Initiative) 20 ft. 16 (+1 size,+3 Dex, +2 natural) Short sword +7 melee, bow +8 ranged Short bow 1d6+ disease 5 ft. by 5 ft./5 ft. Spell-like abilities, disease Damage reduction 5/+1, demon qualities, corruption, SR 12 Fort +7, Ref +7, Will +5 Str 14, Dex 16, Con 16, Int 14, Wis 13, Cha 12 Hide +17, Move Silently +13, Spot +11, Knowledge (arcane) +12, Listen +11

Improved Initiative

Warm and temperate forest Solitary, pair, gang (2-7) or troupe (1 kilyakai, 2-5 cambions) 5 Standard Always chaotic evil 6-10 HD (Small)

these demons are well known on the Material Plane, especially to witch doctors.

DEMON QUALITIES All demons have the following qualities. Immunities (Ex): Demons are immune to poison and electricity. Resistances (Ex): Demons have cold, fire, and acid resistance 20. Telepathy (Ex): Demons can communicate telepathically with any creature within 100 feet that has a language.

Demon Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills:

Pey Medium-Size Outsider (Chaotic, Evil) 8d8+48 (84 hp) +3 (Dex) 30 ft. 21 (+3 Dex,+8 natural) Bite +12 melee, 2 claws +7 melee Bite 1d10+3, claw 1d4+1 5 ft. by 5 ft./5 ft. Blood drain, spell-like abilities Bloodlust, scent, demon qualities, damage reduction 20/+2, SR 14 Fort +10, Ref +8, Will +7 Str 16, Dex 16, Con 18, Int 12, Wis 12, Cha 12 Hide+19, Intimidate +15, Move Silently+19, Spot +17, Listen +17

Feats:

Weapon Focus (bite), Alertness

Climate/Terrain:

Any

Organization:

Solitary, pair or gang (2-7)

Challenge Rating: Treasure: Alignment: Advancement:

8 Standard (coins only) Always chaotic evil 9-16 HD (Medium-Size)

HEDAMMU Hedammi are snake-like demons with insatable apppitites. They spend all their time hunting and eating anything they can find. Hedammi have long scaly bodies and serpentine heads. They do not have arms or legs. They live in the sea but can, and frequently do, come ashore.

COMBAT Hedammi enjoy combat as much or more than any other demon. They like to laugh at and taunt their opponents while they fight. They prefer to fight in the water as this usually gives them an advantage. Spell-like abilities: At will—blasphemy, chaos hammer, cause fear, control winds, deeper darkness, doom, detect good, detect magic, etherealness, greater dispelling, read magic, scare, symbol (any), telekinesis, teleport without error (self plus 100 ponds of objects only), unhallow, unholy blight; 1/day—astral projection, damning stare*, slay living and unholy aura. These abilities are as the spells cast by a 20th-level sorcerer (DC 14 + spell level). Poison (Ex): The bite of a hedammu injects a toxin that causes weakness (DC 28; primary 1d6 Strength, secondary 2d6 Strength).

Pua Tu Tahi Huge Outsider (Chaotic, Evil) 22d8+110 (209 hp) +1 (Dex) 40 ft., swim 30 ft. 39 (-2 size, +1 Dex, +30 natural) 2 claws +27 melee, bite + 22 melee Claw 2d8+7, bite 1d8+3 10 ft. by 10 ft./15 ft. Spell-like abilities Damage reduction 35/+3, demon qualities, SR 30 Fort +21, Ref +17, Will +17 Str 24, Dex 12, Con 20, Int 14, Wis 12, Cha 14 Concentration +49, Hide +37*, Intimidate +45, Listen +45, Spot +45, Search +46 Power Attack, Sunder, Blind-fight, Cleave, Great cleave Aquatic (oceans and seas) Solitary or troupe (1 pua tu tahi, 1 halffiend giant squid, 2-6 half-fiend Large sharks) 18 Double standard Always chaotic evil 23-42 HD (Gargantuan)

Improved Grab: To use this ability the hedammu must hit an opponent of Medium-size or less with its bite attack. If it gets a hold, it can try to swallow the opponent whole. Swallow Whole: A hedammu can attempt to swallow a grabbed opponent of Medium-size or smaller by making a successful opposed grapple check. A character that is swallowed suffers 2d8+10 points of crushing damage per round and is deposited in the creature’s stomach causing an additional 2d8 points of acid damage per round. Characters may cut their way out of the creature’s stomach with claws or weapons of size Tiny or Small by making attack rolls against AC 20 and doing at least 40 points of damage. Once the character exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A hedammu’s gullet has room for two Medium-size, four Small or 8 Tiny or smaller creatures. Summon Demon (Sp): Once per day a hedammu can attempt to summon 5d12 half-fiend dire sharks, 1d6 hezrou, or 1d2 pua tu tahis with 70% chance of success.

KILYAKAI The Kilyakais are forest demons who steal babies and corrupt them with evil spirits. They also steal livestock and cause diseases such as malaria by firing poisoned arrows at unwary travelers. No matter what their age, all kilyakai appear to be geriatric tribesmen, about three feet tall. They often wear makeshift

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camouflage (+4 to Hide checks) and ornament themselves with feathers, shrunken heads and war paint.

COMBAT Kilyakais prefer to fight from a distance and with some sort of cover or height advantage. They also surround themselves with their “offspring,” children they have corrupted and turned into cambions (humanoid halffiends). Spell-like Abilities: At will—darkness, detect magic, detect good, fade*, and cause fear; 1/day— contagion, dispel magic, These abilities are as the spells cast by a 10th-level sorcerer (DC 12 + spell level). Disease Arrows: Kilyakis often coat their arrows with the malaria virus (DC 18, see Chapter 8). Corruption (Sp): kilyaki use this ability to pollute the souls of humanoid infants. Children less than two years old may be subjected to a ritual that infects them with a demon-spirit. This changes the child into a halffiend with all the appropriate modifiers (215 MM). Once the ritual is completed, this change is permanent. The ritual requires ten minutes and at least three kilyakis to perform.

PEY Peys are scavengers who flock to battlefields after the fight is over. They dance and cackle in joyous ecstasy as they feast upon the dead and dying. These demons drink the blood of fallen and wounded warriors. They devour corpses and frolic in the gore.

COMBAT Peys are vicious, chaotic fighters who rush into combat with reckless abandon. They often shriek with excitement in melee. Spell-like Abilities: At will—darkness, death knell, detect magic, detect good, deathwatch, and vampiric touch; 1/day—slay living. These abilites are as the spells cast by a 12 level sorcerer (save DC 11 + spell level). Bloodlust (Ex): Once they have tasted blood, peys will fly into a feeding frenzy, gaining one extra attack per round at their best base attack bonus. If there is no one to attack, they dance and cavort loudly and recklessly, eventually fighting among themselves. Summon Demon (Sp): Once per day a pey can attempt to summon 5d10 dretches, or another pey with a 35% chance of success.

PUA TU TAHI These sea demons attacks ships, coastlines and other creatures without mercy. Their sunken lairs are often

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surrounded by twisted creatures (half-fiends) and filled with untold treasures. This demon looks a like a massive corral reef with sharp spikes and jagged edges. It has no distinguishable head and always remains in the sea.

COMBAT The pua tu tahi is a terrible foe in combat, preferring to slam opponents with its sharp, reef-like skin. Spell-Like Abilities: At will—darkness, detect good, detect magic, fog cloud, control water; 3/day— dispel magic, protecton from elements, solid fog, suggestion, 1/day—animate objects, acid fog, and teleport without error. These abilities are as the spells cast by a 20th-level sorcerer (DC 12 + spell level). Skills:* The pua tu tahi looks so much like a corral reef that it gains a +12 Hide bonus when motionless in the sea. Summon Demon (Sp): Once per day a pua tu tahi can attempt to summon 4d10 half-fiend dire sharks, 1d4 hezrou, or 1 pua tu tahis with 60% chance of success.

DJIEN Medium-Size Vermin Hit Dice: 4d8+8 (26 hp) Initiative: +3 (Dex) Speed: 30 ft. climb 20 ft. AC: (+3 Dex, +6 natural) Attacks: Bite +7 Damage: 1d6 and poison Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Poison, web Special Qualities: Damage reduction 5/+5, cannot be critically hit Saves: Fort +6, Ref +4, Will +1 Abilities: Str 14, Dex 16, Con 14, Int —, Wis 10, Cha 2 Skills: Climb+12, Hide +9, Jump +10, Move Silently +10 Feats: Weapon finesse (bite) Climate/Terrain: Warm and temperate forest Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Medium-Size); 9-12 HD (Large) The djiens resemble monstrous spiders, growing as big as a human. They nest in the ground and hunt by ambush. Djiens have the unthinkable ability to remove their vital organs and hide them in the ground. This prevents critical hits and provides substantial damage reduction. The djiens cannnot move more than 400

feet from their organs when they are removed and buried.

Alignment: Always lawful evil Advancement: 8-12 HD (Medium); 12-16 (Large)

COMBAT

The “thrower down,” this creature sits on the edge of a pit and dares passers-by to throw stones at him to knock him into the pit. Unfortunately, most people don’t know that ga goribs are imbued with a missile reflection ability that sends any hurled stone back at the thrower. Ga goribs are slovenly and obese with short bristly hair and bulging eyes. They have dark skin and large feet and hands.

The djien enjoys significant combat bonuses due to its alien anatomy. With its vitals buried nearby in the ground, it is impervious to critical hits and very resilient to damage. If the vitals can be located however (Search DC 25), they are much easier to defeat. Cannot be Critically Hit: The djien’s alien anatomy prevents it from being critically hit. Exception: The creature’s vitals, if located, can be damaged with critical hits. Damage Reduction: The djien’s alien anatomy provides it with damage reduction of 5/+5. Exception: The creature’s vitals do not receive damage reduction. Poison (Ex): The bite of a djien is quite poisonous, causing 1d6 points of initial and secondary Strength damage (DC 14). Web (Ex): Djiens are web spinners but they nest in the ground. A single strand of their web is strong enough to support the spider and one creature of the same size. Djiens can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size smaller than the djien. Skills: Djiens gain a +4 racial bonus to Hide and Move Silently.

COMBAT Ga goribs usually greet strangers with an invitation to play their game. This often leads to combat of course, which the ga gorib is usually prepared for. The Game: Ga goribs like to play a game of stone throwing. To play the game each of two contestants stand on the rim of a large pit, opposite from each other. They then throw stones at each other, trying to knock the other into the pit. The loser is the first player to be knocked in. To make the game more interesting, the pit is sometimes filled with spikes or snakes. And sometimes the contestants stand on a narrow beam or loose gravel. Missile Reflection (Su): This ability protects the ga gorib from all nonmagical missile attacks. It also hurls those missile attacks back at the attacker with their own attack bonus. Skills: The ga goribs receive a +4 racial bonus to their Craft (trapmaking) skill.

GA-GORIB Medium-Size Monsterous Humanoid Hit Dice: 7d8+14 (44 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 30 ft. AC: 18 (+4 Dex, +4 natural) Attacks: 2 Claws +9, bite +8 melee or stone +11 ranged Damage: Claw 1d6+2, bite 1d4+1 or stone 1d4+2 Face/Reach: 5 ft. by 5ft./5 ft. Special Attacks: Special Qualities: Missile reflection Saves: Fort +4, Ref +11, Will +8 Abilities: Str 17, Dex 18, Con 14, Int 14, Wis 12, Cha 13 Skills: Climb +5, Craft (trapmaking) +12, Bluff +8, Sense Motive +3, Spot +8, Listen +2, Hide +11, Move Silently +11 Feats: Improved Initiative Climate/Terrain: Warm hills and underground Organization: Solitary Challenge Rating: 5 Treasure: Standard

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GIANT Giant

Attacks: Damage: Face/Reach: Special Attacks:

Sky Giant (Bacab) Colossal Giant 40d8+400 (580 hp) +0 60 ft. 34 (-8 size, +28 natural, +4 bone armor) War club +42/+37/+32/+27 Titanic war club 5d8+30 40 ft. by 40 ft./25 ft Rock throwing, stomp

Special Qualities:

Rock catching

Saves:

Fort +31, Ref +13, Will +14 Str 50, Dex 10, Con 30, Int 10, Wis 12, Cha 14 Climb +22, Jump +24, spot +5, Listen +5 Cleave, Power Attack Any non-subterranean Solitary, pair or gang (2-5) 22 Standard Usually lawful By character class

Hit Dice: Initiative: Speed: AC:

Abilities: Skills: Feats: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement Giant Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Climate/Terrian: Organization: Challenge Rating: Treasure: Alignment: Advancement:

Flaming Tooth Giant Gargantuan Giant (Fire) 24d8+168 (264 hp) +1 (Dex) 50 ft. 22 (-4 size, +1 Dex, +12 natural, +3 half bone armor) Gargantuan disarming club +32/+27/+22 Gargantuan club 3d6+14 10 ft. by 10 ft./15 ft. Chew, swallow whole, rock throwing Fire subtype Fort +21, Ref +10, Will +10 Str 38, Dex 12, Con 24, Int 10, Wis 10, Cha 14 Climb +14, Jump +14, Spot +0, Listen +0 Improved Disarm, Exotic Weapon (disarming club) Any warm solitary 15 Standard Always chaotic evil By character class

Rock Giant (Chenoo) Large Giant (Earth) 8d8+48 (80 hp) +2 (Dex) 40 ft. 21 (-1 size, +2 Dex,+10 natural) Huge great club +12/+7 Huge great club 2d10+10 5 ft. by 5 ft./10 ft Rock throwing Wisdom of the hunt, weak minded, rock catching Fort +10, Ref +5, Will +1 Str 23, Dex 14, Con 18, Int 10 , Wis 14, Cha 8 Climb +7, Hide +0*, Knowledge (nature) +5, Wilderness Lore +5, Spot +4, Listen +4 Track Any warm or temperate Solitary, pair, gang (2-5) or band (6-9) 6 Standard Usually neutral By character class Winged Giant (Ko’lok) Large Giant 10d8+50 (95 hp) +2 (Dex) 40 ft. Fly 60 ft. (clumsy) 17 (-1 size, +2 Dex, +6 natural) Great club+13/+8 or net +13 (touch attack) Great club 1d10+6; or net 1d2 5 ft. by 5 ft./10 ft --Fort+14 , Ref +5, Will +3 Str 22, Dex 14, Con 21, Int 8, Wis 10, Cha 14 Spot +8, Listen +5 Flyby Attack Any forest Solitary, pair, gang (2-5) or band (6-9) 7 Standard Usually neutral evil By character class

Giants are typically large humanoid oafs. They are and intimidation to subtlety and manipulation. They crude and stupid but possess tremendous strength. usually subsist by hunting and raiding. They tend to bully anyone they can, preferring violence All giants speak Giant. Those with Intelligence score of at least 10 also speak common.

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COMBAT Giants enjoy melee. They prefer massive twohanded weapons and use them with tremendous skill. However, they are smart enough to soften up opponents with missile fire first if they can. A giant’s favorite missile weapon is a big rock. Rock Throwing: Adult giants receive a +1 racial bonus to attack when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks 60-80 pounds (medium objects), a Gargantuan giant can hurl rocks of 90 to 120 pounds (Large objects). Finally a colossal giant can hurl rocks of 130-200 pounds (Huge objects). Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a small rock, 20 for a Medium-size rock, 25 for a Large rock, and 30 for a Huge rock. )If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

BACAB Bacabs are extremely big, reaching over 110 feet tall. They have a lean, human-like appearance with skin of varied colors. They often wear elaborate headdresses and masks and they prefer crude jewelry of bone. Adults are over 110 feet tall and weigh in excess of 300,000 pounds. All bacabs come from one of the Four Corners of the world. Those from the South are red, those from the West are black, those from the North are white and the bacabs from the East are yellow. Bacabs are territorial and rule wide regions of the countryside. They don’t always attack intruders on sight. Often times they attempt to enforce a tax on travelers. Failing this, they attack mercilessly.

COMBAT Bacabs often fight from a great distance, hurling rocks. Their thrown rocks have a range increment of 280 feet. If opponents get close enough for melee, the bacabs will happily use their Titanic two-handed war clubs to flatten them. Stomp: A bacab can slam its foot down, causing the ground to ripple with shock waves. This effect is similar to the spell earthquake (198 PHB) except as noted here. The area is a 180-foot radius around the giant. Fissures created do not grind shut afterwards, they remain open cracks in the terrain.

Spell casters must make a concentration check (DC 30) or looses any spell they were casting. Any creatures that are standing on the ground within 180 feet in the giant must make a Reflex save (DC 30) or be knocked prone by the reverberating shock waves.

BACAB SOCIETY Most bacabs prefer only their own color. They have a strong dislike for the bacabs of other colors and generally do not like other creatures either. Therefore, they tend to stick to their own kind and frequently band together against outsiders.

CHENOO The Chenoo are a sub-race of stone giants who are skilled in hunting. They are sometimes asked, or even forced, by witch doctors to assist the hunters of a tribe, teaching them their secrets. They are somewhat shy and afraid of humanoids but can be deadly foes.

COMBAT Chenoo are often meek and faint hearted, fleeing from combat whenever possible. However, if they are trapped or their lair is threatened they will fight ferociously, usually after feigning fear until their enemies have lowered their guard. A cheenoo can hurl rocks with a range increment of 100 feet. Wisdom of the Hunt: Chenoo gain a +4 racial bonus to their Wilderness Lore checks when tracking. This bonus also applies to any Hide and Move Silently checks made against all creatures of the Animal and Beast type. A chenoo can teach the Wisdom of the Hunt to up to 4 students at a time. These lessons take 2 weeks of training minus 1 day for every point of Intelligence modifier the student has. At the end of the lessons the student(s) must make an Intelligence check (DC 20). If they succeed, they have learned the secrets the hunt. They have gained an ability that is in all ways the same as Wisdom of the Hunt with the one exception being the bonus is only +2, not the +4 enjoyed by the chenoo. Weak Minded: The chenoo has a particular susceptibility to charm and mind affecting spells, suffering a –4 racial penalty on all such saving throws Skills:* A cheenoo gains a +8 racial bonus to Hide checks in rocky terrain and gains an additional +4 racial bonus to Hide and Move Silently when evading Animal and Beast type creatures.

FLAMING TOOTH Flaming tooth giants are the terror of many lands. These huge human-like creatures are over fifty feet tall. They wear bright, chaotic war paint and have wild, staring eyes that resemble black coal. Their mouths are full of burning teeth and flames constantly spew from their jaws. They

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savor the succulent flesh of humans and elves and often seek out such villages to feast upon.

COMBAT Flaming tooth giants most often engage in combat while hunting. Opponents are often shoveled into the giant’s mouth, one after another. Improved Grab: To use this ability a flaming-tooth must hit with an unarmed attack. If it establishes a hold it picks up the opponent and transfers it to the mouth as a partial action, automatically dealing bite damage. Chew: The giant can make an opposed grapple check to chew any Medium-size or smaller creature that has been shoved into its mouth. This causes 4d6 points of crushing damage and 3d6 points of fire damage. Escaping the jaws of a flaming tooth giant requires an opposed grapple check or an Escape Artist check. Swallow Whole (Ex): Anyone who has been chewed may be swallowed if the giant can win an opposed grapple check. A character that is swallowed suffers another 2d6+7 points of crushing damage per round and is deposited in the giant’s stomach causing an additional 2d6 points of acid damage per round. Characters may cut their way out of the creature’s stomach with claws or light weapons, making attack rolls against AC 20 and doing at least 25 points of damage. Once the character exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A flaming-tooth’s gullet has room for one Large, Two Medium-size, four Small, eight Tiny or sixteen smaller creatures. Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save. The giant’s teeth are made of a strange material that burns constantly. If the flames are somehow extinguished it is very hard to get them started again. The teeth even continue to burn for several days after the giant dies. Disarming: The Flaming teeth combine feats and weapons to impressive ability, gaining a +2 circumstance modifier from their disarming club, and enjoying the benefits of Gargantuan size to their disarm attempts. Most flaming teeth also have the Improved Disarm feat.

Ko’loks are probable the most hideous giants, resembling demons more than giants. They have tremendous leathery wings and their skin is dark brown. Their mouths are full of sharp teeth and they howl like wolves.

COMBAT Ko’loks prefer to fly over their opponents and use their nets and spears before closing for melee. They are also likely to take to the air and flee if a fight goes badly for them. Barbed Net (Ex): The ko’lok’s nets are laced with hooks and barbs. Anyone caught in a net suffers 1d2 points of damage. They also suffer another 1d2 points of damage every time they struggle in the net (attempt to escape, cast a spell, etc.). Breaking out of the net requires a Strength check (DC 28). Any character making such an attempt suffers 1d6 points of damage whether the check succeeds or not.

GOANNA Huge Animal Hit Dice: 9d8+30 (61 hp) Initiative: +1 (Dex) Speed: 40 ft. AC: 15 (-2 size, +1 Dex, +6 natural) Attacks: Bite +11 melee; claw +6 Damage: Bite 1d8+7; claw 1d6+3 Face/Reach: 10 ft. by 20 ft./10 ft. Special Attacks: Improved grab, crushing bite Saves: Fort +9, Ref +7, Will +4 Abilities: Str 25, Dex 12, Con 17, Int 2, Wis 12, Cha 5 Skills: Climb +8, Listen +4, Move Silently +6, Spot +6, Swim +7 Climate/Terrain: Any warm land Organization: Solitary, pair, or herd (3-8) Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: 10-16 HD (Huge) This 20-foot lizard has the ability to stand erect on its hind legs and run at tremendous speed. It has a 7foot tail that it uses to balance itself. Goannas have tough leathery hide that is usually mottled with shades of green, brown and yellow. Some goannas have a large fin-like bone on their skulls.

KO’LOK Perhaps the most terrible of all giants is the winged ko’lok. These dreadful creatures fly over villages and collect people in their heavy, hooked nets, or sometimes the just raid villages in a feeding frenzy, eating all the people they can.

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COMBAT Goannas usually join combat with a charge. Once melee is engaged they rely on their savage bit and claw attacks. Improved Grab (Ex): If a goanna hits with its bite attack, it can grab an opponent of Large size or

smaller in its mouth and crush it with a successful grapple check. Crushing Bite (Ex): A goanna can crush an opponent held in its mouth, automatically dealing 2d8+9 points of bludgeoning damage per round. Charge (Ex): Once per minute the goanna can stand on its hind legs and make a charge attack, moving at ten times its base speed (400 ft.)

HAI-URI Medium-Size Monstrous Humanoid Hit Dice: 8d8+24 (56 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 40 ft. AC: 16 ( +4 Dex, +2 natural) Attacks: Punch +13, +8 Damage: Punch 1d4+2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Expert pugilist Special Qualities: 1/2 invisible, medicine lore Saves: Fort +5, Ref +10, Will +10 Abilities: Str 14, Dex 18, Con 16, Int 16, Wis 19, Cha 6 Skills: Jump (+9), Heal (+13), Profession (herbalism) (+23), Knowledge (nature) (+11) Feats: Improved Initiative, Weapon finesse, Combat Reflexes Climate/Terrain: Warm and temperate plains Organization: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Usually lawful Neutral Advancement: 9-16 HD (Medium) Also known as the Chiruwi or tikdoshe, this bizarre creature loves to spae and brawl with others and will challenge anyone it meets to a fist-fight. Although it has only one arm, one leg, and one side, it is surprisingly agile, leaping high into the air and punching with rapid blows. Anyone who can defeat a hai-uri in a pugilism match can demand it to reveal the secrets of medicine.

COMBAT A hai-uri usually begins combat with a challenge, calling out one opponent for a duel of fisticuffs. Once the battle begins, the hai-uri will rely on its Spring Attack, and attacks of opportunity to beat the snot out its opponent. They usually move out of an opponent’s threatened area and turn their invisible side to them. This forces the opponent to move several feet to see the hai-uri again, thus loosing any extra attacks and potentially provoking

attacks of opportunity by moving through the hai-uri’s threatened area. Expert Pugilist (Ex): All hai-uri employ a unique fighting maneuver that capitalizes on their racial strengths. They may leap and punch with an agility and skill that in all ways resembles the combined effects of the feats Spring Attack, and Improved Unarmed Strike. Partial Invisibility (Su): Anyone looking at the haiuri from the missing side (its left flank) cannot see it at all. To these observers, it is completely invisible (50% miss chance, etc.) Skills: All hai-uri are master herbalists and enjoy a +10 racial bonus to all Profession (herbalist) checks. Medicine Lore: A hai-uri can teach one pupil the secrets of medicine lore. This requires 1 full day of study and the student must succeed at an Intelligence check (DC 20). If successful, the character has learned the secrets of medicine and forever after gains a +2 insight bonus to all Profession (herbalist) and Heal checks.

HORE Colossal Beast Hit Dice: 20d10+200 (310 hp) Initiative: +0 (Dex) Speed: 30 ft., burrow 30 ft. AC: 26 (-8 size, +24 natural) Attacks: bite +32 Damage: Bite 3d10+17 and 2d6 acid Face/Reach: 40 ft. by 80 ft./15 ft. Special Attacks: Swallow whole, acid saliva, improved grab. Special Qualities: Tremor sense Saves: Fort +8, Ref +3, Will +1 Abilities: Str 45, Dex 10, Con 30, Int 2, Wis 10, Cha 10 Skills: Climb +21 Climate/Terrain: Any Organization: Solitary Challenge Rating: 13 Treasure: Standard Alignment: Always neutral Advancement: 21-40 HD (Colossal) This immense worm-like creature dwells deep within the earth. It has oversized fish-like jaws that are filled with rows of teeth and a body that is covered in scales. The hores often grow to more than 100 feet long and weigh over 300,000 pounds.

COMBAT In melee, a hore lunges and thrashes around, attempting to crush or devour everything within range. Improved Grab: To use this ability the hore must hit an opponent of size Huge or less with its bite attack. If it gets a hold, it can try to swallow the opponent whole.

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Swallow Whole: A hore can attempt to swallow a grabbed opponent of Huge size or smaller by making a successful oppose grapple check. A character that is swallowed suffers 2d6+8 points of crushing damage per round and is deposited in the creature’s stomach causing an additional 2d6 points of acid damage per round. Characters may cut their way out of the creature’s stomach with claws or weapons of size Tiny or Small by making attack rolls against AC 20 and doing at least 30 points of damage. Once the character exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A hore’s gullet has room for two Huge, four Large, eight Medium-size, sixteen Small or smaller creatures. Tremor Sense: A hore can automatically sense the location of anything within 120 feet that is in contact with the ground. Trample: A hore can, as a standard action, use its whole body as a weapon, trampling opponents into the ground. A hore can trample creatures size Huge and smaller for automatic bite damage. Characters who

do not make an attack of opportunity against the hore can attempt a Reflex save (DC 37) to halve the damage. Acidic Saliva: The saliva of a hore is highly acidic. Anyone bitten by the creature suffers additional acid damage (2d6).

MAMMOTH Mammoth

Skills:

Mammoth (steppe) Gargantuan Animal 20d8 +160 (260 hp) +0 50 ft. 18 (-4 size, +12 natural) Slam +25 melee, 2 stamps + 20 melee; or gore +25 melee Slam 2d8+14, Stamp 2d8 +7; gore 2d10+21 20 ft. by 40 ft./20 ft. Trample 2d10+21 Scent Fort +20, Ref +12, Will +6 Str 38, Dex 10, Con 26, Int 2, Wis 10, Chr 9 Listen +5, Spot +5

Climate/Terrain:

Warm and temperate plains

Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities:

Organization: Challenge Rating: Treasure: Alignment: Advancement

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Solitary, group or herd (630) 13 None Always neutral 21-40 (Gargantuan)

Mammoth (woolly) Huge Animal 13d8+78 (143 hp) +0 40 ft. 17 (-2 size, +9 natural) Slam +18 melee, 2 stamps +13 melee; or gore +18 melee Slam 2d6+11, Stamp 2d6 +5; gore 2d8+16, 10 ft. by 20 ft./15 ft. Trample 2d8+16 Scent Fort +13, Ref +8, Will +4 Str 32, Dex 10, Con 22, Int 10, Wis 12, Cha 8 Listen +6, Spot +6 Cold and temperate hills and plains Solitary, group or herd (630) 9 None Always neutral 14-24 HD (Huge)

Mammoth (dwarf) Large Animal 6d8+24 (54 hp) +2 (Dex) 30 ft. 16 (+2 Dex, +4 natural) Slam +8 melee, 2 stamps +3 melee; or gore +8 Slam 2d4+5, Stamp 2d4 +2; gore 2d6+7 5 ft. by 10 ft./5 ft. Trample 2d6+7 Scent Fort +9, Ref +7, Will +3 Str 20, Dex 14, Con 18, Int 2, Wis 12, Chr 6 Listen +6, Spot +6 Temperate hills and forest Solitary, group or herd (630) 4 None Always neutral 7-14 HD (Large)

These enormous elephantine creatures roam the land in mighty herds. They are found in any climate and are often hunted as food by humanoids and other predators. The largest of this species, the steppe mammoth, can reach a height of 16 feet high at the shoulders and weigh more than 36,000 pounds. This creature’s tusks are almost 18 feet long. The woolly mammoth is similar in size to the common elephant but its tusks are considerably longer, reaching up to 12 feet in length. Dwarf mammoths are slightly less than 5 feet tall and have tusks ranging up to 6 feet in length. The mastodon, although not listed, is statically similar to the woolly mammoth. It prefers a temperate climate and is slightly shorter and stockier than the woolly mammoth. It has a much thinner coat of fur but is otherwise the same.

COMBAT Trample (Ex): A steppe mammoth can trample creatures size Large and smaller for automatic gore damage. Characters who do not make an attack of opportunity against the steppe mammoth can attempt a Reflex save (DC 34) to halve the damage. Woolly mammoths can trample Medium-Size and smaller creatures and impose a Reflex DC 20 for those who do not take an attack of opportunity. Dwarf mammoths can trample creatures size Small or less and impose a Reflex DC 15.

MAERO Large Monstrous Humanoid Hit Dice: 8d8+48 (80 hp) Initiative: +4 (Dex) Speed: 40 ft. AC: 20 (+4 Dex, +6 natural) Attacks: 2 claws +15 melee, bite +13 Damage: Claw 1d8+7, bite 1d6+3 Face/Reach: 5 ft. by 5 ft/10 ft. Special Attacks: Rend Special Qualities: Regeneration 5, call for help, Saves: Fort +9, Ref +11, Will +8 Abilities: Str 24, Dex 19, Con 22, Int 16, Wis 14, Cha 14 Skills: Knowledge (philosophy) +8, Hide +10, Move Silently +10, Spot +10, Listen +5, Bluff +7, Sense Motive +7 Feats: Multiattack Climate/Terrain: Temperate and warm forest and hills Organization: Solitary, pair or gang (2-5) Challenge Rating: 8 Treasure: Standard Alignment: Usually neutral evil Advancement: 9-24 HD (Large)

The maeroes are a fearsome race of hairy humanoids with long fiendish claws and huge fangs. They resemble massive hairy humans, over eleven feet tall. They eat raw meat and live in caves. Maeroes often kidnap people and take them back to their nightmarish villages in the hills and fight them to the death for sport. Despite their savage ways, Maeroes are uncommonly intelligent. They are great philosophers who ponder the deepest mysteries of life. They often subscribe to a philosophy of relativism and spend hours debating hypothetical subjectivity.

COMBAT Maeros are terrible, relentless foes in combat, who take pleasure in the screams and gore of a bloody melee. The have exceptionally long claws with which they tear their foes apart. Rend (Ex): If a maero hits with both claw attacks, it latches onto the opponent’s body and tears their flesh off. This attack automatically deals additional 2d8+10 points of damage. Regeneration (Ex): Fire and acid deal normal damage to a maero. If a maero loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed limb instantly by holding it to the stump. Flurry of blows (Ex): With this ability a maero can strike with a hail of blows at the expense of accuracy. When doing so it may make one extra attack per round at its highest base attack, but this attack and all other attacks made that round suffer a -2 penalty. Call for help (Ex): Whenever a maero calls for help there is a 75% chance that there is at least one other maero hunting nearby who will come to rescue its brethren. This call is very loud and maeros have exceptional hearing, thus allies as far as 2 miles away might respond to the call. To determine how far away the rescuing maero (or maeroes) is, roll 1d10 x 1500 feet.

MANNEGISHI Small Outsider Hit Dice: 3d8+6 (18 hp) Initiative: +3 (Dex) Speed: 20 ft. AC: 18 (+1 size, +3 Dex, +4 natural) Attacks: Slam +5 melee Damage: Slam 1d4+2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Plane shift Saves: Fort +6, Ref +6, Will +4 Abilities: Str 14, Dex 16, Con 16, Int 12, Wis 13, Cha 14

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Skills: Climb +6, Hide +5, Intimidate +8, Listen +6, Spot +9, Bluff +8 Feats: Alertness Climate/Terrain: Any Organization: Solitary Challenge Rating: 2 Treasure: Standard Alignment: Always neutral evil Advancement: 4-9 HD (Small) These secretive, deceitful creatures lurk in the shadows and play deadly tricks on people. A mannegishi is a human-like thing without hair. These creatures have large eyes and melon-like heads. The rest of their bodies are quite small, with two protruding eyes that glow orange. They do not seem to have a mouth, nose or ears. Their bodies are small, their neck and limbs are long and thin. Their fingers and toes are slender and supple. The creature’s peachcolored skin is rough in texture. They stand about four feet high. All mannegishis have six fingers on each hand, and they live between rocks in the rapids. They play tricks on travelers and often frighten them for amusement.

COMBAT Mannegishies usually flee from combat. In fact they even flee from being seen, preferring to hide and work their magic from a safe vantage point. Spell-like Abilities: 3/day—cause fear, hypnotism, silent image, and ventriloquism; 1/day—confusion. These abilities are as the spells cast by a 10th-level sorcerer (DC 12 + spell level). Plane Shift (Su): A mannegishi can enter the Material Plane, the Ethereal Plane and the Spirit World once a day. This ability can transport the mannegishi and up to seven other creatures, provided they all link hands with the mannegishi. It is otherwise similar to the spell with the same name.

MOA Large Animal Hit Dice: 6d8+16 (52) Initiative: +3 (Dex) Speed: 40 ft. AC: 14 (-1 size, +3 Dex, +2 Natural) Attacks: kick +5 melee Damage: kick 1d8+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Trample Saves: Fort +7, Ref +8, Will +2 Abilities: Str 12, Dex 16, Con 15, Int 2, Wis 10, Cha 6 Skills: Listen+6, Spot+6 Feats: Run

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Climate/Terrain: warm and temperate forest Organization: solitary, group or flock Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 7-12 HD (Large) The moa is a huge flightless bird, standing over 12 feet tall and weighing more than 500 pounds. Although it is not particularly aggressive, it can be quite dangerous if threatened. The moa is a common food source for many humanoids who are slowly hunting it into extinction.

COMBAT If cornered or threatened, the moa jumps and kicks at its attackers in an awkward but effective selfdefense. Trample: Moas can trample creatures size Small or less for 2d4 points of damage.

MOKELE-MBEMBE Gargantuan Beast Hit Dice: 22d10+176 (308 hp) Initiative: +1 (Dex) Speed: 20 ft. swim 20 ft. AC: 23 (-4 size, +1 Dex, +16 natural) Attacks: Horn +22 melee, tail slap +17 melee Damage: Horn 2d6 +10, tail 1d8+5 Face/Reach: 20 ft. by 40 ft./10 ft. Special Attacks: Trample, constrict Special Qualities: Amphibious Saves: Fort +21, Ref +14, Will +6 Abilities: Str 30, Dex 12, Con 26, Int 2, Wis 10, Cha 9 Skills: Listen +5, Spot +5 Feats: Power Attack Climate/Terrain: Warm aquatic and marsh Organization: Solitary Challenge Rating: 12 Treasure: None Alignment: Always neutral Advancement: 23-30 HD (Gargantuan) Although this creature is bigger than an elephant, it has a tiny head that is almost unnoticeable except for the huge horn growing from its skull. The beast is covered with shaggy snow-white fur and has a strong serpentine tail. It attacks small boats and inhabits marine caves. The mokele-mbembe measures just over 50 feet long.

COMBAT A mokele-mbembe is a fearsome opponent, able to gore and tail slap in the same round. However, it will often forgo this attack routine in favor of trampling. Trample (Ex): A mokele-mbembe can trample creatures size Large and smaller for automatic gore damage. Characters who do not make an attack of opportunity against the creature can attempt a Reflex save (DC 31) to halve the damage. Improved Grab (Ex): In order to use this ability the mokele-mbembe must hit with its tail. If it gets a hold it can constrict. Constrict (Ex): A mokele-mbembe’s tail deals 1d8+5 pointsof damage with a successful grapple check against opponents of up to Large size.

N’HAAITK Gargantuan Beast Hit Dice: 6d10+40 (80) Initiative: +1 (Dex) Speed: Swim 30 ft. AC: 15 (-4 size, +1 Dex, +8 natural) Attacks: Bite +7 melee; or slam +2 melee Damage: bite 2d6+7; or slam 1d8+3 Face/Reach: 20 ft. by 40 ft./10 ft. Special Attacks: Improved grab Special Qualities: Saves: Fort +9, Ref +7, Will +3

Abilities: Str 24, Dex 12, Con 18, Int 3, Wis 13, Cha 7 Skills: Hide -11*, Spot +7 Climate/Terrain: Temperate lakes Organization: Solitary Challenge Rating: Treasure: None Alignment: Always neutral Advancement: 7-12 HD (Gargantuan), 13-18 HD (Colossal) Also known as ogopogo, the n’haaitks are between 30 and 50 feet long and dwell in temperate lakes. They are dark brown in color and closely resemble a log or piece of driftwood. These creatures primarily live on fish and large gulls, though they sometimes attempt to tip a boat and eat the passengers. While drifting on or just below the surface, the n’haaitk looks very similar to a dead tree.

COMBAT An n’haaitk will usually burst from the water with surprise, attempting to bite the nearest creature and drag it into the water. If this fails, it will likely flee. Improved Grab (Ex): To use this ability, the n’haaitk must hit huge or smaller creature with its bite attack. If it gets a hold, the n’haaitk grabs the opponent in its mouth and drags it into the water, trying to pin it to the bottom. Skills: * A n’haaitk receives a +20 racial bonus to Hide when in its natural environment, appearing as a log.

OGRE Ogre Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Climate/Terrain: Organization Challenge Rating: Treasure: Alignment: Advancement

Cliff Ogre Large Giant 5d8+10 (32 hp) +0 30 ft. climb 20 ft. 18 (-1 size, +5 natural, +3 hide armor) Great club +10 melee Great club+7; or grapple 5 ft. by 5 ft./10 ft. Throw Slow Fall (20 ft.) Fort +6, Ref +1, Will +1 Str 24, Dex 10 , Con 14, Int 8, Wis 11, Cha 8 Climb +14, Listen +3, Spot +3 Improved Unarmed Strike, Improved Throw Warm and temperate hills and mountains Solitary or pair 3 Standard Usually chaotic evil By character class

Negoogunogumbar Medium-Size Giant 3d8+3 (15 hp) +7 (+3 Dex, +4 Improved Inititive) 30 ft. 17 (+3 Dex, +4 natural) Short sword +6 melee Short sword +4 5 ft. by 5 ft./5 ft. Sneak attack -Fort +4, Ref +4, Will +2 Str 18 , Dex 16, Con 13, Int 12, Wis 12, Cha 6 Climb +5, Hide+5*, Listen +2, Move Silently +6, Spot +3, Craft (trapmaking) +3 Improved Initiative Any land or underground Solitary, pair, gang (2-4), or band (5-8) 2 Standard Usually chaotic evil By character class (usually rogue)

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Ogres are large revolting creatures with loathsome ways and craven hearts. They freely associate with other Giant type creatures such as trolls and other ogres, often banding together in hunting parties. Aggressive and impulsive, ogres attack and eat smaller creatures without hesitation. Ogres vary in their appearance, being from barely 5 feet tall to almost 10 feet tall. They often have yellow or brown skin, though some are nearly black.

CLIFF OGRE This dreaded creature lurks in hilly places near steep heights. Cliff ogres often make their homes in caves situated part way up a cliff face, taking advantage of their superior climbing ability. They sometimes lay traps for hunters and foragers of humanoid tribes.

COMBAT In combat, cliff ogres try to grapple their opponents and hurl them off the steep cliff. Grappling (Ex): If a cliff ogre wins an opposed grapple check (after establishing a grapple) it uses its Improved Throw feat to hurl the opponent over the cliff. Since they are size Large, all cliff ogres can throw at least twice their light carrying capacity up to thirty feet (see Chapter 9 for more). Slow Fall: Similar to the monk ability, the cliff ogre is able to slow their fall and reduce the damage A cliff ogre within arms reach of a wall or cliff face can slow their decent and take damage as though the fall were actually 20 feet shorter than it actually is. Skills: Cliff ogres gain a +4 racial bonus to their Climb checks.

CLIFF OGRE SOCIETY Cliff ogres often live in small family units with the males spending most of their time hunting and laying traps near the lair.

NEGOOGUNOGUMBAR The Negoogunogumbars are a race of dark skinned pygmy ogres who prefers to lurk in the shadows and run away. The negoogunogumbars are skilled at sneaking and hiding, and rely on these abilities to creep close to civilized towns, stealing away small children for dinner.

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COMBAT Negoogunogumbars are reluctant to fight fairly but will eagerly use their ability to sneak attack and flee. Furthermore, although they do enjoy the flesh of children, they don’t have compunctions against eating the older folks too. Sneak Attack: If a negoogunogumbar can catch an opponent off guard (flat-footed, flanked, etc.) it can take advantage of their inability to defend themselves and strike vital spots. This ability is in all way similar to the rogue’s ability of the same name. The negoogunogumbar typically does an extra 2d6 points of damage with a sneak attack. Skills: *The negoogunogumbar’s dark skin grants it a +4 racial bonus to Hide checks.

NEGOOGUNOGUMBAR SOCIETY Negoogunogumbars live in loose, chaotic bands that roam the countryside looting and raiding. Most clans of negoogunogumbars can be found lurking on the fringes of humanoid societies. The negoogunogumbars greatly prefer the tender flesh of children and are never for from the villages that are their hunting grounds.

OOZE Ooze Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement

Inapert Huge Ooze 10d10+40 (95 hp) -5 (Dex) 10 ft. 3 (-2 size, -5 Dex) Slam +7 melee Slam 2d6 10 ft by 10 ft./10 ft. Devolve Fire susceptibility, ooze Fort +2, Ref -4, Will -4 Str 14, Dex 1 , Con 14, Int -, Wis 1, Cha 1 Any Solitary 6 None Always neutral 11-20 HD (Huge)

Oozes are among the simplest life forms. The are amorphous organisms with no complex organ systems at all. They process food energy by absorption and do not think or comprehend.

COMBAT Oozes are a danger to anyone who comes near them. They usually attack any creature they detect within 60 feet. Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing, not subject to critical hits.

INAPERT This primordial sludge is the basic building block of life. The ancient gods used this stuff to create the many life forms that exist in the world. The inapert resembles a pool of gray viscous material that has no odor. It is attracted to life forms and will track a quarry for a long time. Inaperts seek to regroup with evolved cells, by turning those cells back into sludge. The magic used to make life forms out of the inaperts is the exclusive knowledge of gods. A typical inapert is 18 feet across and 2 feet think.

COMBAT An inapert is highly toxic to living creatures. Merely touching an inapert can cause serious permanent damage to organic tissue. These creatures will track the nearest life form they can find, seeping upon it at the first chance it gets.

Sanopi Gargantuan Ooze 15d10+60 (142 hp) -5 (Dex) 15 ft. 1 (-4 size,-5 Dex) +11/+6/+1 melee Slam 1d6 20 ft. by 40 ft./10 ft. Acid Ooze, sticky Fort +2, Ref -1, Will -4 Str 20, Dex 1 , Con 14, Int -, Wis 1, Cha 1 Any Solitary 7 None Always neutral 16-30 HD (Colossal)

Fire Susceptibility: Inaperts suffer double damage from fire attacks, unless they succeed at the saving throw. In which case they take full damage instead of half. Devolving Touch (Ex): any living creature, material or object that touches the inapert suffers from devolution, the affected area melting into a gray viscous matter. This causes 3d8 points of damage per contact and forces the subject to make a Fortitude (Reflex) save or have their touched area permanently disabled (roll 1d6; 1 right arm; 2 left arm; 3 right leg; 4 left leg; 5 head; 6 torso.) Every time an inapert consumes a creature it grows proportionally in size, gaining an equal number of HD as it adds the creature’s matter to its own. An inapert that has reached 20 HD usually splits into two smaller inaperts, although some have grown much larger without splitting.

SANOPI A sanopi seeps and flows through warm arid countryside, turning the ground into a pit of viscous, acidic tar. Resembling a sizable tar pit of crude sludge, a sanopi is black, fowl smelling, sticky, and deadly. A typical sanopi is 60 feet wide and 5 feet deep.

COMBAT A sanopi will use its taunt ability to goad an opponent into rushing into melee and thus get stuck in the process. Taunt (Sp): Although sanopies are not intelligent they do have an ability to influence the thoughts of others. Sanopies use this abiltiy to tempt prey into rushing into their midsts. Those whom a sanopi taunts

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must make a Will save (DC 17). Those who fail are compelled to assault the sanopi in melee if capable of doing so. They will attempt to make melee attacks rather than spell or missile attacks. This ability cannot be used to incite subjects that are incapable of actually engaging in melee with the sanopi. Subjects who are restrained, on the far side of a barrier or otherwise incapable of engaging in melee are immune to this ability. Sticky (Ex): Anything that touches or is touched by the sanopi must make a Reflex check (DC 24) or become stuck in the black sludge. Getting free of the ooze’s clutches requires a Strength check (DC 22). If the check is successful, the trapped creature has moved 5 feet closer to the edge of the ooze. The trapped creature must check again to move another 5 feet. Acid (Ex): Creatures stuck in the black sludge are exposed to its digestive juices. These acids cause 1d6 points of damage per round to organic materials. The acid does not harm inorganic materials. Fire Vulnerability: The sanopi is also highly flammable. It suffers double damage from fire. If a sanopi catches fire, it cannot put itself out unless it is on soft ground, where it can seep into the soil to douse the flames.

PIASA Huge Magical Beast Hit Dice: 12d10+36 (108 hp) Initiative: +2 (Dex) Speed: 20 ft. fly 90 ft. (poor) AC: 18 (-2 size, +2 Dex, +8 natural) Attacks: Bite +16 melee, 2 claws +11 melee, tail +11 melee Damage: Bite 2d10 +6, claw 1d8+3, tail 2d4 +3 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Snatch Special Qualities: Damage reduction 5/+1 Saves: Fort +10, Ref +10, Will +3 Abilities: Str 23, Dex 15, Con 16, Int 3, Wis 10, Cha 10 Skills: Spot +10, Listen +10 Feats: Fly by Attack Climate/Terrain: Warm and temperate forest, hills and plains Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Usually chaotic evil Advancement 13-16 HD (Large); 17-20 HD (Huge) The Piasa (pronounced PIE-a-saw) is a bird-like creature with an appetite for humanoid flesh. It is part bird, reptile, mammal, and fish. It is the color of war and vengeance (red), death and despair (black), and hope and triumph (green).

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Its head is similar to a bear with disproportionately large teeth. It has the horns of an elk, a scaly body and eagle talons on its feet. Its head and neck are covered in a mane. The tail is at least 50-feet long and ends in a sharp spear-like point.

COMBAT The piasa prefers to grab tasty creatures and carry them back to its lair to devour at its leisure. It usually hunts on a daily basis, terrorizing communities for miles around its lair. Snatch (Ex): A piasa that hits a creature of at least size Tiny, but not larger than Large, with a claw attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the piasa achieves a hold, it can fly off with its prey and automatically make a bite attack each round in lieu of a claw attack. It can drop a snatched creature as a free action or use a standard action to fling it aside. A flung creature travels 60 feet and takes 6d6 points of damage. If the piasa flings it while flying, the creature suffers this amount of damage or falling damage, whichever is greater.

SABER-TOOTH CAT Large Animal Hit Dice: 4d8+12 (32 hp) Initiative: +2 (Dex) Speed: 40 ft. AC: 14 (-1 size, +2 Dex, +3 natural) Attacks: 2 claws +9 melee, bite +4 melee Damage: Claw 1d6+7; bite 2d8+3 Face/Reach: 5 ft. by10 ft/5 ft. Special Attacks: Pounce, Improved grab, rake 1d6+3 Special Qualities: Scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 24, Dex 14, Con 17, Int 2, Wis 12, Cha 7 Skills: Balance +7, Hide +7*, Listen +4, Move Silently +8, Spot +5 Climate/Terrain: Warm and temperate forest, hills and marsh Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: always neutral Advancement: 5-10 HD (Large), 11-15 HD (Huge) Saber-tooth cats live in caves. They have short limbs for cats and are not exceptional runners. They are quite strong however and experts at laying ambushes. They are about the size of a tiger. Saber-toothed cats can open their mouth 120 degrees, allowing them to make use of their protruding canine teeth.

COMBAT Improved Grab (Ex): If a saber-tooth cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a full move action. Pounce: If a saber-tooth cat leaps upon a foe during the first round of combat, it can make a full round attack even if it has already taken a move action. Rake: A saber-tooth cat that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d8+3 damage each. If a saber-tooth cat pounces on an opponent it can also rake. Skills: The saber-tooth cat receives a +4 racial bonus to Balance, Hide, and Move Silently checks. * In areas of tall grass or heavy undergrowth this bonus increases to +11.

STAG MOOSE Large Animal Hit Dice: 4d8+16 (34 hp) Initiative: +2 (Dex) Speed: 40 ft. AC: 13 (-1 size, +2 Dex, +2 natural) Attacks: slam +5 Damage: Slam 1d6+4 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Trample Special Qualities: Scent Saves: Fort +8, Ref +3, Will +1 Abilities: Str 17, Dex 14, Con 16, Int 2, Wis 10, Cha 5 Skills: Spot +6, Listen +6 Climate/Terrain: Cold and temperate marsh and forest Organization: Solitary, pair or family (2-5) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Large) This awkward looking deer is lager than a moose and prefers to live in cold wet regions.

COMBAT The stag moose usually flees from danger. When cornered it slams with its antlers and kicks with its front hooves. Trample: A stag moose can trample opponents size Small or less for automatic slam damage. Opponents who do not make an attack of opportunity against the stag moose can attempt a Reflex save (DC 15) to half the damage.

THUNDERBIRD Colossal Outsider (Good) Hit Dice: 20d8+160 (250 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 40 ft, fly 200 ft (clumsy) AC: 23 (-8 size, +1 Dex, +20 natural) Attacks: 2 claws +27 melee, bite +25 melee Damage: 2 claws 2d6+10, bite 2d8+5 Face/Reach: 40 ft by 40 ft/25 ft Special Attacks: Thunderclap, Lightning glance, snatch Special Qualities: Damage reduction 30/+3, SR 26, plane shift, darkvision 120 ft Saves: Fort +20, Ref +13, Will +17 Abilities: Str 41, Dex 13, Con 26, Int 14, Wis 24, Cha 22 Skills: Bluff +24, Intimidate +24, Intuit Direction +25, Knowledge (nature) +20, Knowledge (planes) +20, Listen +25, Move Silently +19, Search +20, Sense Motive +25, Spot +25 Feats: Alertness, Flyby Attack, Improved Initiative, Multiattack Climate/Terrain: Any land Organization: Solitary Challenge Rating: 21 Treasure: Standard Alignment: Always chaotic good Advancement: 21-35 HD (Gargantuan); 36-60 HD (Colossal) The thunderbird is an enormous outsider who embodies the spirit of thunder. It appears as a huge eagle with a wingspan of 150 feet. The body length is usually over 90 feet. The feathers of a thunderbird are as big as a canoe paddle. Its eyes glow fiery red and spray lightning with a glance. The thunderbird usually feeds on whales and other large creatures. It has been known to answer the call of powerful shamans in times of the greatest need.

COMBAT The thunderbird almost always opens combat with thunder and lightning. It will follow up with its bite and claw attacks. If opponents seem too tough, it wont hesitate to summon allys. Spell-like Abilities: At will—control weather, darkness, detect magic, detect good, fog cloud, gust of wind, shout, and summon nature’s ally IV; 3/day—call lightning, dispel magic, etherealness, sleet storm; 1/day— whirlwind These abilities are as the spells cast by a 20thlevel sorcerer (DC 16 + spell level). Thunder Clap (Su): All creatures with less than 20 HD and within 360 feet must succeed at a Will save (DC 26) or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is

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COMBAT successful, an affected creature is immune to the thunder clap for one day. Lightning Glance (Sp): Once every 4 rounds the thunderbird can shoot a line of lightning from its eyes. This spell-like ability is similar to the 3rd level spell lighting bolt in all regards except as noted here. It has a range of 450 feet, causes 20d6 points of damage and has a Reflex DC 21. Snatch (Ex): If th thunderbird hits a creature of at least Medium-size, but not larger than Gargantuan, with a claw attack it attempts to start a grapple as a free action without provoking an attack of opportunity. If the thunderbird achieves a hold, it can fly off with its prey and automatically make a bite attack each round in lieu of a claw attack. The thunderbird can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 120 feet and takes 12d6 points of damage. If the thunderbird flings it while flying, the creature suffers this amount or falling damage, whichever is greater. Plane Shift (Su): The thunderbird can enter the Material Plane or Spirit World at will. This ability affects the thunderbird and up to one other creature of size Huge or less. It is otherwise similar to the spell of the same name.

TIGER-WOLF Small Animal Hit Dice: 3d8+3 (18 hp) Initiative: +3 (Dex) Speed: 40 ft. AC: 15 (+1 size, +3 Dex, +1 natural) Attacks: Bite +4 Damage: Bite 1d6 +1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Scent Saves: Fort +4, Ref +6, Will +1 Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 11, Cha 7 Skills: Hide +6*, Listen +4, Spot +4, Wilderness Lore +1, Move Silently +3 Feats: Weapon Finesse (bite) Climate/Terrain: Warm and temperate forest and plains Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Small); 7-9 HD (Large) The tiger-wolf is about the size and shape of a greyhound dog and is actually a marsupial that has no relation to tigers or wolves. It has tiger-like stripes along its hindquarters and a remarkably long snout.

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The tiger-wolf usually flees from dangerous situations unless it is cornered or hungry. If forced into combat it bites savagely. Skills:* While hiding in its native terrain (forest and plains) the tiger-wolf’s Hide bonus increases to +10.

WENDIGO Large Outsider Hit Dice: 20d8+120 (220) Initiative: +12 (+8 Dex, +4 Improved Initiative) Speed: 50 ft. AC: 28 (-1 size, +11 natural, +8 Dex) Attacks: 2 claws +27 melee, bite +22 melee Damage: Claw 1d8+8, bite 1d6 +4 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Stalking fear Special Qualities: SR 29, unfailing endurance, damage reduction 20/+3, unseen presence, shapechange, plane shift, detect evil Saves: Fort +18, Ref +20, Will +17 Abilities: Str 26, Dex 26, Con 23, Int 17, Wis 20, Cha 24 Skills: Balance +18, Bluff +17, Climb +15, Hide +34, Intimidate +15, Intuit direction +10, Listen +27, Move Silently +32, Search +13, Sense Motive +25, Spot +27, Swim +10, Tumble +15, Wilderness Lore +30 Feats: Combat Reflexes, Skill Focus (Hide), Improved Initiative, Track, Power Attack Climate/Terrain: Any forest Organization: Solitary Challenge Rating: 21 Treasure: Standard Alignment: Always chaotic good Advancement: 21-30 HD (Large) The wendigo has a strong dislike for evil doers. It constantly prowls the wilderness seeking evil beings to devour. It also keeps an eye on sacred places such as burial grounds. Although it generally reserves its wrath for evil beings, it will attack anyone who desecrates a spiritual holy place, regardless of their alignment. Good creatures generally have nothing to fear from the wendigo as long as they do not disturb burial grounds or other holy sites. Those who do see the wendigo usually wish they hadn’t. It appears as a tall gaunt creature with pale skin. It’s veins throbbing with the beat of its pounding, savage heart. Some have said it has a large star on its forehead.

COMBAT When it finds an evil doer the wendigo sets upon them first with its fear abilities. As the panic rises, it begins chasing them, forcing them to run until they

are exhausted. Whenever possible it remains hidden and unseen. Shapechange: This ability is the same as the spell shapechange except as noted here. The wendigo can take the form of any natural Animal or Beast it desires at will. Stalking Fear (Su): Being tracked by the wendigo is a harrowing experience. Those whom it follows become aware that something is watching them, always lurking in the bushes. While the wendigo is on their path, characters will feel a growing sensation of fear. Each hour that passes, the windgo’s quarry must make a Will save against DC 20. Those who fail become shaken. An hour later, all those who are being tracked by the wendigo must check again. Those who are already shaken become frightened. As fear sets in, the windingo begins to chase the first person who runs, keeping the pressure of fear on them and forcing them to continue running until they collapse with exhaustion. At this point it leaps upon them and devours their flesh. Detect Evil (Su): The wendigo can automatically detect evil in a 120-foot radius at all times. Besides the range, area and duration, this ability functions just like the spell of the same name. Unfailing Endurance (Ex): The windigo is able to move at x5 its base speed indefinitely without tiring. Unseen Presence (Ex): Stealth is part of the windigo’s nature, it can always take 10 on Move Silently and Hide checks even when moving at x5. Unless it willing reveals itself, the windgo is considered to always be Hiding and Moving Silently. Plane Shift (Su): The wendigo can enter the Material Plane and the Spirit World at will. This ability can transport the wendigo and up to six other creatures, provided they all link hands with the wendigo. It is otherwise similar to the spell with the same name.

YARA-MA-YHA-WHO Small Monsterous Humanoid Hit Dice: 9d8+27 (63 hp) Initiative: +6 (+2 Dex, +4 Improved Inititive) Speed: 20 ft. AC: 22 (+1 size, +2 Dex, +9 natural) Attacks: 4 touches +15/ +13/+13/+13 melee Damage: Draining touch 1d6 and 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Swallows whole, blood drain, improved grab Special Qualities: Dimensional gullet Saves: Fort +6, Ref +8, Will +7

Abilities: Str 20, Dex 14, Con 16, Int 10, Wis 12, Cha 12 Skills: Hide +12, Listen +6, Move Silently +8, Spot +14, Climb +11 Feats: Improved Initiative, Multiattack Climate/Terrain: Warm and temperate forest Organization: Solitary Challenge Rating: 8 Treasure: Standard Alignment: Always neutral Advancement: 5-8 HD (Large), 9-12 HD (Huge) Thses short blood sucking monsters live in the trees and are able to swollow creatures larger than they are. The yara-ma-yha-who is described as a small red man about 4 feet tall with no teeth, an exceptionally large head and mouth, and having octopus-like suction cups on the tips of its fingers and toes.

COMBAT A yara-ma-yha-who will drop down from a tree and drain people of blood with its fingers and toes, leaving them weak and helpless. It will then swallow them whole. Blood Drain: Each time the yara-ma-yha-who makes a touch attack the suckers on the ends of its fingers and toes drain blood from the target. This attack causes 1d6 hit points of damage and 1d4 points of temporary Strength damage to a living foe. Swallow Whole (Su): A yara-ma-yha-who can open its mouth impossibly wide, allowing it to swallow creatures larger than itself. After weakening opponents with its blood drain ability, a yara-ma-yha-who will attempt to swallow opponents of Large or smaller size by making a successful grapple check. Once inside, the opponent is in an extra-dimensional space that is filled with digestive juices. These juices cause 2d6 points of automatic temporary Strength damage per round on contact. Characters who have their Strength reduce to 0 become paralyzed but do not die. Characters cannot cut their way out of the yara-ma-yha-who. Several hours after being swallowed, the yara-ma-yha-who vomits up any undigested remains of his meal. Creatures who are swallowed and vomited back up continue to be weakened until their Strength recovers (at a rate of 1 point per day). Unfortunately, creatures that have their Strength score reduced to 0 by a yara-ma-yhawho also suffer a permanent –2 Strength penalty. They become slightly shorter and their skin becomes rosy. If they are attacked by a yara-ma-yha-who again, and suffer another Strength penalty, they also begin to look remarkably like a yara-ma-yha-who. If attacked a third time and reduced to 0 Strength, they finally become a yara-ma-yha-who themselves.

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YETI Large Monstrous Humanoid Hit Dice: 4d8+16 (34 hp) Initiative: +2 (Dex) Speed: 40 ft AC: 14 (-1 size, +2 Dex, +3 natural) Attacks: 2 Claws +7 melee; or fangs +7 melee Damage: Claw 1d6+5; or fangs 1d4+5 Face/Reach: 5 ft. by 5 ft/10 ft. Special Attacks: Fearful gaze, improved grab, squeeze 2d8 Special Qualities: Cold subtype, scent Saves: Fort +8, Ref +3, Will +1 Abilities: Str 21, Dex 14, Con 19, Int 9, Wis 11, Cha 7 Skills: Hide +1*, Listen +6, Move Silently +6, Spot +3, Wilderness Lore +3 Feats: Alertness, Power Attack, Track Climate/Terrain: Cold hills and mountains Organization: Solitary or family (2-4 plus 50% noncombatants) Challenge Rating: 3 Treasure: Standard Alignment: Always neutral Advancement: 5-8 HD (Large), 9-12 HD (Huge)

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The yeti is a large furry biped that resembles a carnivorous ape. However, yetis walk upright and are much smarter than apes. They are native to colder climates and hibernate in the summer. These creatures are at least 8 feet tall, but adults can be as tall as 11 feet. The yetis have long arms, an ape-like face with a flat nose, and thick hairy fur. They live in hidden caves far from civilization.

COMBAT When angered, yetis will attempt to grapple and maul opponents, taking advantage of their size, strength and squeeze abilities. When hunting, yetis will often bury themselves in the snow and wait to ambush their prey. Frightful Gaze (Ex): Anyone looking into a yeti’s eyes must make a Will save (DC 15) or be paralyzed with fear for 1d3 rounds. Improved Grab (Ex): If a yeti hits with its claw attack, it can attempt to get a hold and squeeze its opponent. Squeeze (Ex): A yeti’s fur absorbs heat, doing 2d8 points of cold damage on a successful grapple check. Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save. Skills: *Yetis have a +12 racial bonus to Hide checks in the snow.

APPENDIX I: ANIMALS Animals

Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Climate/Terrain: Organization: Challenge rating: Treasure: Alignment Advancement

Antelope

Deer

Medium-sized Animal

Medium-size Animal

2d8+2 (11 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) 60 Ft. AC: 15 (+3 Dex, +2 natural) 2 hooves +4 melee, gore 4 melee Hoof 1d4, gore 1d6 5 ft. by 5 ft./5 ft. -Scent Fort +5, Ref +6, Will +1 Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6 Hide +5*, Listen +8, Move Silently +6, Spot +8 Alertness, Improved Initiative, Weapon Finesse (hoof)

3d8+6 (19 hp)

Electric eel Medium-sized Animal (Aquatic) 2d8+2 (11 hp)

+2 (Dex)

-1 (Dex)

40 ft. 12 (-1 size, +2 Dex, +1 natural)

Swim 30 ft.

Warm plains Solitary, pair, or herd (330) 1 None Always neutral 2-3 HD (Medium)

10 (-1 Dex, +1 natural)

Gore +2 melee

Bite +2 melee

Gore 1d8+1 5 ft. by 10 ft./5 ft. -Scent Fort +5, Ref +5, Will +2 Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Hide +0*, Listen +8, Move Silently +5, Spot +8

Bite 1d4 5 ft. by 5 ft./5 ft. Electric shock Blindsight Fort +4, Ref +2, Will +1 Str 11, Dex 8, Con 13, Int 1, Wis 12, Cha 2

Alertness

Weapon Finesse (bite)

Cold and temperate forest or plains Solitary, pair, or herd (330) 1 None Always neutral 4-5 HD (Large)

Listen +7, Spot +7

Warm aquatic Solitary or pair 1 None Always neutral 3-5 HD (Large)

ANTELOPE This wide variety of prairie dwellers usually gathers in herds. They are among the fastest creatures alive and sometimes grow twisted horns up to 5 feet long. The statistics below represent the giant eland, which can reach 6 feet at the shoulder and weigh more than 1,500 pounds. Skills: *Antelope have a +4 racial bonus to Hide checks in tall grass and heavy undergrowth.

DEER Deer range in size from less than a foot high to more than 7 feet high at the shoulder. They all have characteristically long legs and compact bodies. The statistics presented here represent the european elk, which can reach a shoulder height of 7 feet or more. Deer usually loose their antlers each year then grow them back a few months later. Skills: *Deer have a +4 racial bonus to Hide checks in woods and heavy undergrowth.

ELECTRIC EEL Electric eels live in tropical rivers. As much as 80% of the eel’s body is composed of electricity generating organs. Most eels are about 1 foot long.

COMBAT Electric Shock (Ex): An electric eel can discharge a jolt of electricity with a 15' radius. Creatures within 5 feet take 3d6 points of electrical damage, those 5-10 feet away take 2d6 points, and those 10-15 feet away take 1d6 points. An eel can make one shock attack every 4 hours. Blindsight (Ex): Electric eels can detect objects and creatures in the water within 30 feet. If this ability is negated by the presence of a strong magnetic field or electrical current, the eel suffers a -4 to Spot checks.

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Animals Hit Dice: Initiative: Speed:

Fox Small Animal 1d8+1 (5 hp) +2 (Dex) 40 ft.

AC:

AC: 14 (+1 size, +3 Dex)

Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves:

Bite +4 melee Bite 1d3-1 5 ft. by 5 ft./5 ft. -Scent Fort +3, Ref +4, Will +1 Str 6, Dex 17, Con 13, Int 2, Wis 12, Cha 6

Abilities: Skills Feats Climate/Terrain: Organization Challenge Rating: Treasure: Alignment: Advancement:

Hippopotamus Large Animal 10d8+50 (90 hp) +0 30 ft. 15 (-1 size, -1 Dex, +6 natural) Bite +16 melee Bite 4d4 +15 5 ft. by 5 ft./10 ft. --Fort +7, Ref +2, Will +4 Str 30, Dex 9, Con 20, Int 2, Wis 12, Cha 2

-Warm plains Solitary, pair or herd()

Solitary or pack (7-12)

1/2

4

1

None Always neutral 2 HD (Tiny)

None Always neutral 11-20 HD (Huge)

None Always neutral 3-4 HD (Medium-size)

Hide +11, Listen +5, Move Silently +7, Spot +5 Weapon Finesse (bite) Temperate forest and hills Solitary, pair, or family (35)

Spot+6, Listen +6

The statistics below represent the red fox, the largest and most common variety. Although foxes have short legs they are swift runners. Foxes find it easy to live near civilization, their small size and swift legs keeping them out of sight. Skills: Foxes have a +4 racial bonus to Move Silently checks.

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14 (+2 Dex, +2 natural) Bite +3 melee Bite 1d6+3 5 ft. by 5 ft./5 ft. Attach Scent Fort +5, Ref +5, Will +1 Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Hide +2*, Listen +6, Move Silently +6, Spot +4, Wilderness Lore +1* Alertness Temperate and warm plains

FOX

HIPPOPOTAMUS

Hyena Medium-Sized Animal 2d8+4 (13 hp) +2 (Dex) 40 ft.

automatically deals bite damage each round it remains attached. An attached hyena has an AC of 12. Skills: *Hyenas have a +8 racial bonus to Hide checks in areas of tall grass or heavy undergrowth and a +4 racial bonus to Wilderness Lore checks when tracking by scent.

KANGAROO

The statistics below represent the famous red The hippopotamus has large (6 lb.) ivory teeth and is a kangaroo, which stands over 6 feet tall and weighs common source of food among many humanoids. Its up to 190 pounds. Females are slightly smaller but powerful jaws are able to bite a human in half. The largest use the same statistics. hippos grow up to 16 feet long and weigh 8000 pounds. Due to their short legs, hippopotami never get taller than COMBAT 5 and a half feet at the shoulder. Kangaroos are surprising adversaries, kicking and punching ferociously. They have a sharp claw on HYENA each foot and can kick with astounding force. These scavengers roam the prairie lands in packs and Kick: when kicking, a kangaroo’s effective devour the remains of other animal’s kills. They also Strength score is 21 (+5 attack and damage). hunt and kill their own food when there is none to Lasting Endurance: Hopping is one of the most scavenge. Hyenas have powerful jaws and can grow up energy efficient methods of transportation in nature. to 6 feet long. The spotted hyena can emit a strange call Unlike creatures that run or fly, kangaroos can bounce that resembles a human’s laugh. along on their spring-like legs at high speeds for a very long time without becoming fatigued, gaining COMBAT a +10 racial bonus against fatigued checks while Attach (Ex): If a hyena hits with its bite attack, it uses hopping. its powerful jaws to latch onto its opponent and

Skills: kangaroos receive a +4 racial bonus to Balance checks, +2 racial bonus to Climb checks, +2 racial bonus to Hide checks, and a +10 racial bonus to Jump checks.

MOUSE These tiny rodents scurry along baseboards and through open fields. Skills: Mice have a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks.

PIRANHA These terrible freshwater fish prefer warm climates and are actually quite safe as long as they do not detect blood in the water.

SHEEP/GOAT These agile quadrapeds prefer temperate and cold climates. Charge (Ex): A ram or goat typically makes charge attacks at its opponent. In addition to the normal benefits and hazards of a charge, this allows it to make a single butt attack that deals 3d6 points of damage. Skills: Sheep and goats have a +4 racial bonus to Balance checks.

STINGRAY These bottom dwelling fish have huge pectoral fins and whip-like tails that are poisonous. Poison (Ex): Sting, Fortitude save (DC 12); initial and secondary damage 1d4 Dexterity. Camouflage (Ex): A stingray resting on the bottom has a +4 to Hide checks.

COMBAT Bloodlust (Ex): A piranha that smells blood in the water goes into a feeding frenzy, attacking the nearest bleeding creature twice per round (with the same attack bonus for both attacks). A piranha cannot end its bloodlust voluntarily; it will continue until it is killed or has eaten its fill.

Animals

Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills Feats Climate/Terrain: Organization Challenge Rating: Treasure: Alignment: Advancement:

WALRUS Walruses have huge ivory tusks (up to 3 feet long). They can grow up to 11 feet long and weigh as much as 3600 pounds. Walruses are very communal, gathering together in huge herds. They are also very protective of each other. If one is in danger, the whole herd will come to their rescue.

Kangaroo

Mouse

Piranha Diminutive Animal (Aquatic) ½ d8 (2 hp) +1 (Dex) Swim 30 ft. 16 (+4 size, +2 Dex) Bite +6 melee Bite 1d2-5 1ft./1 ft/0 ft. Frenzy Scent Fort +2, Ref +4, Will +1 Str 1, Dex 15, Con 11, Int 1, Wis 12, Cha 2

Medium-Size Animal

Fine Animal

2d8+4 (13) +3 (Dex) 60 ft. 14 (+3 Dex, +1 natural) Kick +6, punch –4 melee Kick 1d10 +5, punch 1d3 5 ft. by 5 ft./5 ft. -Scent Fort +2, Ref +4, Will +1 Str 11, Dex 16, Con 15, Int 2, Wis 10, Cha 7 Balance +9, Climb +4, Listen +5, Jump +12, Spot +4 -Warm and temperate forest, plains and hills Solitary, pair, group (2-9) or pack (10-30)

¼ d8 (1 hp) +2 (Dex) 10', climb 10 ft. 20 (+8 size, +2 Dex) Bite +8 melee Bite 1d2-5 ½ ft./1/2 ft/0 ft. -Scent Fort +2, Ref +4, Will +1 Str 1, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Balance +10, Climb +12, Hide +24, Listen +6, Move Silently +10, Spot +2 --

Weapon Finesse (bite)

Any land and underground

Warm aquatic

Solitary, pair, family (310), or swarm (10-40)

School (5-50)

1

--

½

None Alwayss neutral 3-6 HD (Medium-Size)

None Always neutral --

None Always neutral --

Listen +5, Spot +5

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Animals

Sheep or Goat Medium-sized Animal

Walrus Medium-Sized Animal (Aquatic) 3d8+6 (20 hp) -1 (Dex) 10 ft., swim 60 ft. 12 (-1 Dex, +3 natural)

2d8+2 (11 hp) +0 30 ft. 12 (+2 natural) Butt +0 melee (rams and goats only) Butt 1d4 5 ft. by 5 ft./5 ft. Charge 4d4 Scent Fort +4, Ref +3, Will +0 Str 11, Dex 11, Con 12, Int 1, Wis 11, Cha 4 Balance +4, Listen +5, Spot +5 -Temperate mountains, hills, and plains

Sting +3 melee

Bite +4 melee

Sting 1d3 and poison 5 ft. by 5 ft./5 ft. Poison Camouflage Fort +3, Ref +4, Will +1 Str 10, Dex 15, Con 12, Int 1, Wis 12, Cha 2 Hide+4*, Listen +5, Spot +5 Weapon Finesse (sting) Warm and temperate aquatic

Organization:

Solitary or flock (10-80)

Solitary or school (2-5)

Challenge Rating: Treasure: Alignment:

1 None Always neutral

Advancement:

--

1 None Always neutral 2-5 HD (Medium), 6-10 HD (Large)

Bite 1d6+2 5 ft. by 5 ft./5 ft. --Fort +5, Ref +2, Will +1 Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 6 Listen +6, Spot +6, Swim +10 -Temperate and cold aquatic Solitary, pair, or herd (1080) 2 None Always neutral

Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Climate/Terrian:

122

Stingray Medium-sized Animal (Aquatic) 1d8+1 (5 hp) +2 (Dex) Swim 30b ft. 13 (+2 Dex, +1 natural)

4-6 HD (Large)

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