DnD 3.5e players handbook – Flip eBook Pages 1-50 | AnyFlip

Contents Armor … … … … … … … … … … … … … … … … … … … … …. 122 board 3–11 : little or large Monk
Goods and Services … … … … … … … … … … … … …. 126 unarmed damage … … … … … … … … … … … … … 41

presentation … … … … … … … … … … … … … … … … … … … .. 4 chapter 8 : combat … … … … … … … … … … … … … …. 133 postpone 3–12 : The Paladin … … … … … … … … … … … .43 TABLE OF
The Battle Grid … … … … … … … … … … … … … … … … 133 board 3–13 : The Ranger … … … … … … … … … … … .46 CONTENTS
Character Creation Summary … … … … … … … … 6 How Combat Works … … … … … … … … … … … …. 133 postpone 3–14 : texas ranger Favored Enemies … … ..47
Combat Statistics … … … … … … … … … … … … … … .. 133 table 3–15 : The Rogue … … … … … … … … … … … … 49
chapter 1 : Abilities … … … … … … … … … … … … … … …. 7 fight Basics … … … … … … … … … … … … … … … …. 135 postpone 3–16 : The Sorcerer … … … … … … … … … … ..52
Ability Scores … … … … … … … … … … … … … … … … … …. 7 enterprise … … … … … … … … … … … … … … … … … … … .. 136 board 3–17 : sorcerer Spells Known … … … … 54
The Abilities … … … … … … … … … … … … … … … … … … … 8 Attacks of Opportunity … … … … … … … … … … .. 137 board 3–18 : The Wizard … … … … … … … … … … … .55
Changing Ability Scores … … … … … … … … … … … 10 Actions in combat … … … … … … … … … … … … … .. 138 table 4–1 : skill Points per charge … … … … … … 62
Injury and Death … … … … … … … … … … … … … … .. 145 table 4–2 : Skills … … … … … … … … … … … … … … … … 63
chapter 2 : Races … … … … … … … … … … … … … … … … ..11 Movement, Position, table 4–3 : difficulty class Examples … … … 64
Choosing a race … … … … … … … … … … … … … … … … 11 And Distance … … … … … … … … … … … … … … …. 146 table 4–4 : example Opposed Checks … … ..64
racial Characteristics … … … … … … … … … … … … ..11 Combat Modifiers … … … … … … … … … … … … … … 150 table 4–5 : skill Synergies … … … … … … … … … … 66
Humans … … … … … … … … … … … … … … … … … … … … … 12 limited Attacks … … … … … … … … … … … … … … … … 154 table 4–6 : exercise Ability Checks … … … … 66
Dwarves … … … … … … … … … … … … … … … … … … … … … 14 limited Initiative Actions … … … … … … … … …. 160 table 5–1 : Feats … … … … … … … … … … … … … … … … .90
Elves … … … … … … … … … … … … … … … … … … … … … … … .15 table 6–1 : animal, Race, and
Gnomes … … … … … … … … … … … … … … … … … … … … … .16 chapter 9 : gamble … … … … … … … … … … .. 161
Half-Elves … … … … … … … … … … … … … … … … … … … … 18 Carrying capacity … … … … … … … … … … … … … … 161 class Alignments … … … … … … … … … … … … .. 104
Half-Orcs … … … … … … … … … … … … … … … … … … … … .18 bowel movement … … … … … … … … … … … … … … … … … … .. 162 table 6–2 : Deities by Race … … … … … … … … .. 106
Halflings … … … … … … … … … … … … … … … … … … … … ..19 exploration … … … … … … … … … … … … … … … … … … 164 mesa 6–3 : Deities by class … … … … … … … … .. 106
treasure … … … … … … … … … … … … … … … … … … … …. 167 table 6–4 : Random Starting Ages … … … … 109
chapter 3 : Classes … … … … … … … … … … … … … … … ..21 other Rewards … … … … … … … … … … … … … … … … 168 table 6–5 : age Effects … … … … … … … … … … 109
The Classes … … … … … … … … … … … … … … … … … … … .21 table 6–6 : Random Height
Class and Level Bonuses … … … … … … … … … … … 21 chapter 10 : charming … … … … … … … … … … … … … … … 169
Level-Dependent Benefits … … … … … … … … … ..22 Casting Spells … … … … … … … … … … … … … … … … .. 169 and Weight … … … … … … … … … … … … … … … …. 109
Class Descriptions … … … … … … … … … … … … … … ..23 Spell Descriptions … … … … … … … … … … … … … … 172 board 7–1 : random Starting Gold … … … … 111
peasant … … … … … … … … … … … … … … … … … … … … .24 Arcane Spells … … … … … … … … … … … … … … … … … 177 board 7–2 : Coins … … … … … … … … … … … … … … … 112
Bard … … … … … … … … … … … … … … … … … … … … … … … ..26 Divine Spells … … … … … … … … … … … … … … … … …. 179 table 7–3 : Trade Goods … … … … … … … … … … .. 112
Cleric … … … … … … … … … … … … … … … … … … … … … … ..30 extra Abilities … … … … … … … … … … … … … … …. 180 board 7–4 Tiny and Large
Druid … … … … … … … … … … … … … … … … … … … … … … … 33
champion … … … … … … … … … … … … … … … … … … … … … … 37 chapter 11 : Spells … … … … … … … … … … … … … … … 181 Weapon damage … … … … … … … … … … … … … 114
Monk … … … … … … … … … … … … … … … … … … … … … … ..39 Bard Spells … … … … … … … … … … … … … … … … … … .. 181 postpone 7–5 : Weapons … … … … … … … … … … … … .. 116
Paladin … … … … … … … … … … … … … … … … … … … … … … 42 Cleric Spells … … … … … … … … … … … … … … … … … .. 183 board 7–6 : armor and Shields … … … … … … .. 123
Ranger … … … … … … … … … … … … … … … … … … … … … … 46 Cleric Domains … … … … … … … … … … … … … … … .. 185 table 7–7 : wear armor … … … … … … … …. 123
Rogue … … … … … … … … … … … … … … … … … … … … … … ..49 Druid Spells … … … … … … … … … … … … … … … … … .. 189 table 7–8 : Goods and Services … … … … … …. 128
Sorcerer … … … … … … … … … … … … … … … … … … … … … .51 Paladin Spells … … … … … … … … … … … … … … … … .. 191 board 8–1 : size Modifiers … … … … … … … … …. 134
Wizard … … … … … … … … … … … … … … … … … … … … … … 55 Ranger Spells … … … … … … … … … … … … … … … … … 191 table 8–2 : Actions in fight … … … … … … .. 141
Experience and Levels … … … … … … … … … … … … 58 Sorcerer/Wizard Spells … … … … … … … … … … .. 192 board 8–3 : tactical focal ratio … … … … … … … … …. 147
Multiclass Characters … … … … … … … … … … … … ..59 Spells … … … … … … … … … … … … … … … … … … … … … … 196 table 8–4 : animal Size and Scale … … … .. 149
table 8–5 : attack Roll Modifiers … … … … .. 151
chapter 4 : Skills … … … … … … … … … … … … … … … … ..61 Appendix : General Guidelines Table 8–6 : Armor Class Modifiers … … … … 151
Skill Summary … … … … … … … … … … … … … … … … … 61 and Glossary … … … … … … … … … … … … … … … … .. 304 table 8–7 : special Attacks … … … … … … … … … 154
Acquiring Skill Ranks … … … … … … … … … … … … .61 table 8–8 : common Armor, Weapon, and
Using Skills … … … … … … … … … … … … … … … … … … ..62 index … … … … … … … … … … … … … … … … … … … … … … …. 315
Skill Descriptions … … … … … … … … … … … … … … … 66 Shield Hardness and Hit Points … … …. 158
Character Sheet … … … … … … … … … … … … … … … …. 318 table 8–9 : change state Undead … … … … … … … .. 159
table 8–10 : Two-Weapon
chapter 5 : Feats … … … … … … … … … … … … … … … … … 87 list of Numbered Tables
Acquiring Feats … … … … … … … … … … … … … … … … .87 postpone 1–1 : ability Modifiers Fighting Penalties … … … … … … … … … … … … 160
Prerequisites … … … … … … … … … … … … … … … … … … .87 and Bonus Spells … … … … … … … … … … … … … … ..8 table 9–1 : impart capacity … … … … … … … 162
Types of Feats … … … … … … … … … … … … … … … … … ..87 table 2–1 : racial Ability Adjustments … … 12
Feat Descriptions … … … … … … … … … … … … … … … .89 table 3–1 : base Save and mesa 9–2 : carry Loads … … … … … … … … … 162
Base Attack Bonuses … … … … … … … … … … …. 22
chapter 6 : description … … … … … … … … … … …. 103 postpone 3–2 : know and Level- Table 9–3 : motion and distance … … .. 162
conjunction … … … … … … … … … … … … … … … … … … .. 103 dependent Benefits … … … … … … … … … … … .. 22
religion … … … … … … … … … … … … … … … … … … … … 106 table 3–3 : The peasant … … … … … … … … … …. 25 postpone 9–4 : Hampered Movement … … … …. 163
Vital Statistics … … … … … … … … … … … … … … … …. 109 postpone 3–4 : The Bard … … … … … … … … … … … … … .. 27
Looks, Personality, table 3–5 : Bard Spells Known … … … … … … … 28 postpone 9–5 : terrain and Overland
and Background … … … … … … … … … … … … …. 110 table 3–6 : The Cleric … … … … … … … … … … … … .. 31
Customizing Your character … … … … … … … 110 mesa 3–7 : Deities … … … … … … … … … … … … … … … 32 motion … … … … … … … … … … … … … … … … .. 164
board 3–8 : The Druid … … … … … … … … … … … … .. 35
chapter 7 : equipment … … … … … … … … … … … .. 111 table 3–9 : The champion … … … … … … … … … … … … 39 postpone 9–6 : Mounts and Vehicles … … … … … 164
Equipping a character … … … … … … … … … … … 111 table 3–10 : The Monk … … … … … … … … … … … … 40
Wealth and Money … … … … … … … … … … … … … 112 table 9–7 : light Sources
Weapons … … … … … … … … … … … … … … … … … … … .. 112
and light … … … … … … … … … … … … … 165

Table 9–8 : common Armor, Weapon, and

Shield Hardness and Hit Points … … … … … 166
board 9–9 : meaning Hardness

and Hit Points … … … … … … … … … … … … … … .. 166

Table 9–10 : size and Armor Class

of Objects … … … … … … … … … … … … … … … … …. 166

Table 9–11 : object Hardness

and Hit Points … … … … … … … … … … … … … … .. 166

Table 9–12 : direct current to Break or

Burst Items … … … … … … … … … … … … … … … …. 166

Table 10–1 : Items Affected by

Magical Attacks … … … … … … … … … … … … … .. 177

3

INTRODUCTION Introduction The game assumes the use of miniatures and a battle grid, and the
rules are written from this perspective.
This is the Dungeons & Dragons® Roleplaying Game, the game
that defines the genre and has set the standard for illusion role- CHARACTERS
playing for more than 30 years.
Your characters star in the adventures you play, equitable like the heroes
D & D® is a game of your imagination in which you participate in of a book or movie. As a musician, you create a character using the rules
thrilling adventures and dangerous quests by taking on the role of a in this book. Your character might be a savage barbarian from the
hero—a character you create. Your quality might be a potent freeze wastes or a cagey rogue with a promptly brain and a quick blade.
fighter or a clever rogue, a devout cleric or a brawny sorcerer. With a You might be a deadly sagittarius trained in survival techniques or a
few hope allies at your side, you explore ruins and monster-filled sorcerer who has mastered the arcane arts. As your quality
dungeons in search of treasure. The game offers endless possibilities participates in adventures, he or she gains experience and becomes
and a multitude of choices—more choices than even the most more mighty.
sophisticate calculator game, because you can do whatever you can
think. ADVENTURES

THE D & D GAME Your character is an explorer, a champion who sets out on epic quests
for fortune and glory. other characters join your adventuring party
The D & D game is a illusion crippled of your imagination. It ’ randomness separate to explore dungeons and battle monsters such as the awful dragon
act, part storytelling, part social interaction, part war game, and or the carnivorous troll. These quests unfold as stories created by the
part cube rolling. You and your friends create characters that develop actions your characters perform and the situations your DM
and grow with each gamble they complete. One actor is the presents.
Dungeon Master ( DM ). The DM controls the monsters and ene-
mies, narrates the action, referees the game, and sets up the adven- A Dungeons & Dragons gamble features enough of action,
tures. in concert, the Dungeon Master and the players make the game exciting fight, terrifying monsters, epic challenges, and all kinds
arrive alive. of mysteries to uncover. What lies at the heart of the dungeons ?
What waits around the following corner or behind the following door ? Playing
This Player ’ sulfur Handbook has all the rules players need to create the roles of your characters, you and your friends face the dangers
characters, choice equipment, and prosecute in combat with a variety of and explore a global of chivalric fantasy.
supernatural and fabulous foes.
One gamble might play out in a unmarried crippled session ; another
The Dungeon Master ’ s Guide, available individually, provides the DM might stretch across several sessions of play. A seance lasts as hanker
with advice, guidelines, and everything he or she needs to create as you and your friends want to play, from a couple of hours to an all-
challenges, adventures, and full-fledged D & D campaigns, including day matter. The bet on can be stopped at any time and picked up
sections on prestige classes, magic items, and character rewards. wherever you left off when everyone gets binding together.

The Monster Manual, available individually, contains substantial that Every adventure is different, every quest unique. Your quality
players and DMs alike will find utilitarian. With hundreds of monsters might explore ancient ruins guarded by devious traps or loot the
to populate all levels of dungeons, this tome besides includes monster grave of a long-forgotten sorcerer. You might sneak into a castle to spy
creation rules, information on playing monsters as characters, on an enemy or face the life-draining touch of an undead creature.
details on monster tactics, and powered-up versions of standard Anything is possible in a Dungeons & Dragons game, and your
creatures. fictional character can try to do anything you can imagine.

Together, these three volumes comprise the core rules for the PLAYING THE GAME
Dungeons & Dragons bet on.
Dungeons & Dragons uses a core machinist to resolve all actions
THREE DIMENSIONS in the game. This central plot govern keeps play fast and intuitive.

The Dungeons & Dragons game is a game of imagination, but it The Core Mechanic : Whenever you attempt an action that has
is besides a game of tactics and scheme. Miniatures and a struggle grid some chance of failure, you roll a twenty-sided die ( d20 ). To deter-
provide the best manner to visualize the action. Miniatures, represent- mine if your character succeeds at a task ( such as attacking a mon-
ing characters and monsters in the game, can be purchased from ster or using a skill ), you do this :
most avocation shops. The Dungeon Master ’ s Guide includes a composition
struggle grid. More durable versions may be purchased individually.

WHY A REVISION ? this koran, rest assured that this revision is a testament to our dedication

The newfangled Dungeons & Dragons game debuted in 2000. In the three to continuous product improvement. We ’ ve updated misprint, clarified

years since the d20 Open System energies the RPG diligence, we ’ ve rules, and made the game even better than it was. But besides rest assured

gathered tons of data on how the game is being played. We consider that this is an upgrade of the d20 System, not a fresh version of the game.

D & D to be a living crippled that constantly evolves as it is played. This revision is compatible with all existing products, and those products

We ’ ve gathered feedback from as many people who have played D & D can be used with the rewrite with only minor adjustments.
as we could. We ’ ve talked to you at conventions, examined countless What ’ south new in the revised Player ’ s Handbook ? We ’ ve increased the

message boards devoted to the game, and collected information from a number of feats and spells to choose from, and we ’ ve added new class

variety of customer-response outlets including our customer serve features to the savage, caparison, druid, monk, fire warden, and sorcerer. The
department. We used all this data to retool the plot from the ground up entire book has been polished and refined, all in response to your feed-

and incorporate everyone ’ randomness suggestions. We listened to what you had to back and to reflect the way the crippled is actually being played. We ’ ve

say, and we responded enthusiastically to improve the game and this streamlined some rules, expanded others. We ’ ve overhauled skills and

product. spells.

If this is your first have with D & D, we welcome you to a wonder- Take a search, play the game. We think you ’ ll like how everything turned
fula world of venture and resource. If you used the anterior version of out.

4

Roll a d20. sults. The DM may make some rolls in clandestine to build suspense and INTRODUCTION
Add any relevant modifiers. maintain mystery.
Compare the result to a target act. 5
If the resultant role equals or exceeds the target number ( set by the DM WHAT CHARACTERS CAN DO
or given in the rules ), your character succeeds. If the consequence is lower
than the target act, you fail. A character can try to do anything you can imagine, just american samoa long as it
fits the view the DM describes. Depending on the situation, your
THE RULES character might want to listen at a doorway, search an area, dicker with
a shopkeeper, talk to an ally, jump across a pit, move, use an detail, or
authoritative : You don ’ t have to memorize this book to play the attack an opponent.
game. once you understand the basics, start playing ! Use this record
as address during play. When in doubt, lodge to the basics, keep Characters achieve tasks by making skill checks, ability
play, and have fun. checks, or attack rolls, using the core automobile mechanic.

One part of the book you may end up referring to frequently, at Skill Checks
least for a while, is the glossary that begins on page 304. here ’ second
where you ’ ll find definitions of the terms we use in the rules and To make a skill check, roll a d20 and add your character ’ mho skill
information on how a character is affected by sealed conditions modifier. Compare the leave to the Difficulty Class ( DC ) of the task
( such as being stunned ). If you come across a term you ’ re not at hand.
familiar with and you want to know more, look it up in the glossary
( and besides check the index, of course ). An unopposed skill check ’ randomness success depends on your leave
compared to a DC set by the DM or the skill ’ south description ( see
WHAT YOU NEED TO PLAY Chapter 4 ).

Your group needs these items to play D & D. An oppose skill check ’ randomness success depends on your result com-
The Player ’ randomness Handbook, Dungeon Master ’ s Guide, and Monster Manual pared to the result of the character opposing your action. The
revised effect rulebooks. ( All players might want to have their own opposition ’ s check might be made using the same skill or a different
copies of the books. ) skill, as set away in the skill ’ s description.
A copy of the quality sheet at the spinal column of this reserve for each
musician. Ability Checks
A conflict grid. The Dungeon Master ’ s Guide contains one.
Miniatures to represent each fictional character and the monsters that Ability checks are used when a character doesn ’ metric ton have any ranks in a
challenge them. skill and tries to use that skill untrained. ( Some skills, however, can ’ t
A bent of die for each player. A determined of dice includes at least one be used untrained. )
quadrilateral die ( d4 ), four six-sided die ( d6 ), one eight-sided die
( d8 ), two ten-sided dice ( d10 ), one twelve-sided die ( d12 ), and one ability checks are besides used to determine success when no skill
twenty-sided die ( d20 ). applies.
Pencils, rubbish composition, and graph composition to keep notes and to map
the locations your characters will explore. To make an ability check, roll a d20 and add your character ’ s
modifier for the appropriate ability.
DICE
Attack Rolls
We describe die rolls with expressions such as “ 3d4+3, ” which
means “ roll three quadrilateral die and add 3 ” ( resulting in a number To attack an adversary, roll a d20 and add your character ’ second attack
between 6 and 15 ). The foremost number tells you how many dice to roll bonus. If the consequence equals or exceeds the opponent ’ s Armor Class
( adding the results together ). The issue immediately after the “ five hundred ” ( AC ), the fire succeeds.
tells you the type of die to use. Any number after that indicates a
quantity that is added or subtracted from the leave. Some examples On a successful attack, roll the dice indicated for the weapon you
include : used to determine how much damage your attack deals.

1d8 : One eight-sided die, generating a total from 1 to 8. This is Damage reduces hit points ( horsepower ). When all of a character ’ s hit
the come of damage a longsword deals. points are gone, the character falls unconscious and is dying. ( See
Chapter 8 : combat for details. )
1d8+2 : One eight-sided die plus 2, generating a number from 3 to
10. A character with a +2 Strength bonus deals this come of A critical hit deals more damage. If you roll a natural 20 on an
damage when using a longsword. approach bun, you threaten a critical hit. Roll again to confirm it. If the
irregular attack roll is successful, then the critical hit is confirmed and
2d4+2 : Two quadrilateral dice plus 2, resulting in a numeral from 4 you deal more damage ( see page 140 for more information ).
to 10. This is the total of damage a 3rd-level charming deals with a
magic trick projectile spell. THE COMBAT ROUND

five hundred % : Percentile dice shape a little differently. You generate a Combat is played in round off. Each orotund represents 6 seconds in the
number between 1 and 100 by rolling two different-colored ten- game world, careless of how long it takes to play out the round.
sided cube. One coloring material ( designated before you roll ) is the tens digit. battle starts with enterprise checks to determine the decree of play
The other is the ones digit. A roll of 7 and 1, for example, give you a for the entire struggle. There are three types of actions : standard
result of 71. Two 0s represents 100. Some percentile show the tens actions, move actions, and full-round actions. In a round, you can do
digit in tens ( 00, 10, 20, etc. ) and the ones digit in ones ( 0, 1, 2, and so forth ). one of these four things : Take a standard natural process and then a travel
In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100. action ; take a motion military action and then a standard action ; take two move
actions ; or perform a full-round action. ( See chapter 8 : fight for
Important ! not every natural process requires a die roll. Roll dice in details. )
combat and other dramatic situations when achiever is never a cer-
tainty. THE PLAYER ’ S ROLE

The d20 is used to determine whether or not your character suc- As a actor, you use this handbook to create and run a character.
ceeds at an legal action. The other die are used to determine what hap- Your fictional character is an explorer, partially of a team that regularly delves
pens after you succeed. into dungeons and battles monsters. Play wherever everyone feels
comfortable and there ’ s a place to set the conflict grid and miniatures,
Players should roll die openly then that everyone can see the re- wind the cube, and spread out your books and character sheets.

The DM sets each scene and describes the military action. It ’ s your job to
decide what your character is like, how he or she relates to the early
adventurers, and act consequently. You can play a good champion or a

INTRODUCTION wisecracking rogue, a heedless savage or a cautious charming. With ahead about approaching character initiation steps. Feel barren to look
your character in mind, react to each position as it comes up. ahead or to backtrack and do something over if you need to.
sometimes battle is called for, but other site might be solved
through charming, negotiation, or judicious skill use. SELECT SKILLS

besides consider how you respond. Do you narrate your character0s Your character ’ mho class and Intelligence modifier determine how
action ( “ Tordek moves to the doorway and attacks the bugbear ” ) or many skill points you have to buy skills ( see page 62 ).
address as your character ( “ I move to the doorway and take a mighty
swing at the monster ” ) ? Either method is fine, and you can even vary Skills are measured in ranks. Each rate adds +1 to skill checks
your approach to match the situation. made using a specific skill.

D & D is a social experience a well as an imaginative one. Be At 1st level, you can buy equally many as 4 ranks in a class skill ( a skill
creative, be daring, and be true to your character… and most of all, on your course ’ second list of class skills ) for 4 skill points, or vitamin a many as 2
have playfulness ! ranks in a cross-class skill ( a skill from another class ’ randomness list of class
skills ) for the same monetary value. ( You get more out of purchasing class
CHARACTER CREATION skills. )

Review Chapters 1 through 5, then follow these steps to create a 1st- Buying skills goes firm if you spend 4 skill points ( your maxi-
level character. You need a photocopy of the character sheet, a ma ) on every skill you buy, as we ’ ve done in the start packages.
pencil, trash paper, and four 6-sided cube.
once you ’ ve selected your skills, determine the skill modifier for
CHECK WITH YOUR DUNGEON MASTER each one. To do this, add the skill ranks to the ability modifier
associated with the skill and record it on your character sheet.
Your DM may have house rules or political campaign standards that vary
from these rules. You should besides find out what the other players table 4–2 : Skills ( page 63 ) lists all the skills in the bet on and
have created so that your quality fits into the group. indicates which skills are class skills for which classes.

ROLL ABILITY SCORES SELECT A FEAT

Roll your fictional character ’ second six ability scores. Determine each one by Each 1st-level character starts with a feat. table 5–1 : Feats ( page 90 )
rolling four six-sided cube, ignoring the lowest die roll, and totaling lists all feats, their prerequisites ( if any ), and a brief description.
the other three. Record your six results on quarrel wallpaper.
REVIEW DESCRIPTION CHAPTER
See Chapter 1 ( beginning on the future page ) for more details.
Look over Chapter 6 : description. It helps you detail your character.
You can this now or wait until late.

CHOOSE YOUR CLASS AND RACE SELECT EQUIPMENT

Choose your class and rush at the same meter, because some races are Use the equipment from your class ’ randomness starting package, or randomly
determine your starting gold ( see foliate 111 ) and buy your own gear
good suited to certain classes. The classes, detailed in chapter 3, are piece by piece, using the information in chapter 7 : equipment.
barbarian, bard, cleric, druid, combatant, monk, champion, fire warden, rogue,

sorcerer, and ace. Each class description includes a “ Races ”

section that provides some advice.
The Races, described in chapter 2, are human, gnome, elf, gnome, RECORD COMBAT NUMBERS
halflings, half-elf, and half-orc.
Write your course and race selections on your character sheet. Determine these statistics and record them on your character tabloid.
hit Points : Your hit points ( horsepower ) determine how hard your

character is to kill. At 1st level, wizards and sorcerers get 4 horsepower ;

ASSIGN AND ADJUST ABILITY SCORES rogues and bards get 6 horsepower ; clerics, druids, monks, and rangers get 8

now that you know your character ’ second class and race, take the ability horsepower ; fighters and paladins get 10 horsepower ; and barbarians get 12 horsepower. To this

scores you rolled earlier and assign each to one of the six abilities : number, add you character ’ south Constitution modifier.

Strength, Dexterity, Constitution, Intelligence, Wisdom, and Armor Class : Your Armor Class ( AC ) determines how hard your

Charisma. Adjust these scores up or gloomy, according to your raceway, as quality is to hit. Add the surveil numbers together to get your

indicated on board 2–1 : racial Ability Adjustments ( page 12 ). alternating current : 10 + your armor bonus + your shield bonus + your size changer

Put high scores in abilities that support your class choice. Each + your Dexterity changer.

class description includes an “ Abilities ” part that provides some inaugural : Your character ’ south inaugural modifier equals your

advice. Dexterity changer. The Improved Initiative feat provides an

For each ability score, record the character ’ s changer, as bespeak extra modifier if you select it.

on postpone 1–1 : ability Modifiers and Bonus Spells ( page 8 ). Ability Attack Bonuses : Your class determines your base attack bonus.

modifiers adjust many die rolls in the game, including attack rolls, To determine your melee fire bonus for when you get into close-

price rolls, skill checks, and saving throws. fight fights, add your Strength modifier to your nucleotide attack bonus.

Record your adjusted ability scores and their modifiers on your To determine your range fire bonus for when you attack from a

character sheet. distance, add your Dexterity modifier to your foundation attack bonus.

Saving Throws : Your class determines your base saving throw

REVIEW THE STARTING PACKAGE bonuses. To these numbers, add your Constitution modifier to get
your Fortitude save, your Dexterity modifier to get your Reflex save,
There is at least one starting package at the end of each class and your Wisdom modifier to get your Will save.

description. Look at the class ’ mho starting software. It offers a fast way to

complete the adjacent respective steps of character creation. If you like the

feat, skills, and equipment listed there, record this information on DETAILS, DETAILS, DETAILS
your character sheet. differently, use this information as a scout and
make your own decisions. now choose a name for your character, determine the fictional character ’ sulfur
sex, choose an alignment, decide the character ’ s long time and

appearance, and so on. chapter 6 : description can help with this.

RECORD RACIAL AND CLASS FEATURES There ’ s no necessitate to develop your character wholly. With your

Your character ’ mho race and class provide certain features. Most of DM ’ south permission, you can always add or even change details as you

6 these are automatic, but some involve making choices and thinking play and as get a better tactile property for your character.

ust about every die roll you make is going to be modified how best to distribute the ability scores. Choosing a subspecies early
based on your fictional character ’ mho abilities. A street fighter character has than human or half-elf causes some of these ability scores to
a better chance of surviving a wyvern ’ mho poison sting. A switch ( see postpone 2–1 : racial Ability Adjustments, page 12 ).
perceptive fictional character is more likely to notice bugbears
sneaking up from behind. A stupid fictional character is not as ABILITY MODIFIERS
likely to find a secret door that leads to a hidden prize
bedroom. Your ability scores tell you what your modifiers are for Each ability, after changes made because of subspecies, has a modifier
rolls such as these. ranging from –5 to +5. board 1–1 : ability Modifiers and Bonus
Your character has six abilities : Strength ( abbreviated Str ), Dex- Spells ( on the adjacent page ) shows the modifier for each score. It
terity ( Dex ), Constitution ( Con ), Intelligence ( Int ), Wisdom ( Wis ), besides shows bonus spells, which you ’ ll need to know about if
and Charisma ( Cha ). Each of your quality ’ mho above-average abilities your character is a spellcaster.
gives you a profit on certain die rolls, and each below-average
ability gives you a disadvantage on other die rolls. When creating The modifier is the total you apply to the die roll when
your character, you roll your scores randomly, assign them to the your character tries to do something related to that ability.
abilities as you like, and rear and lower them according to the For example, you apply your character ’ mho Strength modifier to
character ’ second raceway. by and by, you can increase them as your character your coil when he or she tries to hit person with a sword.
advances in experience. You besides use the modifier with some numbers that aren ’ thyroxine die
rolls—for exercise, you apply your character ’ mho Dexterity
ABILITY SCORES modifier to his or her armor Class ( AC ). A positive
changer is called a bonus, and a negative modifier is called
To create an ability score for your character, roll four six-sided die a penalty.
( 4d6 ). Disregard the lowest die scroll and sum the three highest ones.
The solution is a issue between 3 ( atrocious ) and 18 ( enormous ). ABILITIES AND SPELLCASTERS
The average ability score for the typical common is 10 or 11, but
your character is not typical. The most common ability scores for The ability that governs bonus spells ( see chapter 3 :
musician characters ( PCs ) are 12 and 13. ( That ’ sulfur right, the average Classes ) depends on what type of spellcaster your
musician character is above average. ) character is : news for wizards ; Wisdom for clerics,
druids, paladins, and rangers ; or Charisma for sorcerers and
Make this roll six times, recording each result on a piece of newspaper. bards. In addition to having a high ability score, a spellcaster
Once you have six scores, assign each score to one of the six abilities. must be of high enough class level to be able to cast spells of
At this step, you need to know what kind of person your character is a given go level. ( See the class descriptions in chapter 3
going to be, including his or her race and class, in order to know for details. ) For exemplify, the ace Mialee has an

TABLE 1–1 : ability MODIFIERS AND BONUS SPELLS

——————————————————— Bonus Spells ( by Spell Level ) ——————————————————

Score Modifier 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 –5 —————————————————— Can ’ t cast spells tied to this ability ——————————————————

2–3 –4 —————————————————— Can ’ t cast spells tied to this ability ——————————————————

4–5 –3 —————————————————— Can ’ t mold spells tied to this ability ——————————————————

6–7 –2 —————————————————— Can ’ t roll spells tied to this ability ——————————————————

8–9 –1 —————————————————— Can ’ t cast spells tied to this ability ——————————————————

10–11 0 — — — — — — — — — —

CHAPTER 1 : 12–13 +1 — 1 — — — — — — ——

ABILITIES 14–15 +2 — 1 1 — — — — — ——

16–17 +3 — 1 1 1 — — — — ——

18–19 +4 — 1 1 1 1 — — — ——

20–21 +5 — 2 1 1 1 1 — — ——

22–23 +6 — 2 2 1 1 1 1 — ——

24–25 +7 — 2 2 2 1 1 1 1 ——

26–27 +8 — 2 2 2 2 1 1 1 1—

28–29 +9 — 3 2 2 2 2 1 1 11

30–31 +10 — 3 3 2 2 2 2 1 11

32–33 +11 — 3 3 3 2 2 2 2 11

34–35 +12 — 3 3 3 3 2 2 2 21

36–37 +13 — 4 3 3 3 3 2 2 22

38–39 +14 — 4 4 3 3 3 3 2 22

40–41 +15 — 4 4 4 3 3 3 3 22

42–43 +16 — 4 4 4 4 3 3 3 32

44–45 +17 — 5 4 4 4 4 3 3 33

etc. .. .

Intelligence score of 15, so she ’ south smart enough to get one bonus 1st- half the character ’ sulfur Strength bonus, while two-handed attacks

level spell and one bonus 2nd-level spell. ( She will not actually get receive one and a half times the Strength bonus. A Strength
the 2nd-level spell until she is 3rd flush charming, since that ’ s the min- punishment, but not a bonus, applies to attacks made with a bow that
imum level a sorcerer must be to cast 2nd-level spells. ) is not a complex bow. )
Climb, Jump, and Swim checks. These are the skills that have
If your character ’ mho ability score is 9 or lower, you can ’ t casting spells Strength as their key ability.
tied to that ability. For example, if Mialee ’ s Intelligence score Strength checks ( for breaking down doors and the wish ).
dropped to 9 because of a poison that reduces mind, she would

not be able to cast even her dim-witted spells until cured.

median Strength Scores

REROLLING Example Race or Creature Kind Average Average
Allip, shadow, will-o ’ -wisp Strength Modifier
If your scores are excessively low, you may scrap them and roll all six scores Lantern archon, bat, frog
again. Your scores are considered excessively humble if the union of your Rat pour — —
modifiers ( before adjustments because of rush ) is 0 or lower, or if Stirge, monkey, Tiny grotesque spider 1 –5
your highest score is 13 or lower. Grig, Small monstrous centipede 2 –4
3 –4
4–5 –3

THE ABILITIES Hawk, cockatrice, pixie 6–7 –2
Quasit, tease 8–9 –1
Each ability partially describes your character and affects some of his Human, perceiver, awful informer 10–11 +0
or her actions. Mind flayer, chase, pony, ghoul 12–13 +1
Gnoll, awful badger, baboon, manta irradiate 14–15 +2
The description of each ability includes a list of races and Black pudding, choker, Large shark 16–17 +3
creatures along with their average scores in that ability. ( not every Centaur, displacer animal, minotaur 18–19 +4
creature has a score in every ability, as you ’ ll see when you look at Ape, ogre, pulp automaton, gorgon 20–21 +5
the lists that follow. ) These scores are for an average, young pornographic Fire colossus, triceratops, elephant 30–31 +10
animal of the argue race or kind, such as a shadow tax collector, a Great wyrm aureate dragon 46–47 +18

halfling merchant, or an run-of-the-mill gnoll. An adventurer—say, a

dwarf combatant or a gnoll ranger—probably has better scores, at least DEXTERITY ( DEX )
in the abilities that matter most to that character, and actor
characters are above average overall. dexterity measures hand-eye coordination, agility, reflexes, and bal-
ance. This ability is the most authoritative ability for rogues, but it ’ s besides

STRENGTH ( STR ) high on the list for characters who typically wear clean or medium
armor ( rangers and barbarians ) or no armor at all ( monks, wizards,

Strength measures your character ’ south muscle and forcible world power. This and sorcerers ), and for anyone who wants to be a skilled archer.
ability is particularly important for fighters, barbarians, paladins, You apply your character ’ second Dexterity modifier to :
rangers, and monks because it helps them prevail in combat. Ranged attack rolls, including those for attacks made with bows,
Strength besides limits the sum of equipment your fictional character can crossbows, throwing axes, and other ranged weapons.
carry ( see chapter 9 : gamble ). Armor Class ( AC ), provided that the character can react to the
attack.
You apply your character ’ south Strength modifier to : Reflex saving throws, for avoiding fireballs and other attacks that
Melee attack rolls. you can escape by moving cursorily.
price rolls when using a melee weapon or a throw weapon

8 ( including a sling ). ( Exceptions : off-hand attacks receive only one

Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Average Intelligence Scores Average Average
Sleight of Hand, Tumble, and Use Rope checks. These are the Intelligence Modifier
skills that have Dexterity as their key ability. exercise Race or Creature Kind
Zombie, automaton, ochre gelatin — —
average Dexterity Scores Average Average Carrion earthworm, purple writhe, camel 1 –5 chapter 1 :
Dexterity Modifier Tiger, hydra, cad, knight 2 –4
Example Race or Creature Kind Gray picture, tendriculos, rast 3 –4 ABILITIES
Shrieker ( fungus ) — — Otyugh, griffon, displacer beast 4–5 –3
Gelatinous cube ( sludge ) 1 –5 Troll, hell hound, monster, yrthak 6–7 –2
Colossal animated object 4–5 –3 Troglodyte, centaurus, gnoll 8–9 –1
Purple worm, ogre zombie 6–7 –2 Human, bogeyman, wight, night hagfish 10–11 +0
Ogre, basilisk, fire giant, tendriculos 8–9 –1 Dragon turtle, mottle elephantine, vampire 12–13 +1
Human, newt, boar, giant arouse overhang 10–11 +0 inconspicuous stalker, ghost, will-o ’ -wisp 14–15 +2
Bugbear, lammasu, hobgoblin 12–13 +1 Beholder, succubus, trumpet archon 16–17 +3
Displacer beast, hieracosphinx 14–15 +2 Mind flayer, death slaad, nightwing 18–19 +4
Blink frump, ghost, leo, octopus 16–17 +3 Kraken, colossus, earthworm 20–21 +5
Astral deva ( angel ), ethereal filcher 18–19 +4 Great wyrm gold draco 32–33 +11
Arrowhawk, cram satan 20–21 +5
Elder air elementary 32–33 +11 WISDOM ( WIS )

CONSTITUTION ( CON ) Wisdom describes a character ’ s self-control, coarse feel, per-
ception, and intuition. While intelligence represents one ’ south ability to
Constitution represents your character ’ s health and stamina. A analyze data, Wisdom represents being in tune with and
Constitution bonus increases a quality ’ randomness hit points, so the ability is aware of one ’ randomness surroundings. An “ absentminded professor ” has low
important for all classes. Wisdom and high Intelligence. A simpleton ( low Intelligence )
might however have big insight ( high Wisdom ). Wisdom is the most
You apply your quality ’ s Constitution changer to : important ability for clerics and druids, and it is besides important for
Each roll of a Hit Die ( though a penalty can never drop a result paladins and rangers. If you want your quality to have acuate
below 1—that is, a character constantly gains at least 1 strike point each senses, put a high score in Wisdom. Every creature has a Wisdom
time he or she advances in level ). grade.
Fortitude spare throws, for resisting poison and exchangeable threats.
concentration checks. This is a skill, important to spellcasters, You apply your character ’ s Wisdom modifier to :
that has Constitution as its winder ability. Will saving throws ( for negating the effect of charm person and
If a character ’ s Constitution score changes adequate to alter his or other spells ).
her Constitution modifier, the character ’ sulfur hit points besides increase or Heal, Listen, Profession, Sense Motive, Spot, and Survival checks.
decrease consequently. These are the skills that have Wisdom as their identify ability.
Clerics, druids, paladins, and rangers get bonus spells based on
median united states constitution Scores their Wisdom scores. The minimal Wisdom score needed to cast a
cleric, druid, champion, or ranger while is 10 + the enchantment ’ s level.
average average
Modifier
Example Race or Creature Kind Constitution

Ghoul, mummy, shadow — –1
+0
Centipede teem, locust tree teem 8–9 +1 average Wisdom Scores
+2
Human, elf, awful weasel, grick 10–11 +3 median average
+4 Modifier
Rust monster, medusa, otyugh, nymph 12–13 +5 Example Race or Creature Kind Wisdom
+12 –5
Light cavalry, merfolk, hermit 14–15 gelatinous cube ( seep ), animated object 1 –4
–2
Tiger, chimera, assassin vine 16–17 Shrieker ( fungus ) 2 –1
Red slaad, githyanki 6–7 +0
Polar hold, gargoyle, umber giant 18–19 +1
+2
Elephant, aboleth, tyrannosaurus 20–21 Purple worm, grimlock, troll 8–9 +3
+4
The tarrasque 35 Human, lizardfolk, phantom fungus 10–11 +5
Owlbear, hyena, shadow, remorhaz 12–13 +11

INTELLIGENCE ( INT ) Wraith, owl, giant praying mantis 14–15
Devourer, lillend, androsphinx 16–17
Intelligence determines how well your character learns and reasons.
This ability is important for wizards because it affects how many Couatl, fury monster, defender naga 18–19
spells they can cast, how hard their spells are to resist, and how
potent their spells can be. It ’ s besides significant for any fictional character Unicorn, storm elephantine 20–21
who wants to have a wide assortment of skills. Great wyrm gold dragon 32–33

You apply your character ’ second Intelligence modifier to : CHARISMA ( CHA ) 9
The number of languages your fictional character knows at the starting signal of the
game. Charisma measures a fictional character ’ s force of personality, persuasiveness,
The number of skill points gained each flush. ( But your character personal magnetism, ability to lead, and physical attractiveness. This
constantly gets at least 1 skill point per degree. ) ability represents actual military capability of personality, not merely how one
Appraise, Craft, Decipher Script, Disable Device, Forgery, is perceived by others in a social plant. Charisma is most important
Knowledge, Search, and Spellcraft checks. These are the skills for paladins, sorcerers, and bards. It is besides significant for clerics,
that have Intelligence as their key ability. since it affects their ability to turn undead. Every animal has a
A sorcerer gains bonus spells based on her Intelligence score. The Charisma score.
minimal Intelligence score needed to cast a ace spell is 10 + the
spell ’ s level. You apply your fictional character ’ randomness Charisma changer to :
An animal has an Intelligence score of 1 or 2. A animal of hu- Bluff, Diplomacy, Disguise, Gather Information, Handle Animal,
anthropoid intelligence has scores of at least 3. Intimidate, Perform, and Use Magic Device checks. These are the
skills that have Charisma as their key ability.
Checks that represent an try to influence others.

Turning checks for clerics and paladins attempting to turn Intelligence gets the 10 ( no bonus or punishment ). An average Intel-
zombies, vampires, and other undead. ligence international relations and security network ’ metric ton bad for a champion.
Sorcerers and bards get bonus spells based on their Charisma
scores. The minimum Charisma score needed to cast a sorcerer or Monte records his character ’ sulfur race, class, ability scores, and ability
caparison spell is 10 + the spell ’ s grade. modifiers on his character sail.

chapter 1 : average Charisma Scores Average Average CHANGING ABILITY SCORES
Wisdom Modifier
ABILITIES Example Race or Creature Kind Over time, the ability scores your character starts with can change.
Zombie, automaton, shrieker ( fungus ) 1 –5 Ability scores can increase with no specify. Points at which ability
Spider, crocodile, lizard, rhinoceros 2 –4 changes occur include the follow :
Tendriculos, octopus 3 –4
Dire denounce, weasel, chuul, domestic ass 4–5 –3 Add 1 point to any score upon attaining 4th level and at every
Badger, troll, colossus fire overhang, bear 6–7 –2 fourth grade your character attains thereafter ( 8th, 12th, 16th, and
Gnoll, awful wild boar, manticore, gorgon 8–9 –1 20th horizontal surface ).
Human, wolverine, dretch ( demon ) 10–11 +0 Many spells and charming effects temporarily increase or decrease
Treant, roper, doppelganger, night hagfish 12–13 +1 ability scores. The ray of debilitation spell reduces a creature ’ south
Storm elephantine, barghest, medusa 14–15 +2 Strength, and the bull’s eye ’ second strength spell increases it. Sometimes a
Ogre mage, pyxie, vixen, achaierai 16–17 +3 spell plainly hampers a character, reducing his or her ability score.
Greater barghest, nixie 18–19 +4 A character trapped by an entangle spell, for exemplar, acts as if his
Astral deva ( angel ), kraken 20–21 +5 or her dexterity were 4 points lower than it actually is.
Great wyrm gold dragon 32–33 +11 several magic trick items improve ability scores american samoa long as the character
is using them. For model, gloves of dexterity improve the wearer ’ south
EXAMPLE OF GENERATING AND Dexterity sexual conquest. ( charming items are described in the Dungeon
Master ’ s Guide. ) Note that a charming token of this type can ’ metric ton variety an
ASSIGNING ABILITY SCORES ability score by more than +6.
Some rare magic items can boost an ability seduce permanently, as
Monte wants to create a new character. He rolls four six-sided die can a regard enchantment. Such an addition is called an implicit in bonus. An
( 4d6 ) and gets 5, 4, 4, and 1. Ignoring the lowest paradiddle ( 1 ), he records ability score can ’ t have an built-in bonus of more than +5.
the resultant role on scratch paper : 13. He rolls the cube five more times and Poisons, diseases, and other effects can temporarily harm an
gets these six scores : 13, 10, 15, 12, 8, and 14. Monte decides to play a ability ( ability price ). Ability points lost to damage recurrence on
potent, hood dwarf fighter. now he assigns his scores to abilities. their own at a rate of 1 bespeak per day for each damaged ability.
Some effects drain abilities, resulting in a permanent loss ( ability
Strength gets the highest score, 15. His character has a +2 drain ). Points lost this manner don ’ t come back on their own, but they can
Strength bonus that will serve him well in combat. be regained with spells, such as restoration.
As a character ages, some ability scores go up and others go down.
Constitution gets the following highest score, 14. The dwarf ’ second +2 racial See table 6–5 : aging Effects ( page 109 ).
bonus to Constitution ( see table 2–1 : racial Ability Adjustments, When an ability score changes, all attributes associated with that
page 12 ) improves his fundamental law grade to 16, which gives him a +3 score variety consequently. For example, when Mialee becomes a 4th-
changer. This bonus gives the fictional character more shoot points and better tied ace, she decides to increase her Intelligence score to 16.
Fortitude save throws. That score gives her a 3rd-level bonus spell ( which she ’ ll nibble up
upon attaining 5th level, when she becomes able to cast 3rd-level
Monte puts his lowest score, 8, into Charisma. The dwarf ’ sulfur –2 spells ), and it increases the number of skill points she gets per tied
racial punishment to Charisma ( see Table 2–1 ) reduces his charisma from 4 to 5 ( 2 per level for her class, plus another 3 per level from
seduce to 6, for a –2 penalty. her Intelligence bonus ). As a new 4th-level character, she can get
the skill points immediately after raising her intelligence, so she ’ ll
Monte has two bonus-range scores left ( 13 and 12 ), plus an aver- induce 5 points for attaining 4th level in the sorcerer class. She does not
age score ( 10 ). Dexterity gets the 13 ( +1 bonus ), which helps with retroactively get extra points for her previous levels ( that is,
ranged weapon attacks and with Reflex saving throws. ( Monte ’ sulfur besides skill points she would have gained if she had had an Intelligence
thinking ahead. A Dexterity score of 13 qualifies his character for score of 16 starting at 1st flat ).
the Dodge feat—see table 5–1 : Feats, page 90 ).

Wisdom gets the 12 ( +1 bonus ). The Wisdom bonus helps with
perception skills, such as Spot and Listen ( see table 4–2 : Skills, page
63 ), american samoa well as with Will saving throws.

INTELLIGENCE, WISDOM, AND CHARISMA Intelligence may be mindful, but simple. A character with high Wisdom but
low Charisma knows enough to speak carefully and may become an
You can use your fictional character ’ south Intelligence, Wisdom, and Charisma scores advisor ( or “ ability behind the throne ” ) rather than a drawing card. The wise
to guide you in roleplaying your character. hera is some background character miss in both Intelligence and Charisma is coarse and unso-
( good guidelines ) about what these scores can mean. phisticated.

A smart quality ( one with high intelligence ) is curious, knowledge- A character with a low Wisdom score may be foolhardy, imprudent, irre-
able, and prone to using boastfully words. A character with a high gear Intelligence sponsible, or “ out of it. ”
but humble Wisdom may be smart but absentminded, or knowledgeable but
deficient in common sense. A character with a high news but a low A character with high Charisma may be attractive, strickle, personable,
Charisma may be a know-it-all or a recluse learner. A smart character and confident. A character with high Charisma but a abject intelligence can
miss in both Wisdom and Charisma may put her foot in her mouth normally pass herself off as intimate, until she meets a true technical.
frequently. A charismatic quality lacking in both Intelligence and Wisdom is likely
to be shoal and unaware of others ’ feelings.
A character with a low Intelligence mispronounces and misuses
words, has perturb following directions, or fails to get the joke. A character with low Charisma may be reserved, crusty, ill-bred, bootlicking,
or merely nondescript.
A character with a high Wisdom score may be sensible, calm, “ in
tune, ” alert, or centered. A quality with a high Wisdom but low

10

he elven woods are base to the elves and their allies. RACIAL CHARACTERISTICS
not many dwarves or half-orcs be there. In become, elves,
humans, halflings, and half-orcs are hard to find in Your character ’ south rush determines some of his or her qualities.
underground dwarven cities. And while nonhumans may
travel through the homo countryside, most country folk music ABILITY ADJUSTMENTS
are humans. In the big cities, however, the promise of exponent and
profit brings together people of all the common races : humans, Find your character ’ sulfur slipstream on postpone 2–1 : racial Ability
dwarves, elves, gnomes, half-elves, half-orcs, and halflings. Adjustments ( see the next foliate ) and apply the adjustments you
see there to your character ’ randomness ability scores. If these changes put
CHOOSING A RACE your score above 18 or below 3, that ’ second o, except in the case
of Intelligence, which does not go below 3 for characters. ( If
After you roll your ability scores and before you write them on your your half-orc character would have an adjusted intelligence of
character sheet, choose your fictional character ’ second race. At the like time, you 1 or 2, make it 3 alternatively. )
should choose a class, since rush affects how well a character can do
in each class. Once you know your character ’ second subspecies and class, assign For example, Lidda, a halfling, gets a +2 racial bonus on her
your ability score rolls to especial abilities, alter those abilities Dexterity score and a –2 racial penalty on her Strength score.
according to raceway, and continue detailing your character. Knowing this, her musician puts her best grudge rolled ( 15 ) in
Dexterity so that it will increase to 17. She doesn ’ thymine want a
You can play a character of any race and class combination, but Strength punishment, so she puts an above-average score ( 12 ) in
certain races do better pursuing certain careers. Halflings, for Strength. Her Strength score drops to 10, which carries
case, can be fighters, but their small size and extra features neither a bonus nor a penalty.
make them better as rogues.
FAVORED CLASS
Your character ’ mho race gives you enough of cues as to what sort of
person he or she is, how he or she feels about characters of other Each race ’ mho favored class is besides given on table 2–1 : racial
races, and what his or her motivations might be. Remember, how- Ability Adjustments. A character ’ second favored class doesn ’ thymine
always, that these descriptions apply entirely to the majority of each rush ’ s count against him or her when determining experience
members. In each rush, some individuals diverge from the average, point penalties for multiclassing ( see XP for Multiclass
and your character could be one of these. Don ’ deoxythymidine monophosphate let a description of a Characters, page 60 ).
raceway keep you from detailing your character as you like.
For model, as a halfling rogue, Lidda can add a second gear
classify subsequently on ( becoming a multiclass character ) without 11
worrying about an XP penalty, because rogue is favored
class for halflings.

chapter 2 :

RACES

Illus. by T. Lockwood Table 2–1 : racial Ability Adjustments Class-Related Languages : Clerics, druids, and wizards can
choose certain languages as bonus languages even if they ’ rhenium not on
Race Ability Adjustments Favored Class the lists found in the race descriptions. These class-related languages
are as follows :
Human None Any
Cleric : Abyssal, Celestial, Infernal.
Dwarf +2 Constitution, –2 Charisma Fighter Druid : Sylvan.
Wizard : Draconic.
Elf +2 Dexterity, –2 Constitution Wizard
Gnome +2 Constitution, –2 Strength Bard HUMANS
Half-elf None Any
Half-orc +2 Strength, –2 Intelligence1, Barbarian Most humans are the descendants of pioneers, conquerors, traders,
travelers, refugees, and other people on the move. As a result,
–2 Charisma human lands are home to a mix of people—physically, culturally,
religiously, and politically different. Hardy or all right, light-skinned or
Halfling +2 Dexterity, –2 Strength Rogue dark, flamboyant or ascetic, primitive or civilized, dear or impious,
humans run the gamut.
1 A half-orc ’ south starting Intelligence grudge is always at least 3. If this
personality : Humans are the most adaptable, flexible, and ambi-
adjustment would lower the character ’ s score to 1 or 2, his score is tious people among the common races. They are divers in their
tastes, morals, customs, and habits. Others accuse them of having
however 3. short deference for history, but it ’ s only natural that humans, with their
relatively shortstop life sentence spans and constantly changing cultures, would
RACE AND LANGUAGES have a shorter collective memory than dwarves, elves, gnomes, or
halflings.
In a big city, visitors can hear all manner of languages being spoken.
Dwarves haggle over gems in Dwarven, elf sages prosecute in learn physical description : Humans typically stand from 5 feet to a
debates in Elven, and preachers call out prayers in Celestial. The short over 6 feet grandiloquent and weigh from 125 to 250 pounds, with men
speech heard most, however, is Common, a spit shared by all perceptibly tall and heavier than women. Thanks to their preference
who take part in the culture at bombastic. With all these languages in use, for migration and seduction, and to their short life spans, humans are
it is easy for people to learn other languages, and adventurers frequently more physically divers than other coarse races. Their skin shades
speak several tongues. range from closely bootleg to very picket, their hair from black to blond
( curly, kinky, or straight ), and their facial hair ( for men ) from sparse
All characters know how to speak Common. A dwarf, elf, gnome, to thick. Plenty of humans have a hyphen of nonhuman blood, and
half-elf, half-orc, or halfling besides speaks a racial terminology, as they may demonstrate hints of extremely low frequency, orc, or other lineages. Members
appropriate. A smart character ( one who had an Intelligence bonus of this race are frequently ostentatious or unorthodox in their prepare
at 1st level ) speaks other languages as well, one extra speech per
point of Intelligence bonus as a start character. Select your
character ’ s bonus languages ( if any ) from the list found in his or her
rush ’ s description late in this chapter.

literacy : Any character except a peasant can read and write all
the languages he or she speaks. ( A peasant can become literate by
outgo skill points, see Illiteracy, page 25. )

12

CHAPTER 2 :

RACES

and dress, sporting unusual hairstyles, fanciful clothes, tattoo, body lyric : Humans speak Common. They typically learn other Illus. by T. Lockwood
piercings, and the wish. Humans have short liveliness spans, reaching languages a well, including obscure ones, and they are adoring of
adulthood at about age 15 and rarely living even a single century. sprinkling their speech with words borrowed from other tongues :
Orc curses, Elven musical expressions, Dwarven military phrases,
Relations : good ampere readily as they mix with each other, humans and indeed on.
mix with members of other races, among which they are known as
“ everyone ’ s second-best friends. ” Humans serve as ambassadors, Names : Human names vary greatly. Without a unite deity to
diplomats, magistrates, merchants, and functionaries of all kinds. give them a standard for their culture, and with such a fast
education cycle, humans mutate socially at a fast rate. Human cul-
Alignment : Humans tend toward no particular alignment, not ture, therefore, is more diverse than early cultures, and no human
tied neutrality. The best and the worst are found among them. names are in truth distinctive. Some human parents give their children
dwarven or elven names ( pronounced more or less correctly ).
homo Lands : human lands are normally in flux, with new ideas,
social changes, innovations, and new leaders constantly coming to Adventurers : homo adventurers are the most audacious,
the fore. Members of longer-lived races find homo culture exciting defy, and ambitious members of an audacious, make bold, and
but finally a little tire or even bewildering. ambitious slipstream. A human can earn aura in the eyes of her fellows by
amassing baron, wealth, and fame. Humans, more than other
Since humans lead such short lives, their leaders are all young people, champion causes quite than territories or groups.
compared to the political, religious, and military leaders among the
early races. even where individual humans are button-down HUMAN RACIAL TRAITS
traditionalists, homo institutions change with the generations,
adapting and evolving faster than parallel institutions among the metier : As Medium creatures, humans have no special bonuses
elves, dwarves, gnomes, and halflings. individually and as a group, or penalties due to their size.
humans are adaptable opportunists, and they stay on circus tent of changing Human base estate accelerate is 30 feet.
political dynamics. 1 excess feat at 1st degree, because humans are agile to master
specialize tasks and varied in their talents. See chapter 5 : Feats.
Human lands generally include relatively large numbers of 4 extra skill points at 1st flat and 1 extra skill point at each
nonhumans ( compared, for exemplify, to the number of non-dwarves extra grade, since humans are versatile and able. ( The 4
who live in dwarven lands ). skill points at 1st level are added on as a bonus, not multiplied in ;
see chapter 4 : Skills. )
religion : Unlike members of the other common races, humans automatic pistol language : Common. Bonus Languages : Any ( other
do not have a foreman racial deity. Pelor, the sunlight idol, is the most than mystery languages, such as Druidic ). See early racial lists for
normally worshiped deity in human lands, but he can claim common languages or the Speak Language skill ( page 82 ) for a
nothing like the central stead that the dwarves give Moradin or the more comprehensive list. Humans mingle with all kinds of other
elves give Corellon Larethian in their respective pantheons. Some tribe and therefore can learn any speech found in an area.
humans are the most ardent and avid adherents of a given
religion, while others are the most impious people around.

13

Favored class : Any. When determining whether a multiclass hu- however, since they ’ re more probably to be those who did not suit
man takes an feel degree penalty, her highest-level course absolutely into dwarven society.
does not count. ( See XP for Multiclass Characters, page 60. )
Dwarven Lands : Dwarven kingdoms normally lie abstruse below
DWARVES the rocky faces of mountains, where the dwarves mine gems and
cute metals and forge items of wonder. trustworthy members of
Dwarves are known for their skill in war, their ability to with- other races are welcome in such settlements, though some parts of
these lands are off limits even to them. Whatever wealth the
stall physical and charming punishment, their cognition of the dwarves can ’ thymine find in their mountains, they gain through trade.
Dwarves dislike water travel, so enterprising humans frequently
land ’ sulfur secrets, their hard work, and their capacity for drinking ale. treat deal in dwarven goods when travel is along a body of water route.

chapter 2 : Their cryptic kingdoms, carved out from the insides of moun- Dwarves in homo lands are typically mercenaries, weapon-
smiths, armorsmiths, jewelers, and artisans. Dwarf bodyguards are
RACES tains, are renowned for the improbable treasures that they produce as renowned for their courage and loyalty, and they are well rewarded

gifts or for deal. for their virtues.
religion : The foreman deity of the dwarves is Moradin, the
personality : Dwarves are slow to laugh or jest Soul Forger. He is the creator of the dwarves, and he
expects his followers to work for the betterment of the
and fishy of strangers, but they are shadow race.
speech : Dwarves speak Dwarven, which has its
generous to those few who earn own runic script. Dwarven literature is marked by
comprehensive examination histories of kingdoms and wars
their hope. Dwarves value gold, through the millennium. The Dwarven alphabet is besides
used ( with minor variations ) for the Gnome, Giant,
gems, jewelry, and art objects Goblin, Orc, and Terran languages. Dwarves often
speak the languages of their friends ( humans and
made with these cute gnomes ) and enemies. Some besides learn Terran, the
strange language of earth-based creatures such as
materials, and they have xorn.
Names : A shadow ’ sulfur name is granted to him by his kin
been known to succumb elder, in accord with custom. Every proper dwarven
name has been used and reused down through the genera-
to greed. They fight tions. A dwarf ’ second name is not his own. It belongs to his kin.
If he misuses it or brings shame to it, his kin will strip him
neither recklessly nor of it. A gnome clean of his appoint is forbidden by dwarven
police to use any dwarven identify in its place.
shyly, but with a care- Male Names : Barendd, Brottor, Eberk, Einkil, Oskar,
Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
fula courage and doggedness. female Names : Artin, Audhild, Dagnal, Diesa,
Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Their sense of justice is Clan Names : Balderk,
Dankil, Gorunn, Holderhek,
strong, but at its worst it can Loderr, Lutgehr, Rumnaheim,
Strakeln, Torunn, Ungart.
turn into a crave for ven- Adventurers : A dwarven
explorer may be motivated
geance. Among gnomes, who by crusading ardor, a love of
exhilaration, or simple avarice. As
arrive along excellently with long as his accomplishments
bring honor to his kin, his
dwarves, a mild curse is “ If I ’ thousand deeds earn him obedience and
condition. Defeating giants and
lie, may I cross a dwarf. ” claiming mighty charming
weapons are surely ways for a
Illus. by T. Lockwood Physical Description : dwarf to earn the esteem of
early dwarves.
Dwarves stand entirely 4 to 4-1/2
DWARF RACIAL TRAITS
feet grandiloquent, but they are indeed broad
+2 Constitution, –2 Charisma : Dwarves are stout and sturdy but
and compact that they are, on tend to be crusty and reserved.
metier : As Medium creatures, dwarves have no special bonuses
median, about vitamin a heavy as or penalties due to their size.
Dwarf base bring amphetamine is 20 feet. however, dwarves can move at
humans. Dwarf men are this speed even when wearing medium or heavy armor or whose
speed is reduced in such conditions ).
slightly grandiloquent and perceptibly Darkvision : Dwarves can see in the dark up to 60 feet. Darkvision
is black and white entirely, but it is differently like normal sight, and
heavier than shadow women. dwarves can function good fine with no light at all.

Dwarves ’ skin is typically

cryptic tan or light brown,

and their eyes are dark.

Their hair’s-breadth is normally black,

grey, or brown, and break

long. Dwarf men value

their beards highly and

groom them very

carefully. Dwarves favor

simple styles for their

hair, beards, and clothes.

Dwarves are considered adults at about age 40, and they can live to

be more than 400 years old.

Relations : Dwarves get along ticket with gnomes, and reasonably

with humans, half-elves, and halflings. Dwarves say, “ The dispute

between an acquaintance and a acquaintance is about a hundred years. ”

Humans, with their unretentive life spans, have a hard clock forging in truth

strong bonds with dwarves. The best dwarf-human friendships are

between a homo and a dwarf who liked the human ’ s parents and

grandparents. Dwarves fail to appreciate elves ’ subtlety and art,

regarding elves as unpredictable, erratic, and skittish. still, elves and

dwarves have, through the ages, found common cause in battles

against orcs, goblins, and gnolls. Through many such joint

campaigns, the elves have earned the dwarves ’ grudging respect.

Dwarves distrust half-orcs in general, and the feel is reciprocal.

Luckily, dwarves are fair-minded, and they grant individual half-orcs

the opportunity to prove themselves.

Alignment : Dwarves are normally lawful, and they tend toward

14 good. Adventuring dwarves are less likely to fit the park model,

Stonecunning : This ability grants a dwarf a +2 racial bonus on enemies, and even slower to forget them. They reply to petty insults CHAPTER 2 :
research checks to notice unusual stonework, such as sliding walls, with condescension and to serious insults with vengeance.
stonework traps, new construction ( even when built to match the RACES
old ), insecure stone surfaces, rickety stone ceilings, and the like. physical description : Elves are unretentive and slender, standing about 4-
Something that international relations and security network ’ thyroxine stone but that is disguised as stone besides 1/2 to 5-1/2 feet tall and typically weighing 95 to 135 pounds, with
counts as unusual stonework. A dwarf who merely comes within elf men the same acme as and alone marginally heavier than elf
10 feet of unusual stonework can make a Search check as if he women. They are elegant but frail. They tend to be pale-skinned
were actively searching, and a dwarf can use the Search skill to and dark-haired, with deep green eyes. Elves have no facial or body
find stonework traps as a rogue can. A dwarf can besides intuit depth, hair. They prefer dim-witted, comfortable clothes, particularly in pastel
sensing his estimate depth clandestine deoxyadenosine monophosphate naturally as a blues and greens, and they enjoy simpleton so far elegant jewelry. Elves
human can sense which manner is up. Dwarves have a sixth feel possess spiritual grace and fine features. many humans and
about stonework, an unconditioned ability that they get batch of members of other races find them hauntingly beautiful. An extremely low frequency
opportunity to drill and hone in their belowground homes. reaches adulthood at about 110 years of senesce and can live to be more
Weapon Familiarity : Dwarves may treat dwarven waraxes and than 700 years old.
dwarven urgroshes ( see chapter 7 : equipment ) as martial
weapons, rather than exotic weapons. Elves do not sleep, as members of the other common races do.
stability : Dwarves are exceptionally static on their feet. A dwarf rather, an elf meditates in a deep enchantment for 4 hours a day. An elf
gains a +4 bonus on ability checks made to resist being bull rest in this fashion gains the lapp benefit that a human does
rushed or tripped when standing on the footing ( but not when from 8 hours of sleep. While meditating, an extremely low frequency dream, though
climb, flying, riding, or otherwise not standing hard on the these dreams are actually mental exercises that have become
crunch ). automatic through years of practice. The Common word for an elf ’ south
+2 racial bonus on saving throws against poison : Dwarves are meditation is “ trance, ” as in “ four hours of trance. ”
hardy and tolerant to toxins.
+2 racial bonus on saving throws against spells and spell-like Relations : Elves consider humans quite unrefined, halflings a
effects : dwarves have an unconditioned resistor to magic spells. bit sedate, gnomes reasonably superficial, and dwarves not at all fun. They
+1 racial bonus to attack rolls against orcs ( including half-orcs ) look on half-elves with some degree of pity, and they regard half-
and goblinoids ( including goblins, hobgoblins, and bugbears ) : orcs with persistent intuition. While disdainful, elves are not parti-
Dwarves are trained in the limited battle techniques that allow cular the way halflings and dwarves can be, and they are generally
them to fight their common enemies more efficaciously. pleasant and gracious even to those who fall short-change of elven standards
+4 hedge bonus to Armor Class against monsters of the giant type ( a class that encompasses just about everybody who ’ s not an elf ).
( such as ogres, trolls, and mound giants ) : This bonus represents
special aim that dwarves undergo, during which they learn alignment : Since elves love freedom, diverseness, and self-expres-
tricks that previous generations developed in their battles with utopia. They lean powerfully toward the docile aspects of chaos. Gen-
giants. Any time a creature loses its Dexterity bonus ( if any ) to erally, they value and protect others ’ exemption a well as their own,
Armor Class, such as when it ’ south catch flat-footed, it loses its dodge and they are more much good than not.
bonus, excessively. The Monster Manual has information on which
creatures are of the elephantine type. Elven Lands : Most elves live in forest clans numbering less
+2 racial bonus on Appraise checks that are related to rock or than two hundred souls. Their well-hidden villages blend into the
metallic items : Dwarves are familiar with valuable items of all kinds, trees, doing little injury to the forest. They hunt game, gather food,
particularly those made of rock or metal. and grow vegetables, and their skill and magic allowing them to
+2 racial bonus on Craft checks that are related to stone or alloy : support themselves amply without the want for clearing and
Dwarves are specially adequate to with stonework and metalwork. plowing land. Their touch with outsiders is normally limited, though
automatic Languages : Common and Dwarven. Bonus Languages : some few elves make a good populate trade finely worked elven
Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Dwarves clothes and crafts for the metals that elves have no matter to in
are conversant with the languages of their enemies and of their mining.
subterranean allies.
favor class : fighter. A multiclass dwarf ’ s fighter course does not Elves encountered in homo lands are normally wandering
count when determining whether he takes an experience degree minstrels, favor artists, or sages. Human nobles compete for the
penalty for multiclassing. ( see XP for Multiclass Characters, page services of extremely low frequency instructors, who teach play to their children.
60 ). Dwarven polish extols the virtues of struggle, and the career
comes well to dwarves. religion : Above all others, elves worship Corellon Larethian, the
Protector and Preserver of life. Elven myth holds that it was from his
ELVES rake, shed in battles with Gruumsh, the deity of the orcs, that the
elves first gear arise. Corellon is a patron of charming discipline, arts, dance,
Elves mingle freely in human lands, constantly welcome yet never at and poetry, angstrom well as a potent warrior god.
home there. They are well known for their poetry, dancing, song, lore,
and charming arts. Elves favor things of natural and elementary smasher. terminology : Elves speak a fluent linguistic process of elusive intonations and
When danger threatens their forest homes, however, elves intricate grammar. While Elven literature is deep and varied, it is the
unwrap a more martial english, demonstrating skill with sword, bow, and lyric ’ mho songs and poems that are most celebrated. many bards learn
battle scheme. Elven so they can add Elven ballads to their repertoires. Others
merely memorize Elven songs by sound. The Elven script, as flowing
personality : Elves are more often amused than excited, and more as the speak son, besides serves as the script for Sylvan, the lyric
probable to be curious than greedy. With such a hanker liveliness span, they of dryads and pixies, for Aquan, the speech of water-based
tend to keep a broad position on events, remaining aloof and creatures, and for Undercommon, the lyric of the drow and
unfazed by junior-grade coincidence. When pursuing a goal, however, early subterranean creatures.
whether an adventurous deputation or learning a fresh skill or art, they
can be focused and grim. They are decelerate to make friends and Names : When an elf declares herself an adult, normally some time
after her one-hundredth birthday, she besides selects a name. Those who
knew her as a child may or may not continue to call her by her 15
“ child name, ” and she may or may not care. An elf ’ mho adult list is a
alone creation, though it may reflect the names of those she
admires or the names of others in her syndicate. In accession, she bears
her kin name. Family names are combinations of regular Elven
words ; and some elves traveling among humans translate their
names into Common while others use the Elven version.

chapter 2 :

RACES

Illus. by T. Lockwood Male Names : Aramil, Aust, Enialis, Heian, Himo, Ivellios, Lau- shortbow ) as bonus feats. Elves esteem the arts of play and
cian, Quarion, Soverliss, Thamior, Tharivol. archery, so all elves are familiar with these weapons.
+2 racial bonus on Listen, Search, and Spot checks. An extremely low frequency who
Female Names : Anastrianna, Antinua, Drusilia, Felosial, Ielenia, merely passes within 5 feet of a privy or concealed door is
Lia, Mialee, Qillathe, Silaqui, Vadania, Valanthe, Xanaphia. entitled to a Search check to notice it as if she were actively
looking for it. An extremely low frequency ’ second senses are sol keen that she practically has a
Family Names ( Common Translations ) : Amastacia sixth sense about shroud portals.
( Starflower ), Amakiir ( Gemflower ), Galanodel ( Moonwhisper ), automatic Languages : Common and Elven. Bonus Languages :
Holimion ( Diamonddew ), Liadon ( Silverfrond ), Meliamne ( Oak- Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Elves com-
enheel ), Naïlo ( Nightbreeze ), Siannodel ( Moonbrook ), Ilphukiir monly know the languages of their enemies and of their friends,
( Gemblossom ), Xiloscient ( Goldpetal ). vitamin a well as Draconic, the lyric normally found in ancient
tomes of mysterious cognition.
Adventurers : Elves take up adventuring out of wanderlust. Life Favored Class : Wizard. A multiclass elf ’ s sorcerer class does not
among world moves at a pace that elves dislike : regimented from reckon when determining whether she takes an have point
day to day but changing from ten to decade. Elves among punishment for multiclassing ( see XP for Multiclass Characters, page
humans, therefore, find careers that allow them to wander freely 60 ). Wizardry comes naturally to elves—indeed, they sometimes
and set their own pace. Elves besides enjoy demonstrating their claim to have invented it, and fighter/wizards are particularly
art with the sword and bow or gaining greater charming powers, common among them.
and adventuring allows them to do so. good elves may besides be rebels
or crusaders. GNOMES

ELF RACIAL TRAITS Gnomes are welcome everywhere as technicians, alchemists, and
inventors. Despite the demand for their skills, most gnomes prefer
+2 Dexterity, –2 Constitution : Elves are elegant but delicate. An extremely low frequency ’ south to remain among their own kind, live in comfortable burrows
grace makes her naturally better at stealth and archery. below roll, wooded hills where animals abound.
culture medium : As Medium creatures, elves have no special bonuses or
penalties due to their size. personality : Gnomes adore animals, beautiful gems, and jokes of
Elf base land speed is 30 feet. all kinds. Members of this race have a great sense of humor, and
Immunity to magic sleep effects, and a +2 racial save throw while they love puns, jokes, and games, they relish tricks—the more
bonus against enchantment spells or effects. intricate the better. They apply the same commitment to more
Low-light sight : An elf can see doubly ampere far as a human in practical arts, such as technology, as they do to their pranks.
starlight, moonlight, torchlight, and alike conditions of poor
illumination. She retains the ability to distinguish color and detail Gnomes are inquisitive. They love to find things out by personal
under these conditions. feel. At times they ’ re even heedless. Their curio makes
Weapon Proficiency : Elves receive the Martial Weapon Profi- them skilled engineers, since they are constantly trying new ways to
ciency feats for the longsword, rapier, longbow ( including
composite longbow ), and shortbow ( including composite

16

build things. sometimes a gnome pulls a prank just to see how the Adventurers : Gnomes are curious and hotheaded. They may take chapter 2 :
people involved will react. up adventuring as a way to see the world or for the love of exploring.
true gnomes may adventure to set things correct and to protect the RACES
Physical Description : Gnomes stand about 3 to 3-1/2 feet tall innocent, demonstrating the same common sense of duty toward society as a
and weigh 40 to 45 pounds. Their skin ranges from colored tan to whole that gnomes generally exhibit toward their own enclaves. As 17
arboraceous brown university, their hair is bazaar, and their eyes can be any shade of lovers of gems and early fine items, some gnomes take to
aristocratic. Gnome males prefer short, carefully trimmed beards. Gnomes adventuring as a agile, if dangerous, way to wealth. Depending on
by and large wear leather or earth tones, and they decorate their clothes his relations to his base kin, an adventuring gnome may be seen as
with intricate sew or fine jewelry. Gnomes reach adulthood at a rootless or flush something of a traitor ( for abandoning kin
about senesce 40, and they live about 350 years, though some can live responsibilities ).
about 500 years.
GNOME RACIAL TRAITS
Relations : Gnomes get along well with dwarves, who plowshare their
love of valued objects, their curio about mechanical devices, +2 Constitution, –2 potency : Like dwarves, gnomes are bully,
and their hate of goblins and giants. They enjoy the company of but they are little and therefore not a impregnable as larger
halflings, particularly those who are easygoing adequate to put up with humanoids.
pranks and jests. Most gnomes are a little fishy of the grandiloquent humble : As a minor creature, a gnome gains a +1 size bonus to
races—humans, elves, half-elves, and half-orcs—but they are rarely Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus
hostile or malicious. on Hide checks, but he uses smaller weapons than humans use,
and his lift and carrying limits are three-quarters of those of a
alliance : Gnomes are most frequently good. Those who tend Medium character.
toward law are sages, engineers, researchers, scholars, investigators, Gnome base kingdom focal ratio is 20 feet.
or consultants. Those who tend toward chaos are minstrels, Low-light imagination : A gnome can see twice a far as a homo in
tricksters, wanderers, or fanciful jewelers. Gnomes are charitable, starlight, moonlight, torchlight, and exchangeable conditions of poor
and even the tricksters among them are more playful than condemnable. illumination. He retains the ability to distinguish color and detail
Evil gnomes are a rare as they are frightening. under these conditions.
Weapon Familiarity : Gnomes may treat gnome hook hammers
Gnome Lands : Gnomes make their homes in cragged, wooded ( see page 118 ) as martial weapons quite than alien weapons.
lands. They live metro but get more fresh air than dwarves +2 racial bonus on saving throws against illusions : Gnomes are
do, enjoying the natural, support global on the surface whenever they innately familiar with illusions of all kinds.
can. Their homes are well hide, by both cagey construction and Add +1 to the Difficulty Class for all saving throws against
illusions. Those who come to visit and are welcome are ushered into delusion spells cast by gnomes. Their congenital casualness with these
the bright, ardent burrows. Those who are not welcome never find effects make their illusions more difficult to see through. This
the burrows in the first gear target. adaptation stacks with those from like effects, such as the
Spell Focus feat.
Gnomes who settle in human lands are normally gemcutters, +1 racial bonus on attack rolls against kobolds and goblinoids
mechanics, sages, or tutors. Some human families retain gnome ( including goblins, hobgoblins, and bugbears ) : Gnomes battle
tutors. During his life, a gnome coach can teach respective generations these creatures frequently and commit extra techniques for
of a single human family. fighting them.
+4 contrivance bonus to Armor Class against monsters of the giant type
religion : The headman gnome god is Garl Glittergold, the Watchful ( such as ogres, trolls, and hill giants ) : This bonus represents
Protector. His clerics teach that gnomes are to cherish and support special coach that gnomes undergo, during which they learn
their communities. Pranks are seen as ways to lighten spirits and to tricks that previous generations developed in their battles with
keep gnomes humble, not as ways for pranksters to triumph over giants. Any meter a creature loses its Dexterity bonus ( if any ) to
those they trick. Armor Class, such as when it ’ sulfur trip up flat-footed, it loses its dodge
bonus, excessively. The Monster Manual has information on which
linguistic process : The Gnome language, which uses the Dwarven handwriting, creatures are of the giant type.
is renowned for its technical foul treatises and its catalogs of cognition +2 racial bonus on listen checks : Gnomes have exquisite ears.
about the natural earth. homo herbalists, naturalists, and +2 racial bonus on Craft ( alchemy ) checks : A gnome ’ second sensitive
engineers normally learn Gnome in rate to read the best books nose allows him to monitor alchemic processes by smack.
on their topics of sketch. automatic pistol Languages : Common and Gnome. Bonus Languages :
Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Gnomes deal
Names : Gnomes love names, and most have half a twelve or so. As more with elves and dwarves than elves and dwarves deal with
a gnome grows up, his mother gives him a name, his forefather gives one another, and they learn the languages of their enemies
him a name, his kin elder gives him a identify, his aunts and uncles ( kobolds, giants, goblins, and orcs ) ampere well. In accession, a gnome
give him diagnose, and he gains nickname from precisely about anyone. can use address with a burrow mammal ( a badger, fox, rabbit, or
Gnome names are typically variants on the names of ancestors or the like, see below ). This ability is natural to gnomes. See the talk
distant relatives, though some are strictly new inventions. When with animals spell description, page 281.
dealing with humans and others who are rather “ stuffy ” about Spell-Like Abilities : 1/day—speak with animals ( burrowing
names, a gnome learns to act as if he has no more than three names : mammal merely, duration 1 minute ). A gnome with a Charisma
a personal identify, a kin name, and a dub. When deciding score of at least 10 besides has the follow spell-like abilities :
which of his respective names to use among humans, a gnome 1/day—dancing lights, ghost sound, prestidigitation. Caster grade 1st ;
generally chooses the one that ’ s the most fun to say. Gnome kin save DC 10 + gnome ’ sulfur Cha modifier + spell level. See the go
names are combinations of common Gnome words, and gnomes descriptions on pages 216, 235, and 264, respectively.
about always translate them into Common when in human lands Favored class : Bard. A multiclass gnome ’ s caparison class does not
( or into Elven when in elven lands, and so on ). count when determining whether he takes an feel point
penalty ( see XP for Multiclass Characters, foliate 60 ).
male Names : Boddynock, Dimble, Fonkin, Gimble, Glim, Gerbo,
Jebeddo, Namfoodle, Roondar, Seebo, Zook.

Female Names : Bimpnottin, Caramip, Duvamil, Ellywick,
Ellyjobell, Loopmottin, Mardnab, Roywyn, Shamil, Waywocket.

Clan Names : Beren, Daergel, Folkor, Garrick, Nackle, Murnig,
Ningel, Raulnor, Scheppen, Turen.

Nicknames : Aleslosh, Ashhearth, Badger, Cloak, Doublelock,
Filchbatter, Fnipper, Oneshoe, Sparklegem, Stumbleduck.

chapter 2 : HALF-ELVES elven name in honor of her inheritance, barely as a half-elf raised among
elves much takes a homo name.
RACES Humans and elves sometimes wed, the elf attracted to the homo ’ randomness
energy and the human to the elf ’ s grace. These marriages end Adventurers : Half-elves find themselves drawn to strange
18 quickly as elves count years because a human ’ s life is so brief, but careers and unusual company. Taking up the biography of an adventurer
they leave an enduring legacy—half-elf children. comes well to many of them. Like elves, they are driven by wan-
derlust.
The life of a half-elf can be hard. If raised by elves, the half-elf
seems to grow with astounding speed, reaching adulthood within two HALF-ELF RACIAL TRAITS
decades. The half-elf becomes an pornographic long before she has had time
to learn the intricacies of elven artwork and culture, or even grammar. medium : As Medium creatures, half-elves have no special
She leaves behind her childhood friends, becoming physically an bonuses or penalties due to their size.
adult but culturally silent a child by elven standards. typically, she Half-elf base land accelerate is 30 feet.
leaves her elven home, which is no longer familiar, and finds her Immunity to sleep spells and like charming effects, and a +2 racial
way among humans. bonus on saving shed against enchantment spells or effects.
Low-light vision : A half-elf can see doubly deoxyadenosine monophosphate far as a human in
If, on the other bridge player, she is raised by humans, the half-elf finds starlight, moonlight, torchlight, and exchangeable conditions of inadequate
herself different from her peers : more aloof, more medium, less light. She retains the ability to distinguish coloring material and contingent
ambitious, and slower to mature. Some half-elves try to fit in among under these conditions.
humans, while others find their identities in their deviation. Most +1 racial bonus on Listen, Search, and Spot checks : A half-elf does
find places for themselves in homo lands, but some feel like not have the extremely low frequency ’ s ability to notice secret doors just by passing
outsiders all their lives. near them. Half-elves have lament senses, but not american samoa lament as those
of an extremely low frequency.
personality : Most half-elves have the curiosity, inventiveness, +2 racial bonus on Diplomacy and Gather Information checks :
and ambition of the human parent, along with the polished senses, Half-elves get along naturally with all people.
love of nature, and aesthetic tastes of the elf parent. Elven blood : For all effects related to race, a half-elf is considered
an extremely low frequency. Half-elves, for exemplar, are good as vulnerable to particular
Physical description : To humans, half-elves look like elves. To effects that affect elves as their extremely low frequency ancestors are, and they can use
elves, they look like humans—indeed, elves call them half-humans. magic items that are alone functional by elves. ( See the Monster Manual
Half-elf height ranges from under 5 feet to about 6 feet grandiloquent, and for more information about elves, and the Dungeon Master ’ s Guide
weight normally ranges from 100 to 180 pounds. Half-elf men are for more on charming items. )
improbable and heavier than half-elf women, but the difference is less automatic Languages : Common and Elven. Bonus Languages :
pronounced than that found among humans. Half-elves are pale, Any ( other than hidden languages, such as Druidic ). Half-elves
clean, and smoother-skinned than their human parents, but their have all the versatility and across-the-board ( if shallow ) experience that
actual skin tone, hair color, and other details deviate just as human humans have.
features do. Half-elves ’ eyes are green, good as are those of their extremely low frequency Favored course : Any. When determining whether a multiclass half-
parents. A half-elf reaches adulthood at age 20 and can live to be over elf takes an experience point penalty, her highest-level class does
180 years honest-to-god. not count ( see XP for Multiclass Characters, page 60 ).

Most half-elves are the children of human–elf pairings. Some, HALF-ORCS
however, are the children of parents who themselves are partially
human and partially elf. Some of these “ second base genesis ” half-elves In the rampantly frontiers, tribes of homo and orc barbarians live in
have humanlike eyes, but most calm have fleeceable eyes. uneasy symmetry, fighting in times of war and trading in times of
peace. Half-orcs who are born in the frontier may live with either
Relations : Half-elves do well among both elves and humans, and human or orc parents, but they are however exposed to both
they besides get along good with dwarves, gnomes, and halflings. They cultures. Some, for whatever reason, leave their fatherland and travel
have elven grace without elven aloofness, homo energy without to civilized lands, bringing with them the doggedness, courage, and
human boorishness. They make excellent ambassadors and go- combat art that they developed in the wilds.
betweens ( except between elves and humans, since each side
suspects the half-elf of favoring the early ). In human lands where personality : Half-orcs tend to be choleric and heavy.
elves are distant or not on friendly terms with other races, however, They would quite act than chew over and would preferably fight than
half-elves are viewed with intuition. argue. Those who are successful, however, are those with enough
self-control to live in a civilized kingdom, not the brainsick ones.
Some half-elves show a mark disadvantage toward half-orcs. possibly
Half-orcs love childlike pleasures such as feed, drink,
the similarities between themselves and half-orcs ( a partially human sport, singe, wrestle, cram, and wild dance. Refined
enjoyments such as poetry, courtly dancing, and philosophy are lost
ancestry ) makes these half-elves uncomfortable. on them. At the right classify of party, a half-orc is an asset. At the
duchess ’ south expansive ball, he ’ s a indebtedness.
alignment : Half-elves plowshare the chaotic bent of their elven
inheritance, but, like humans, they tend toward both good and evil in forcible description : Half-orcs stand between 6 and 7 feet improbable
and normally weigh between 180 and 250 pounds. A half-orc ’ randomness grey
equal proportion. Like elves, they prize personal exemption and cre- pigmentation, sloping frontal bone, jutting chew the fat, big tooth, and
coarse body hair make his lineage plain for all to see.
ative formulation, demonstrating neither love of leaders nor desire
Orcs like scars. They regard struggle scars as tokens of pride and
for followers. They chafe at rules, begrudge others ’ demands, and cosmetic scars as things of beauty. Any half-orc who has lived
among or near orcs has scars, whether they are marks of shame
sometimes prove unreliable, or at least unpredictable. indicating servitude and identifying the half-orc ’ mho former owner, or
marks of pride recounting conquests and high status. Such a half-orc
Half-Elven Lands : Half-elves have no lands of their own, though living among humans may either display or hide his scars,
they are welcome in human cities and elven forests. In big cities, depending on his attitude toward them.

half-elves sometimes form small communities of their own.

religion : Half-elves raised among elves follow elven deities,
chiefly Corellon Larethian ( god of the elves ). Those raised
among humans often follow Ehlonna ( goddess of the woodlands ).

terminology : Half-elves speak the languages they are born to,
Common and Elven. Half-elves are slightly awkward with the

intricate Elven terminology, though only elves notice, and even therefore half-

elves do better than nonelves.

Names : Half-elves use either human or elven name conven-
tions. Ironically, a half-elf raised among humans is often given an

Half-orcs ripen a little faster than humans and age perceptibly HALF-ORC RACIAL TRAITS CHAPTER 2 :
faster. They reach adulthood at historic period 14, and few alive longer than 75
years. +2 Strength, –2 Intelligence, –2 Charisma : Half-orcs are firm, RACES
but their orc lineage makes them dull and crude.
Relations : Because orcs are the trust enemies of dwarves and medium : As Medium- creatures, half-orcs have no special bonuses Illus. by T. Lockwood
elves, half-orcs can have a rocky time with members of these races. or penalties due to their size.
For that matter, orcs aren ’ t precisely on well terms with humans, Half-orc foundation farming speed is 30 feet. 19
halflings, or gnomes, either. Each half-orc finds a means to gain Darkvision : Half-orcs ( and orcs ) can see in the dark up to 60 feet.
toleration from those who hate or fear his orc cousins. Some half- Darkvision is bootleg and white merely, but it is otherwise like normal
orcs are reserved, trying not to draw attention to themselves. A few sight, and half-orcs can function just ticket with no light at all.
attest piety and good-heartedness equally publicly as they can Orc Blood : For all effects related to raceway, a half-orc is considered
( whether or not such demonstrations are actual ). Others just an orc. Half-orcs, for exercise, are equitable as vulnerable to limited
try on to be sol bully that others have no choice but to accept them. effects that affect orcs as their orc ancestors are, and they can use
charming items that are only useable by orcs. ( See the Monster Manual
Alignment : Half-orcs inherit a leaning toward chaos from their for more information about orcs, and the Dungeon Master ’ s Guide
orc parents, but, like their human parents, they favor good and evil for more on magic trick items. )
in equal proportions. Half-orcs raised among orcs and willing to live
out their lives with them are normally the evil ones. automatic Languages : Common and
Orc. Bonus Languages : Draconic,
Half-Orc Lands : Half-orcs have no Giant, Gnoll, Goblin, and
lands of their own, but they most Abyssal. Smart half-orcs
much live among orcs. Of the ( who are rare ) may know
early races, humans are the the languages of their
ones most probable to accept allies or rivals.
half-orcs, and half-orcs Favored class : peasant.
about always live in A multiclass half-orc ’ mho
human lands when not barbarian class does not
exist among orc tribes. count when determining
whether he takes an expe-
religion : Like orcs, rience period penalty ( see
many half-orcs worship XP for Multiclass Charact-
Gruumsh, the headman orc god and ers, page 60 ). Ferocity runs
archenemy of Corellon Larethian, in a half-orc ’ second veins.
deity of the elves. While Gruumsh
is evil, half-orc barbarians and fighters HALFLINGS
may worship him as a war deity even if they
are not evil themselves. Worshipers of Halflings are clever, able opportunists. Halfling
Gruumsh who are tired of explaining individuals and clans find room for themselves
themselves, or who don ’ t want to give wherever they can. Often they are strangers and
humans a rationality to distrust them, wanderers, and others react to them with intuition
simply don ’ t make their religion or curio. Depending on the kin, halflings might
public cognition. Half-orcs who
want to solidify their connect- be dependable, hard-working ( if clannish ) citizens, or
ion to their human heritage, they might be thieves good waiting for the
on the early hand, follow opportunity to make a big score and vanish in the
human gods, and they may be dead of night. Regardless, halflings are cunning,
outspoken in their shows of piety.
resourceful survivors.
language : Orc, which has no personality : Halflings prefer trouble to
rudiment of its own, uses Dwarven boredom. They are notoriously curious.
script on the rare occasions that Relying on their ability to survive or
person writes something down. Orc escape danger, they demonstrate
writing turns up most frequently in a make bold that many larger
graffito.
people can ’ metric ton pit. Halflings clans are
Names : A half-orc typically chooses a mobile, wandering wherever context
mention that helps him make the impres- and curio take them. Halflings enjoy wealth
zion that he wants to make. If he wants to and the pleasure it can bring, and they tend to spend amber as
match in among humans, he chooses a human promptly as they acquire it.
name. If he wants to intimidate others, he Halflings are besides celebrated collectors. While more orthodox
chooses a guttural orc name. A half-orc who halflings may collect weapons, books, or jewelry, some collect such
has been raised entirely by humans has a objects as the hides of wild beasts—or even the beasts themselves.
human given name, but he may choose Wealthy halflings sometimes mission adventurers to retrieve
another name once he ’ s away from his alien items to complete their collections.
hometown. Some half-orcs, of run, aren ’ metric ton quite bright enough to Physical Description : Halflings stand about 3 feet tall and usu-
choose a appoint this carefully. ally weigh between 30 and 35 pounds. Their skin is rubicund, their hair
black and square. They have brown or black eyes. Halfling men
Orc Male Names : Dench, Feng, Gell, Henk, Holg, Imsh, Keth, often have long sideburns, but beards are rare among them and
Krusk, Ront, Shump, Thokk. mustaches about unobserved. They like to wear simple, comfortable,
and practical clothes. A halfling reaches adulthood at the old age of 20
Orc Female Names : Baggi, Emen, Engong, Myev, Neega, Ovak, and generally lives into the middle of her second century.
Ownka, Shautha, Vola, Volen. Relations : Halflings try to get along with everyone else. They are
adept at fitting into a residential district of humans, dwarves, elves, or
Adventurers : Half-orcs living among humans are drawn about
constantly toward violent careers in which they can put their
intensity to good use. frequently shunned from civilized company,
half-orcs much find adoption and friendship among adventurers,
many of whom are colleague wanderers and outsiders.

chapter 2 : gnomes and making themselves valuable and welcome. Since Charmaine, Cora, Euphemia, Jillian, Lavinia, Lidda, Merla, Portia,
human society changes faster than the societies of the longer-lived Seraphina, Verna.
RACES races, it is human club that most frequently offers halflings
opportunities to exploit, and halflings are most frequently found in or Family Names : Brushgather, Goodbarrel, Greenbottle, Highhill,
Illus. by T. Lockwood around human lands. Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough.

Alignment : Halflings tend to be neutral. While they are com- Adventurers : Halflings frequently set out on their own to make their
fortable with exchange ( a chaotic trait ), they besides tend to rely on intan- way in the universe. Halfling adventurers are typically looking for a
gible constants, such as kin ties and personal respect ( a true trait ). way to use their skills to gain wealth or status. The distinction
between a halfling explorer and a halfling out on her own looking
Halfling Lands : Halflings have no lands of their own. alternatively, for “ a big score ” can get bleary. For a halfling, adventuring is less of a
they live in the lands of other races, where they can benefit from career than an opportunity. While halfling opportunism can
whatever resources those lands have to offer. Halflings often form sometimes look like larceny or fraud to others, a halfling explorer
tight-knit communities in homo or dwarven cities. While they who learns to trust her fellows is worthy of reliance in return.
employment promptly with others, they much make friends lone their own
kind. Halflings besides settle into privy places where they set up HALFLING RACIAL TRAITS
autonomous villages. Halfling communities, however, are known for
picking up and moving en masse to some place that offers a new +2 Dexterity, –2 forte : Halflings are quick, agile, and dependable
opportunity, such as a new mine that has barely opened, or to a domain with range weapons, but they are minor and consequently not as
where a lay waste to war has made skilled workers hard to find. If strong as early humanoids.
these opportunities are impermanent, the community may pick up and Small : As a small animal, a halfling gains a +1 size bonus to
move again once the opportunity is gone, or once a better one Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus
presents itself. Some halfling communities, on the other bridge player, take on Hide checks, but she uses smaller weapons than humans use,
to traveling as a way of life, driving wagons or guiding boats from and her lift and carrying limits are three-quarters of those of a
place to place, and maintaining no permanent wave Medium character.
home.
Halfling base bring travel rapidly is 20 feet.
religion : The chief halfling deity is +2 racial bonus on Climb, Jump, and Move Silently
Yondalla, the blasted One, defender checks : Halflings are agile, surefooted, and
of the halflings. Yondalla promises athletic.
blessings and protection to those +1 racial bonus on all saving throws : Halflings
who heed her guidance, defend their are amazingly capable of avoiding mishaps.
clans, and cherish their families. +2 morale bonus on saving throws against
Halflings besides recognize countless fear. This bonus stacks with the halfling ’ second
small gods, which they say rule over +1 bonus on saving throws in general.
individual villages, forests, rivers, +1 racial bonus on attack rolls with a
lake, and so on. They pay court to thrown weapon and slings : project and
these deities to ensure safe journeys slinging stones is a universal sport among
as they travel from place to place. halflings, and they develop particularly
good bearing.
speech : Halflings speak their +2 racial bonus on listen checks :
own language, which uses the Halflings have keen ears.
Common script. They write identical fiddling automatic Languages : Common
in their own lyric so, unlike and Halfling. Bonus Languages :
dwarves, elves, and gnomes, they don ’ metric ton Dwarven, Elven, Gnome, Goblin,
have a rich body of written knead. The halfling and Orc. Smart halflings teach
oral custom, however, is very strong. While the the languages of their friends
Halfling speech international relations and security network ’ thymine secret, halflings are loath and enemies.
to plowshare it with others. Almost all halflings speak prefer class : Rogue. A multiclass
Common, since they use it to deal with the halfling ’ south rogue class does not count when
people in whose kingdom they are living or through which they determining whether she take an
are traveling. experience point punishment for
multiclassing ( see XP for
Names : A halfling has a given name, a kin name, and Multiclass Characters, foliate 60 ).
possibly a dub. It would seem Halflings have retentive had to rely
that kin names are nothing on stealth, wit, and skill, and
more than nicknames that stuck the occupational group of rogue comes
so well they have been passed naturally to them.
down through the generations.

Male Names : Alton, Beau, Cade,
Eldon, Garret, Lyle, Milo, Osborn,
Roscoe, Wellby.

Female Names : Amaryllis,

SMALL CHARACTERS hitting a homo, just as a homo has an easy prison term hitting an monster, and
an monster has an easy time hitting a giant.
A Small character gets a +1 size bonus to Armor Class, a +1 size bonus
on attack rolls, and a +4 size bonus on Hide checks. The bonus on A Small character ’ mho carrying capacitance is three-quarters of that of a
attacks results from the fact that it ’ sulfur truly relative size that matters in Medium fictional character ( see Bigger and Small Creatures, foliate 162 ).
determining assail chances. It ’ mho no hard for a halfling to hit another
halfling than it is for a human to hit another homo, because the A Small character broadly moves about two-thirds as debauched as a
attacking halfling ’ randomness bonus on attack rolls counteracts the defending Medium character.
halfling ’ south bonus to Armor Class. Likewise, a halfling has an easy fourth dimension
A Small character must use smaller weapons than a Medium char-
acter ( see Weapon Size, page 113 ).

20

dventurers seek gold, glory, judge, fame, power, knowl- fire warden : A clever, skilled warrior of the wilderness.
edge, or possibly some other goals—perhaps noble or per- rogue : A crafty, nice scout and descry who wins the battle by
haps nucleotide. Each chooses a different way to attain those stealth preferably than animal wedge.
goals, from barbarous combat power, to mighty magic trick, to Sorcerer : A spellcaster with connatural charming ability.
elusive skills. Some adventurers prevail and grow in expe- Wizard : A potent spellcaster schooled in the arcane arts.
rience, wealth, and might. Others die. classify identify Abbreviations : class names are abbreviated as
Your character ’ second class is his or her profession or occupational group. It follows : savage Bbn ; caparison Brd ; cleric Clr ; druid Drd ; fighter
determines what he or she is able to do : fight art, charming Ftr ; monk Mnk ; champion Pal ; fire warden Rgr ; rogue Rog ; sorcerer
ability, skills, and more. class is credibly the first choice you make Sor ; ace Wiz.
about your character—just ahead of race, or possibly in concurrence
with that decision. The classify you choose determines where you THE MULTICLASS CHARACTER
should best space your fictional character ’ second ability scores and suggests which
races are best to support that class choice. As your character advances in horizontal surface, he or she may add newfangled
classes. Adding a new class gives the character a broader
THE CLASSES range of abilities, but all promotion in the new class is at
the expense of advancement in the character ’ s other class or
The eleven classes, in the arrange they ’ re presented in this chapter, are classes. A sorcerer, for model, might become a combination
as follows : wizard/fighter. Adding the combatant class would give her pro-
ficiency in more weapons, better Fortitude saving throws,
peasant : A ferocious warrior who uses fury and instinct to and sol on, but it would besides mean that she doesn ’ triiodothyronine gain newly
bring down foes. sorcerer abilities when she adds this second class and frankincense is
not as brawny a ace as she otherwise would have
Bard : A performer whose music works magic—a wanderer, a tale- become if she had chosen to continue advancing as a
teller, and a jack-of-all trades. charming. Rules for creating and advancing multiclass
characters can be found at the end of this chapter.
Cleric : A overlord of divine charming and a capable warrior adenine well.
druid : One who draws energy from the natural universe to cast CLASS AND LEVEL BONUSES
divine spells and acquire foreign charming powers.
fighter : A warrior with exceeding combat capability and An attack hustle, saving throw, or skill check is a 21
unequaled skill with weapons. combination of three numbers, each representing a
Monk : A martial artist whose disarm strikes hit firm and hard— different factor : a random factor ( the number you roll on a
a master of exotic powers.
Paladin : A champion of department of justice and destroyer of evil, protected
and strengthened by an array of divine powers.

chapter 3 : d20 ), a count representing the character ’ s unconditioned abilities ( the LEVEL-DEPENDENT BENEFITS
ability modifier ), and a bonus representing the character ’ s
CLASSES know and train. This third base component depends, either directly or In addition to attack bonuses and saving hold bonuses, all char-
indirectly, on the character ’ south course and level. table 3–1 : base Save acters gain other benefits from advancing in level. mesa 3–2 :
and Base Attack Bonuses ( see below ) summarizes the figures for this experience and Level-Dependent Benefits summarizes these addi-
third base component when it applies to base save bonuses and base attack tional benefits.
bonuses.
XP : This column on Table 3–2 shows the experience sharpen total
Base Save Bonus : The two numbers given in this column on needed to attain a given character level—that is, the sum of all the
Table 3–1 lend oneself to saving throws. Whether a character uses the first character ’ s degree in classes. ( A character ’ s level in a classify is called his
( full ) bonus or the second ( poor ) bonus depends on his or her class or her class degree. ) For any character ( including a multiclass one ), XP
and the type of saving bewilder being attempted. For example, fighters determines overall quality level, not individual classify levels.
get the lower bonus on Reflex and Will saves and the higher bonus
on Fortitude saves, while rogues get the lower bonus on Fortitude Class Skill Max Ranks : The maximal number of ranks a
and Will saves and the higher bonus on Reflex saves. Monks are character can have in a course skill is equal to his or her character level
evenly good at all three types of saving throws. See each class ’ s + 3. A classify skill is a skill frequently associated with a particular
description to find out which bonus applies to which class of class—for exercise, Spellcraft is a class skill for wizards. Class skills
saves. If a character has more than one class ( see Multiclass Charac- are given in each class description in this chapter ( see besides table 4–2 :
ters, page 59 ), the floor save bonuses for each class are accumulative. Skills, page 63, for more data on skills ).

Base Attack Bonus : On an attack roll, apply the bonus from the Cross-Class Skill Max Ranks : For cross-class skills ( skills not
allow column on mesa 3–1 according to the classify to which the associated with a character ’ second class ), the maximal number of ranks a
character belongs. Whether a character uses the first ( good ) nucleotide character can have is one-half the maximum for a course skill. For
attack bonus, the second ( average ) base attack bonus, or the third model, at 1st level a ace could have 2 ranks in Move Silently
( poor ) base attack bonus depends on his or her classify. Barbarians, ( typically associated with rogues, and on that class ’ s list of class
fighters, paladins, and rangers have a full al-qaeda attack bonus, so they skills ), but no more. These 2 ranks in a cross-class skill would cost
use the first Base Attack Bonus column. Clerics, druids, monks, and the sorcerer 4 skill points, whereas the same 4 points would buy 4
rogues have an modal free-base attack bonus, so they use the second ranks in a charming class skill, such as Spellcraft. The half ranks ( 1/2 )
column. Sorcerers and wizards have a poor base attack bonus, so indicated on table 3–2 don ’ metric ton improve skill checks. They just
they use the third column. Numbers after a slash indicate extra represent partial purchase of the next skill membership and indicate the
attacks at reduce bonuses : “ +12/+7/+2 ” means three attacks per character is training to improve that skill.
circle, with an assail bonus of +12 for the foremost attack, +7 for the
second, and +2 for the third. Any modifiers on attack rolls apply to Feats : Every quality gains one feat at 1st level and another at
all these attacks normally, but bonuses do not grant extra attacks. every level divisible by three ( 3rd, 6th, 9th, 12th, 15th, and 18th
For exemplar, when Lidda the halfling rogue is 2nd grade, she has a level ). These feats are in addition to any bonus feats granted as class
base attack bonus of +1. With a shed weapon, she adds her features ( see the course descriptions later in this chapter ) and the
Dexterity bonus ( +3 ), her size bonus ( +1 ), and a racial bonus ( +1 ) for bonus feat granted to all humans. See chapter 5 : Feats for more
a total of +6. even though a +6 base attack bonus would grant an information about feats.
extra attack at +1, raising that number to +6 via ability, racial,
size, weapon, or other bonuses doesn ’ t award Lidda an extra ability Increases : Upon attaining any level divisible by four
fire. If a character has more than one class ( see Multiclass ( 4th, 8th, 12th, 16th, and 20th level ), a quality increases one of his
Characters, page 59 ), the root fire bonuses for each class are or her ability scores by 1 point. The player chooses which ability
accumulative. score to improve. For example, a sorcerer with a starting Charisma of
16 might increase this to 17 at 4th flat. At 8th level, the same
character might increase his Charisma score again ( from 17 to 18 ) or
could choose to improve some other ability rather. The ability
improvement is permanent.

Table 3–1 : base Save and Base Attack Bonuses

Base Base Base Base Base Table 3–2 : have and Level-Dependent Benefits
Attack
Save Save Attack Attack Bonus Class Cross-Class
( Poor )
Class Bonus Bonus Bonus Bonus +0 Character Skill Max Skill Max Ability Score
+1
Level ( Good ) ( Poor ) ( good ) ( Average ) +1 Level XP Ranks Ranks Feats Increases
+2
1st +2 +0 +1 +0 +2 1st 0 4 2 1st —
+3
2nd +3 +0 +2 +1 +3 2nd 1,000 5 2-1/2 — —
+4 3rd 3,000 6 3 2nd —
3rd +3 +1 +3 +2 +4
+5
4th +4 +1 +4 +3 +5 4th 6,000 7 3-1/2 — 1st
+6/+1 5th 10,000 84 — —
5th +4 +1 +5 +3 +6/+1
+7/+2
6th +5 +2 +6/+1 +4 +7/+2 6th 15,000 9 4-1/2 3rd —
+8/+3
7th +5 +2 +7/+2 +5 +8/+3 7th 21,000 10 5 ——
+9/+4
8th +6 +2 +8/+3 +6/+1 +9/+4 8th 28,000 11 5-1/2 — 2nd
+10/+5
9th +6 +3 +9/+4 +6/+1 9th 36,000 12 6 4th —

10th +7 +3 +10/+5 +7/+2 10th 45,000 13 6-1/2 —

11th +7 +3 +11/+6/+1 +8/+3 11th 55,000 14 7 ——

12th +8 +4 +12/+7/+2 +9/+4 12th 66,000 15 7-1/2 5th 3rd

13th +8 +4 +13/+8/+3 +9/+4 13th 78,000 16 8 ——

14th +9 +4 +14/+9/+4 +10/+5 14th 91,000 17 8-1/2 — —

15th +9 +5 +15/+10/+5 +11/+6/+1 15th 105,000 18 9 6th

16th +10 +5 +16/+11/+6/+1 +12/+7/+2 16th 120,000 19 9-1/2 — 4th

17th +10 +5 +17/+12/+7/+2 +12/+7/+2 17th 136,000 20 10 — —
18th 153,000 21 10-1/2 7th —
18th +11 +6 +18/+13/+8/+3 +13/+8/+3

19th +11 +6 +19/+14/+9/+4 +14/+9/+4 19th 171,000 22 11 — —
20th 190,000 23 11-1/2 — 5th
22 20th +12 +6 +20/+15/+10/+5 +15/+10/+5

For multiclass characters, feats and ability score increases are possible to lose hit points ( or not receive any ) when gaining a level,
gained according to character grade, not class degree. frankincense, a 3rd-level evening for a character with a decayed Constitution score.
wizard/1st-level combatant is a 4th-level character overall and eligible
for her first ability sexual conquest boost. class table : This table details how a character improves as he or
she gains levels in the class. Some of this material is repeated from
CLASS DESCRIPTIONS Table 3–1 : base Save and Base Attack Bonuses, but with more detail chapter 3 :
on how the numbers apply to that class. class tables typically
The rest of this chapter, up to the segment on multiclass characters, include the stick to : CLASSES
describes the character classes in alphabetic decree. Each descrip-
tion begins with a general discussion in “ game world ” terms, the sort level : The character ’ s level in that class.
of description that characters in the world could understand and the Base Attack Bonus : The character ’ mho base attack bonus and number
way such a character might describe himself or herself. This of attacks.
data is followed by brief advice on such a quality ’ s distinctive Fort Save : The nucleotide save bonus on Fortitude saving throws. The
function in a group of adventurers. These descriptions are general ; character ’ s Constitution changer besides applies.
individual members of a class may differ in their attitudes, outlooks, Ref Save : The basis save bonus on Reflex saving throws. The char-
and early aspects. acter ’ south Dexterity changer besides applies.
Will Save : The basal save bonus on Will saving throws. The char-
GAME RULE INFORMATION acter ’ sulfur Wisdom modifier besides applies.
especial : Level-dependent class abilities, each explained in the Class
Following the general class description comes bet on rule informa- Features section that follows.
tion. not all of the come categories apply to every classify. Spells per Day : How many spells of each enchantment level the character
can cast each day. If the submission is “ — ” for a given level of spells, the
Abilities : The Abilities entrance tells you which abilities are most character may not cast any spells of that level. If the entry is “ 0, ” the
important for a character of that course. Players are welcome to “ play quality may cast spells of that level alone if he or she is entitled to
against character, ” but a typical character of that class will have his or her bonus spells because of a high ability score tied to spellcasting.
highest ability scores where they ’ ll do the most good ( or, in game ( Bonus spells for wizards are based on Intelligence ; bonus spells for
world terms, be attracted to the class that most suits his or her clerics, druids, paladins, and rangers are based on Charisma. See
talents or for which he or she is well qualified ). table 1–1 : ability Modifiers and Bonus Spells, page 8. ) If the entrance is
a number other than 0, the character may cast that many spells plus
conjunction : A few classes restrict a character ’ s potential align- any bonus spells each day.
ments. For exemplar, a bard must have a nonlawful alignment. An A character can always choose to prepare a lower-level spell to fill
entry of “ Any ” means that characters of this class are not restricted a higher-level slot ( see Spell Slots, foliate 178 ).
in alignment. class Skills : This section of a class description gives the class ’ s
list of class skills, the numeral of skill points the character starts with
Hit Die : The type of Hit Die used by characters of the class at 1st level, and the numeral of skill points gained each flat
determines the number of strike points gained per level. thereafter. A character gets some count of skill points each level,

HD Type Class such depending on the class in question, such as 6 for a fire warden
d4 Sorcerer, ace or 8 for a rogue. To this number, apply the character ’ sulfur
d6 Bard, rogue Intelligence modifier ( and 1 bonus point, if the character
d8 Cleric, druid, monk, commando is human ) to determine the full skill points gained each
d10 Fighter, champion degree ( but constantly at least 1 skill point per degree, even for a
d12 peasant character with an Intelligence punishment ). A 1st-level char-
acter starts with four times this total of skill points.
A character rolls one Hit Die Since the utmost ranks in a class skill for a fictional character is
each clock he or she gains a the character ’ s flush + 3, at 1st level you can buy adenine many as 4
new level, then applies any ranks in any class skill, at a cost of 1 skill decimal point per rank.
Constitution modifier to the For case, Vadania is a half-elf druid, so she gets 4
roll, and adds the result to his or skill points per level. She has a +1 Intelligence modi-
her hit point total. thus, a fier, so that goes up to 5 skill points per
character has the same number flat. At 1st level, she gets four
of Hit Dice as levels. For his or times that sum, or 20 skill
her first Hit Die, a 1st-level points. Her utmost
character gets the maximal absolute for a class skill at
hit points rather than rolling 1st degree is 4, so she
( although Constitution modi- could, for case,
fiers, positive or negative, still divvy up her 20
apply ). points among five class
skills with 4 ranks each.
For exercise, Vadania gets a d8 ( It ’ sulfur more utilitarian to
Hit Die because she ’ s a druid. At 1st have a higher
level, she gets 8 hit points rather score in a few
of rolling. Since she has a skills than a
Constitution score of 13, she lower score in many. )
applies a +1 bonus, raising her score points to 9. When she
reaches 2nd level ( and every level thereafter ), Vadania ’ randomness You can besides buy skills from other classes ’ skill lists, but each skill
musician rolls a d8, adds 1 ( for her Constitution bonus ), and then adds point only buys 1/2 rank in these cross-class skills, and you can buy
the sum to Vadania ’ s shoot points. only half the maximum ranks a course skill would have ( thus, the
maximum social station for a cross-class skill at 1st level is 2 ).
If your character has a Constitution penalty and gets a result of 0
or lower after the penalty is applied to the Hit Die hustle, ignore the 23
roll and add 1 to your character ’ mho hit point full anyhow. It is not

chapter 3 : classify Features : special characteristics of the class. When appli- the champion ’ randomness skill in combat comes from training and discipline,
cable, this part besides mentions restrictions and disadvantages of however, the barbarian has a potent rage. While in this amuck
CLASSES the class. class features include some or all of the comply. craze, he becomes stronger and tougher, better able to defeat his foes
and withstand their attacks. These rages leave him winded, and he
24 Weapon and Armor Proficiency : This segment details which weapons has the department of energy for only a few such spectacular displays per day, but
and armor types the quality is adept with. Regardless of those few rages are normally sufficient. He is at dwelling in the fantastic, and
aim, cumbersome armor interferes with certain skills ( such as he runs at great speed.
Climb ) and with the roll of most arcane spells. Characters can
become adept with other weapon or armor types by acquiring Alignment : Barbarians are never lawful. They may be estimable,
the appropriate Armor Proficiency ( light, medium, heavy ), Shield but at heart they are rampantly. This wildness is their persuasiveness, and it
Proficiency, and Weapon Proficiency ( alien, soldierly or bare ) could not live in a lawful soul. At best, barbarians of chaotic
feats. ( See chapter 5 : Feats. ) alignment are rid and expressive. At worst, they are thoughtlessly
destructive.
Spells : Wizards, sorcerers, clerics, druids, and bards use spells.
Fighters, barbarians, rogues, and monks do not. Paladins and rangers Religion : Some barbarians distrust established religions and
amplification the ability to use spells at 4th floor. prefer an intuitive, natural relationship to the cosmos over formal
worship. Others devote themselves to herculean deities, such as Kord
early Features : Each class has certain unique capabilities. Some, ( idol of lastingness ), Obad-Hai ( idol of nature ), or Erythnul ( deity of
such as the rogue, have few ; others, such as the monk, have many. slaughter ). A barbarian is capable of cutthroat devotion to his god.

Some abilities are supernatural or spell-like. Using a spell-like setting : Barbarians come from barbarian lands or from
ability is basically like casting a go ( but without components ; see barbarian tribes on the outskirts of refinement. A barbarian adventu-
Components, page 174 ), and it provokes attacks of opportunity. rer may have been lured to the settled lands by the promise of
Using a supernatural ability is not like casting a spell. ( See Chapter riches, may have escaped after being captured in his fatherland and
8 : battle, specially Attacks of Opportunity, page 137, and Use sold into “ civilized ” slavery, may have been recruited as a soldier, or
particular Ability, page 142. ) may have been driven out of his fatherland by invaders. Barbarians
partake no chemical bond with each other unless they come from the same tribe
Ex-Members : If, for some reason, a character is forced to give up or down. In fact, they think of themselves not as barbarians but as
this class, these are the rules for what happens. Unless differently warriors.
noted in the class description, an ex-member of a class retains any
weapon and armor proficiencies he or she has gained. Races : Human barbarians come from the aloof wild lands on
the edge of civilization. Most half-orc barbarians lived among orcs
Starting box : This section provides suggest feats, skills, before abandoning them for homo lands. Dwarf barbarians are rare,
equipment, and other details for a 1st-level quality of this class. normally hailing from dwarven kingdoms that have fallen into
You can ignore this information and create a character from start, brutality as a result of perennial war with goblinoids, orcs, and
or use the box as is for your first character ( plainly copying the giants. Barbarians of early races are very rare.
details onto your character sheet ), or take some portions of the
box ( such as equipment ) and choose other details ( such as skills ) Among the barbarous humanoids, barbarians are more coarse than
yourself. Dungeon Masters can besides use these packages to promptly fighters. Orcs and ogres are particularly likely to be barbarians.
create 1st-level nonplayer characters.
early Classes : As people of the wild, barbarians are most com-
The begin packages assume that you spend 4 skill points on fortable in the company of rangers, druids, and clerics of nature
every skill you start with ( then as to excel in a few things rather than deities, such as Obad-Hai or Ehlonna. many barbarians admire the
dabble in many ). The skill table in each software presents the skills talents and spontaneity of bards, and some are enthusiastic lovers of
in order of probable importance to the character. music. Barbarians don ’ metric ton trust that which they don ’ thyroxine understand, and
that includes genius, which they call “ bible magic. ” They find sor-
Each begin software is associated with a race. The packages do cerers more apprehensible than wizards, but possibly that ’ s fair
not take into account racial traits, so be certain to note your character ’ sulfur because sorcerers tend to be more charismatic. Monks, with their
racial traits ( described in chapter 2 : Races ), including ability studied, practiced, deliberate approach to combat, sometimes have a
modifiers and bonuses on skill checks. The package besides does not list hard meter seeing center to eye with barbarians, but members of these
all classify features, so note your character ’ south class features as well. classes aren ’ t inevitably hostile to each early. Barbarians have no
especial attitudes toward fighters, paladins, clerics, or rogues.
Gear for a character means adventuring gear, not clothes. Assume
that your fictional character owns at least one equip of normal clothes. Pick Role : A savage ’ s distinctive primary role in a group of adventurers
any one of the following clothing outfits ( see Clothing in Chapter 7 : is as a front-line combat specialist. No other character can match his
Equipment ) for release : craftsman ’ second kit, entertainer ’ s kit, internet explorer ’ s sheer stamina. He can besides serve as a beneficial lookout, thanks to his
outfit, monk ’ sulfur equip, peasant ’ sulfur outfit, learner ’ s outfit, or traveler ’ randomness speed, skill choice, and trap sense.
outfit.
GAME RULE INFORMATION
BARBARIAN
Barbarians have the follow game statistics.
From the freeze wastes of the north and the demonic jungles of the Abilities : Strength is significant for barbarians because of its role
south come brave, even foolhardy, warriors. civilized people call them
barbarians or berserkers and suspect them of mayhem, impiety, and in fight, and several barbarian class skills are based on Strength.
atrocities. These “ barbarians, ” however, have proven their heart and Dexterity is besides utilitarian to barbarians, particularly those who wear light
their value to those who would be their allies. To enemies who armor. Wisdom is besides crucial for several of the savage ’ mho class
underestimated them, they have proved their cunning, resource- skills. A eminent Constitution score lets a barbarian rage long ( and
fulness, perseverance, and mercilessness. live long, because it gives him more hit points ).

Adventures : gamble is the best probability barbarians have of Alignment : Any nonlawful.
finding a place in a civilized company. They ’ ra not well suited to the Hit Die : d12.
monotony of defend duty or other everyday tasks. Barbarians besides
have no perturb with the dangers, the uncertainties, and the wan- Class Skills
dering that adventuring involves. They may adventure to defeat
despised enemies. They have a celebrated antipathy for that which they The barbarian ’ randomness class skills ( and the key ability for each skill ) are
consider unnatural, including undead, demons, and devils. Climb ( Str ), Craft ( Int ), Handle Animal ( Cha ), Intimidate ( Cha ),
Jump ( Str ), Listen ( Wis ), Ride ( Dex ), Survival ( Wis ), and Swim ( Str ).
Characteristics : The savage is an excellent warrior. Where See Chapter 4 : Skills for skill descriptions.

Skill Points at 1st level : ( 4 + Int changer ) × 4.
Skill Points at Each Additional horizontal surface : 4 + Int modifier.

class Features The increase in Constitution increases the savage ’ south hit points

All of the following are class features of the savage. by 2 points per floor, but these hit points go away at the end of the

Weapon and Armor Proficiency : A savage is adept with rage when his constitution sexual conquest drops back to normal. ( These supernumerary
all simple and martial weapons, light armor, medium armor, and
shields ( except loom shields ). hit points are not lost foremost the manner irregular hit points are ; see

Fast Movement ( Ex ) : A savage ’ second land Temporary Hit Points, page 146. ) While raging, a barbarian
accelerate is faster than the average for his race by
+10 feet. This benefit applies only when he is can not use any Charisma-, Dexterity-, or Intelligence-based
wearing no armor, light armor, or medium
armor and not carrying a heavy load. Apply skills ( except for Balance, Escape Artist, Intimidate, and
this bonus before modifying the barbarian ’ randomness
speed because of any burden carried or Ride ), the Concentration skill, or any abilities that require
armor wear. For exemplar, a human
barbarian has a accelerate of 40 feet, patience or concentration, nor can he cast spells or activate
rather than 30 feet, when wearing
light or no armor. When wearing magic items that require a control news, a chapter 3 :
medium armor or carrying a
medium load, his speed drops to spell trip ( such as a wand ), or spell comple- CLASSES
30 feet. A halfling savage has a
amphetamine of 30 feet, rather than 20 tion ( such as a scroll ) to function. He can use
feet, in inner light or no armor. When
wearing medium armor or any feat he has except Combat Expertise, detail
carrying a medium load, his
speed drops to 20 feet. creation feats, and metamagic

Illiteracy : Barbarians are the Krusk feats. A fit of fad lasts for a
only characters who do not phone number of rounds equal to 3 +
automatically know how to read
and compose. A savage may spend 2 the character ’ randomness ( newly
skill points to gain the ability to read and write all
languages he is able to speak. improved ) Constitution

A peasant who gains a level in any other modifier. A savage
class mechanically gains literacy. Any other
character who gains a barbarian level does not may prematurely end his
lose the literacy he or she already had.
rage. At the end of the
Rage ( Ex ) : A savage can fly into a
yell blood craze a certain number rage, the barbarian loses
of times per day. In a rage, a savage
gains phenomenal lastingness and dura- the rage modifiers and restric-
bility but becomes heedless and less
able to defend himself. He tempo- tions and becomes fatigued ( –2
rarily gains a +4 bonus to Strength, a
+4 bonus to Constitution, and a +2 morale penalty to Strength, –2 penalty to Dex-
bonus on Will saves, but he takes a –2 penalty to Armor Class.
terity, can ’ triiodothyronine agitate or run ) for the

duration of the current meet

( unless he is a 17th-level barbarian, at

which point this limitation no longer

applies ; see below ).

A barbarian can fly into a rage

only once per meet. At 1st

level he can use his fad ability

once per day. At 4th level and

every four levels there-

after, he can use it

one extra time

per day ( to a maximum

of six times per day at

20th level ). Entering a rage

takes no time itself, but a

barbarian can do it entirely during

his carry through ( see Initiative, page 136 ), not in reaction to some-

one else ’ mho carry through. A barbarian can ’ deoxythymidine monophosphate, for example, fly into a rage when

Table 3–3 : The Barbarian

Level Base Fort Ref Will Special
1st Attack Bonus Save Save Save Fast movement, illiteracy, rage 1/day
2nd +1 +2 +0 +0 Uncanny dodge
3rd +2 +3 +0 +0 Trap sense +1
4th +3 +3 +1 +1 Rage 2/day
5th +4 +4 +1 +1 Improved preternatural hedge
+5 +4 +1 +1
Trap common sense +2, Bonus Feat
6th +6 /+1 +5 +2 +2
Damage reduction 1/—
7th +7/+2 +5 +2 +2 Rage 3/day
8th +8/+3 +6 +2 +2 Trap smell +3
9th +9/+4 +6 +3 +3 Damage decrease 2/—
10th +10/+5 +7 +3 +3 Greater rage
11th +11/+6/+1 +7 +3 +3
Rage 4/day, trap feel +4, Bonus Feat
12th +12/ +7/ +2 +8 +4 +4
Damage decrease 3/—
13th +13/+8/+3 +8 +4 +4 Indomitable will
+9 +4 +4 Trap smell +5
14th +14/+9/+4 +9 +5 +5 Damage decrease 4/—, fad 5/day
+10 +5 +5 Tireless rage
15th +15/+10/+5 +10 +5 +5
Trap sense +6, Bonus Feat
16th +16/+11/+6/+1 +11 +6 +6
Damage reduction 5/—
17th +17/+12/+7/+2 +11 +6 +6 Mighty rage, rage 6/day
+12 +6 +6
18th +18/ +13/ +8/ +3

19th +19/+14/+9/+4
20th +20/+15/+10/+5

25

struck down by an arrow in order to get the supernumerary stumble points from the Skill Ranks Ability Armor Check Penalty
increased Constitution, although the extra reach points would be of Climb 4 Str –1
profit if he had gone into a ramp earlier in the beat, before the Survival 4 Wis —
arrow struck Listen 4 Wis —
Jump 4 Str –1
Uncanny Dodge ( Ex ) : At 2nd tied, a barbarian gains the ability Swim 4 Str –2
to react to danger before his senses would normally allow him to do Ride 4 Dex —
so. He retains his Dexterity bonus to AC ( if any ) tied if he is catch Intimidate 4 Cha —
flat-footed or struck by an invisible attacker. however, he distillery loses Spot ( milliliter ) 2 Wis —
his Dexterity bonus to AC if immobilized.
chapter 3 : feat : weapon Focus ( greataxe ).
If a savage already has eldritch dodge from a different classify ( a gear : backpack with waterskin, one day ’ randomness trail rations, bedroll,
CLASSES peasant with at least four levels of rogue, for exemplar ), he sack, and flint and steel. shaking with 20 arrows.
mechanically gains improved preternatural dodge ( see below ) rather. gold : 2d4 general practitioner.

Trap Sense ( Ex ) : Starting at 3rd level, a savage has an intuitive BARD
smell that alerts him to danger from traps, giving him a +1 bonus on
Reflex saves made to avoid traps and a +1 dodge bonus to AC against It is said that music has a extra magic trick, and the bard proves that
attacks made by traps. These bonuses rise by +1 every three saying dependable. Wandering across the land, gathering lore, telling sto-
savage levels thereafter ( 6th, 9th, 12th, 15th, and 18th level ). Trap ries, working charming with his music, and living on the gratitude of
sense bonuses gained from multiple classes stack. his audience—such is the life sentence of a bard. When gamble or opportu-
nity draws them into a conflict, bards serve as diplomats, negotia-
Improved Uncanny Dodge ( Ex ) : At 5th level and higher, a tors, messengers, scouts, and spies.
peasant can no long be flanked ; he can react to opponents on
antonym sides of him a well as he can react to a single attacker. A caparison ’ s magic trick comes from the heart. If his heart is dear, a bard
This department of defense denies a rogue the ability to sneak attack the peasant brings hope and courage to the downtrodden and uses his tricks,
by flanking him, unless the attacker has at least four more rogue music, and magic to thwart the schemes of evildoers. If the nobles of
levels than the aim has barbarian levels. the domain are crooked, the good bard is an enemy of the submit,
craftily evading appropriate and raising the spirits of the oppressed.
If a character already has eldritch dodge ( see above ) from a But music can spring from an evil kernel as well. Evil bards forego
second class, the character automatically gains improved preternatural blatant violence in privilege of handling, holding carry over the
dodge alternatively, and the levels from the classes that grant eldritch hearts and minds of others and taking what enraptured audiences
dodge stack to determine the minimal level a rogue must be to “ willingly ” give.
flank the character.
Adventures : Bards see adventures as opportunities to learn. They
Damage Reduction ( Ex ) : At 7th grade, a savage gains the practice their many skills and abilities, and they specially relish the
ability to shrug off some amount of injury from each blow or attack. opportunity to enter a long-forgotten grave, to discover ancient
Subtract 1 from the damage the peasant takes each time he is deal works of magic trick, to decipher old tomes, to travel to foreign places, to
wrong from a weapon or a natural assail. At 10th level, and every confrontation exotic creatures, and to learn new songs and stories. Bards
three savage levels thereafter ( 13th, 16th, and 19th flat ), this sleep together to accompany heroes ( and villains ), joining their cortege to
damage decrease rises by 1 item. Damage reduction can reduce witness their deeds firsthand—a bard who can tell a marvelous report
damage to 0 but not below 0. from personal feel earns renown among his fellows. indeed,
after telling indeed many stories about heroes doing mighty deeds, many
Greater Rage ( Ex ) : At 11th level, a peasant ’ mho bonuses to bards take these themes to affection and assume heroic roles them-
Strength and Constitution during his ramp each increase to +6, and selves.
his esprit de corps bonus on Will saves increases to +3. The penalty to AC
remains at –2. Characteristics : A bard brings away charming from his soul, not
from a book. He can cast entirely a minor number of spells, but he can
Indomitable Will ( Ex ) : While in a rage, a savage of 14th level do so without selecting or preparing them in advance. His magic
or higher gains a +4 bonus on Will saves to resist enchantment emphasizes charms and illusions over the more dramatic evocation
spells. This bonus stacks with all other modifiers, including the spells that wizards and sorcerers much use.
morale bonus on Will saves he besides receives during his rage.
In addition to spells, a bard works magic with his music and
Tireless Rage ( Ex ) : At 17th level and higher, a savage no poetry. He can encourage allies, hold his audiences ecstatic, and counter
longer becomes fatigued at the end of his rage. charming effects that rely on lecture or sound.

Mighty Rage ( Ex ) : At 20th tied, a savage ’ sulfur bonuses to Bards have some of the skills that rogues have, although bards
Strength and Constitution during his rage each increase to +8, and they are not as focused on skill domination as rogues are. A caparison listens
his morale bonus on Will saves increases to +4. The penalty to AC to stories deoxyadenosine monophosphate well as telling them, of course, so he has a huge knowl-
remains at –2. edge of local events and noteworthy items.

Ex-Barbarians conjunction : Bards are wanderers, guided by notion and intuition
rather than by tradition or police. The spontaneous endowment, magic trick, and
A savage who becomes true loses the ability to rage and can not lifestyle of the caparison are incompatible with a lawful alignment.

gain more levels as a barbarian. He retains all the other benefits of religion : Bards revere Fharlanghn ( idol of roads ). They some-
times camp near his wayside shrines, hoping to earn some coin from
the class ( wrong reduction, fast apparent motion, trap smell, and the travelers who stop to leave offerings for the god. many bards,
even those who are not elves, idolize Corellon Larethian, idol of
uncanny hedge ). elves and patron of poetry and music. many beneficial bards are overtone to
Pelor ( god of the sunday ), believing that he watches over them in their
Half-Orc Barbarian Starting Package travels. Bards given to chaos and casual larceny favor
Olidammara ( idol of thieves ). Those who have turned to evil ways
Armor : Studded leather ( +3 AC, armor check punishment –1, accelerate
40 ft., 20 pound. ).

Weapons : Greataxe ( 1d12, crit ×3, 12 lb., two-handed, slashing ).
Shortbow ( 1d6, crit ×3, range inc. 60 ft., 2 lb., Piercing ).
Dagger ( 1d4, crit 19–20/×2, range inc. 10 ft., 1 lb., light, piercing ).
Skill Selection : Pick a total of skills adequate to 4 + Int changer.

26

are known to worship Erythnul ( the deity of massacre ), though few Bards are extremely rare among the savage humanoids, except
will admit to it. In any event, bards spend thus much time on the road
that, while they may be devoted to a deity, they are rarely devoted to among centaurs. Centaur bards sometimes train the children of
any especial temple.
humans or early humanoids.
background : An apprentice caparison learns his skills from a
single experienced bard, whom he follows and serves until he is other Classes : A bard works well
fix to strike out on his own. many bards were once young run-
aways or orphans, befriended by wandering bards who became with companions of other classes. He
their mentors. Since bards occasionally congregate in cozy
“ colleges, ” the apprentice caparison may frequently serves as the spokesman of the
meet many of the more outstanding
bards in the area. still, the caparison has no Gimble party, using his social skills for the
firm commitment to bards as a wholly. party ’ mho benefit. In a party without a
In fact, some bards are highly
competitive with other bards, jealous charming or sorcerer, the caparison con-
of their reputations and defensive
about their territories. tributes his magic. In a party chapter 3 :

Races : Bards are normally without a rogue, he uses his skills. CLASSES
human, gnome, elf, or half-elf.
Humans take well to the wander- A bard is curious about the ways
ing life and adjust easily to new
lands and customs. Gnomes of more focus or dedicated
have a sense of temper and
trickery that lends itself to a adventurers, so he often tries to
bardic career. Elves are talented
in music and magic, so pick up pointers from
the career of the caparison
comes naturally to them. fighters, sorcerers, and
A bard ’ s wandering ways
suit many half-elves, who rogues.
often feel like strangers
even when at dwelling. role : The bard is possibly the
Half-orcs, even those raised
among humans, find themselves ultimate renaissance man. In most
ill suited to the demands of a
caparison ’ s career. There are no bardic adventuring groups, he works best
traditions among dwarves,
or halflings, though in a support function. He can ’ t normally
episodic individuals of these races
find teachers to train them in the ways match the stealth of the fire warden or
of the bard.
the rogue, the spellcasting

exponent of the cleric or the

sorcerer, or the fight art

of the barbarian or the champion.

however, he makes all the

other characters better at what

they do, and he can much fill in

for another fictional character when needed.

For a typical group of four

characters, the bard is possibly Illus. by W. Reynolds

the most useful one-fifth character to

study adding, and he can make a

great team drawing card.

GAME RULE INFORMATION

Bards have the adopt game statistics.
Abilities : Charisma determines how
brawny a spell a bard can cast, how many
spells he can cast per day, and how hard

Table 3–4 : The Bard

Base Fort Ref Will ––—— Spells per Day ——–—
0 1st 2nd 3rd 4th 5th 6th
Level Attack Bonus Save Save Save Special 2 ——————
Bardic music, bardic cognition,
1st +0 +0 +2 +2 countersong, capture, inspire courage +1 3 0 —————
3 1 —————
2nd +1 +0 +3 +3 Inspire competence 3 2 0 ———— 27
3rd +2 +1 +3 +3 3 3 1 ————
4th +3 +1 +4 +4 Bonus Feat 3 3 2 ————
5th +3 +1 +4 +4 3 3 2 0 ———
6th +4 +2 +5 +5 Suggestion 3 3 3 1 ———
7th +5 +2 +5 +5 3 3 3 2 ———
8th +6/+1 +2 +6 +6 Inspire courage +2 3 3 3 2 0 ——
9th +6/+1 +3 +6 +6 Inspire greatness 3 3 3 3 1 ——
10th +7/+2 +3 +7 +7 Bonus Feat 3 3 3 3 2 ——
11th +8/+3 +3 +7 +7 3 3 3 3 2 0—
12th +9/+4 +4 +8 +8 Song of exemption 4 3 3 3 3 1—
13th +9/+4 +4 +8 +8 4 4 3 3 3 2—
14th +10/+5 +4 +9 +9 Inspire courage +3 4443320
15th +11/+6/+1 +5 +9 +9 Inspire heroics, Bonus Feat 4444331
16th +12/+7/+2 +5 +10 +10 4444432
17th +12/+7/+2 +5 +10 +10 Mass suggestion 4444443
18th +13/+8/+3 +6 +11 +11 4444444
19th +14/+9/+4 +6 +11 +11 Inspire courage +4, Bonus Feat
20th +15/+10/+5 +6 +12 +12

those spells are to resist ( see Spells, below ). Charisma, Dexterity, and level spells, and so forth ). The Difficulty Class for a deliver throw
Intelligence are significant for many of the caparison ’ randomness class skills. against a caparison ’ randomness go is 10 + the enchantment degree + the bard ’ randomness Charisma
modifier.
conjunction : Any nonlawful.
Hit Die : d6. Like early spellcasters, a bard can cast only a certain number of
spells of each spell tied per day. His base day by day enchantment allotment is
chapter 3 : class Skills given on table 3–4 : The Bard. In addition, he receives bonus spells
per day if he has a high gear Charisma score ( see table 1–1 : Ability
CLASSES The bard ’ s class skills ( and the key ability for each skill ) are Appraise Modifiers and Bonus Spells, page 8 ). When table 3–4 indicates that
( Int ), Balance ( Dex ), Bluff ( Cha ), Climb ( Str ), Concentration ( Con ), the bard gets 0 spells per day of a given spell level ( for case, 1st-
Craft ( Int ), Decipher Script ( Int ), Diplomacy ( Cha ), Disguise ( Cha ), level spells for a 2nd-level bard ), he gains only the bonus spells he
Escape Artist ( Dex ), Gather Information ( Cha ), Hide ( Dex ), Jump would be entitled to based on his Charisma mark for that spell level.
( Str ), Knowledge ( all skills, taken individually ) ( Int ), Listen ( Wis ),
Move Silently ( Dex ), Perform ( Cha ), Profession ( Wis ), Sense Motive The bard ’ s excerpt of spells is extremely limited. A bard begins
( Wis ), Sleight of Hand ( Dex ), Speak Language ( n/a ), Spellcraft ( Int ), play knowing four 0-level spells ( besides called cantrips ) of your choice.
Swim ( Str ), Tumble ( Dex ), and Use Magic Device ( Cha ). See At most newly bard levels, he gains one or more new spells, as
chapter 4 : Skills for skill descriptions. indicated on table 3–5 : Bard Spells Known. ( Unlike spells per day,
the number of spells a bard knows is not affected by his Charisma
Skill Points at 1st level : ( 6 + Int modifier ) × 4. score ; the numbers on table 3–5 are fixed. )
Skill Points at Each Additional tied : 6 + Int modifier.
Upon reaching 5th level, and at every third base bard tied after that
classify Features ( 8th, 11th, and so on ), a bard can choose to learn a new spell in place
of one he already knows. In effect, the caparison “ loses ” the old enchantment in
All of the following are class features of the caparison. exchange for the new one. The new enchantment ’ s flush must be the lapp as
Weapon and Armor Proficiency : A bard is technical with all that of the while being exchanged, and it must be at least two levels
lower than the highest-level bard spell the bard can cast. For
childlike weapons, plus the longsword, rapier, sap, curtly sword, example, upon reaching 5th level, a caparison could trade a one 0-level
shortbow, and whip. Bards are technical with light armor and spell ( two spell levels below the highest-level bard spell he can cast,
shields ( except tugboat shields ). which is 2nd ) for a different 0-level spell. At 8th level, he could trade
in a single 0-level or 1st-level spell ( since he now can cast 3rd-level
Because the bodily components required for bard spells are caparison spells ) for a different spell of the same level. A caparison may swap
relatively elementary, a caparison can cast bard spells while wearing light only a single spell at any given degree, and must choose whether or
armor without incurring the normal arcane spell failure luck. not to swap the spell at the lapp time that he gains new spells
however, like any other arcane spellcaster, a caparison wearing average known for the tied.
or heavy armor or using a shield incurs a opportunity of arcane spell
failure if the spell in question has a bodily part ( most do ). A As noted above, a bard need not prepare his spells in boost. He
multiclass bard hush incurs the normal arcane spell bankruptcy prospect for can cast any spell he knows at any clock time, assuming he has not even
arcane spells received from other classes. used up his allotment of spells per day for the spell ’ s horizontal surface. For
model, at 1st level, Gimble the bard can cast two 0-level spells per
Table 3–5 : Bard Spells Known day for being 1st level ( see postpone 3–4 : The Bard ). however, he knows
four 0-level spells : detect magic, ghost sound, light, and read charming ( see
———————— Spells Known ———————— Table 3–5 : Bard Spells Known ). frankincense, on any given day, he can cast
some combination of those four spells a sum of two times. He does
Level 0 1st 2nd 3rd 4th 5th 6th not have to decide ahead of time which spells he ’ ll cast.

1st 4 — — — — — — Bardic Knowledge : A caparison picks up a distribute of stray cognition
while wandering the domain and learning stories from other bards. He
2nd 5 21 — —— —— may make a particular bardic cognition check with a bonus adequate to
his bard floor + his intelligence modifier to see whether he knows
3rd 6 3 — —— —— some relevant information about local celebrated people, fabled
4th 6 3 21 — — — — items, or noteworthy places. ( If the bard has 5 or more ranks in
Knowledge ( history ), he gains a +2 bonus on this check. )
5th 6 4 3 —— ——

6th 6 4 3 —— ——
7th 6 4
8th 6 4 4 21 — ——

4 3— ——

9th 6 4 4 3— ——

10th 6 4 4 4 21 ——

11th 6 4 4 43 ——

12th 6 4 4 43 ——

13th 6 4 4 44 21 — DC Type of Knowledge Examples

14th 6 4 4 44 3— 10 Common, known by at least A local mayor ’ s reputation for

15th 6 4 4 44 3— a substantial minority drink ; park legends

16th 6 5 4 44 4 21 of the local population. about a powerful place of

17th 6 5 5 44 43 mystery.

18th 6 5 5 54 43 20 Uncommon but available, A local anesthetic priest ’ randomness louche past ;

19th 6 5 5 55 44 known by lone a few people legends about a knock-down

20th 6 5 5 55 54 in the area. Magic item.

1 Provided the bard has a high enough Charisma mark to have a bonus 25 Obscure, known by few, A knight ’ s family history ;
spell of this horizontal surface.
hard to come by. legends about a minor place

Spells : A caparison casts arcane spells ( the same type of spells available of mystery or magic trick item
to sorcerers and wizards ), which are drawn from the bard spell ( page
181 ) list. He can cast any spell he knows without preparing it ahead 30 highly obscure, known A mighty ace ’ s childhood
of meter, the way a ace or cleric must ( see below ). Every bard spell
has a verbal component ( singe, reciting, or music ). by very few, possibly disregarded nickname ; the history of a

To learn or cast a go, a caparison must have a Charisma score peer to by most who once knew petty magic trick item.
at least 10 + the spell level ( Cha 10 for 0-level spells, Cha 11 for 1st-
it, possibly known only by

those who don ’ t understand

the significance of the cognition.

28

A successful bardic cognition check will not reveal the powers Inspire Courage ( Su ) : A bard with 3 or more ranks in a Perform skill CHAPTER 3 :
of a charming item but may give a hint as to its general function. A bard can use sung or poetics to inspire courage in his allies ( including
may not take 10 or take 20 on this check ; this kind of cognition is himself ), bolstering them against reverence and improving their battle CLASSES
basically random. The DM can determine the Difficulty Class of abilities. To be affected, an ally must be able to hear the caparison sing.
the match by referring to the table above. The effect lasts for equally retentive as the ally hears the bard sing and for 5
rounds thereafter. An affect ally receives a +1 morale bonus on
Bardic Music : once per day per bard flat, a bard can use his saving throws against charm and fear effects and a +1 morale bonus
sung or poetics to produce charming effects on those around him on attack and weapon damage rolls. At 8th charge, and every six caparison
( normally including himself, if desired ). While these abilities fall levels thereafter, this bonus increases by 1 ( +2 at 8th, +3 at 14th, and
under the category of bardic music and the descriptions discuss +4 at 20th ). Inspire courage is a mind-affecting ability.
whistle or play instruments, they can all be activated by reciting
poetry, chanting, singing lyric songs, singing melodies ( fa-la-la, Inspire Competence ( Su ) : A bard of 3rd level or higher with 6 or
and therefore away ), whistling, playing an instrument, or playing an more ranks in a Perform skill can use his music or poetics to help an
musical instrument in combination with some spoken performance. Each ally succeed at a task. The ally must be within 30 feet and able to see
ability requires both a minimum caparison level and a minimal numeral and hear the bard. The bard must besides be able to see the ally.
of ranks in the Perform skill to qualify ; if a bard does not have the Depending on the undertaking that the ally has at hand, the caparison may use his
required issue of ranks in at least one Perform skill, he does not bardic music to lift the ally ’ south spirits, to help him or her focus
gain the bardic music ability until he acquires the want ranks. mentally, or in some other room. The ally gets a +2 competence bonus
on skill checks with a especial skill a long as he or she continues
Starting a bardic music effect is a standard action. Some bardic to hear the bard ’ mho music. The DM may rule that certain uses of this
music abilities require assiduity, which means the bard must ability are infeasible—chanting to make a rogue motion more softly,
take a standard military action each round to maintain the ability. even for model, is self-defeating. The impression lasts vitamin a farseeing as the caparison
while using bardic music that doesn ’ thymine ask concentration, a bard concentrates, up to a maximal of 2 minutes. A bard can ’ t inspire
can not cast spells, activate charming items by spell completion ( such as competence in himself. Inspire competence is a mind-affecting
scrolls ), or activate magic items by magic word ( such as wands ). Just ability.
as for casting a spell with a verbal part ( see Components,
foliate 174 ), a deafen bard has a 20 % luck to fail when attempting to Suggestion ( Sp ) : A caparison of 6th level or higher with 9 or more ranks
manipulation bardic music. If he fails, the attack still counts against his daily in a Perform skill can make a suggestion ( as the spell ) to a creature
limit. that he has already fascinated ( see above ). Using this ability does not
break the bard ’ s concentration on the capture effect, nor does it
Countersong ( Su ) : A bard with 3 or more ranks in a Perform skill allow a second redemptive throw against the intrigue effect. Making a
can use his music or poetics to counter charming effects that depend suggestion doesn ’ triiodothyronine count against a bard ’ s daily specify on bardic music
on sound ( but not spells that plainly have verbal components ). Each performances. A Will saving hold ( DC 10 + 1/2 bard ’ s degree + bard ’ second
round of golf of the countersong, he makes a Perform check. Any creature Cha changer ) negates the consequence. This ability affects only a single
within 30 feet of the bard ( including the bard himself ) that is animal ( but see mass suggestion, below ). suggestion is an enchant-
affected by a sonic or language-dependent charming assail ( such as a ment ( compulsion ), mind-affecting, speech dependent ability.
sound collapse or command go ) may use the bard ’ south Perform check
resultant role in place of its save throw if, after the redemptive hold is rolled, Inspire Greatness ( Su ) : A bard of 9th level or higher with 12 or more
the Perform check result proves to be higher. If a animal within ranks in a Perform skill can use music or poetics to inspire enormousness
range of the countersong is already under the effect of a noninstan- in himself or a one bequeath ally within 30 feet, granting him or her
taneous sonic or language-dependent charming attack, it gains extra fighting capability. For every three levels a bard attains beyond
another saving throw against the effect each round it hears the 9th, he can target one extra ally with a single use of this ability
countersong, but it must use the bard ’ s Perform match result for the ( two at 12th level, three at 15th, four at 18th ). To inspire greatness, a
write. Countersong has no effect against effects that don ’ thymine admit saves. caparison must sing and an ally must hear him sing. The effect lasts for as
The bard may keep up the countersong for 10 rounds. retentive as the ally hears the bard sing and for 5 rounds thereafter. A
animal inspired with greatness gains 2 bonus Hit Dice ( d10s ), the
Fascinate ( Sp ) : A bard with 3 or more ranks in a Perform skill can commensurate count of irregular reach points ( apply the prey ’ mho
use his music or poetics to cause one or more creatures to become Constitution modifier, if any, to these bonus Hit Dice ), a +2
fascinated with him. Each animal to be fascinated must be within competence bonus on attack rolls, and a +1 competence bonus on
90 feet, able to see and hear the bard, and able to pay attention to Fortitude saves. The bonus Hit Dice count as regular Hit Dice for
him. The caparison must besides be able to see the creature. The beguilement determining the effect of spells such as sleep. Inspire greatness is a
of a nearby fight or other dangers prevents the ability from mind-affecting ability.
working. For every three levels a bard attains beyond 1st, he can
target one extra creature with a single use of this ability ( two at Song of Freedom ( Sp ) : A bard of 12th grade or higher with 15 or
4th grade, three at 7th level, and indeed on ). more ranks in a Perform skill can use music or poetics to create an
consequence equivalent to the break captivation spell ( caster level equals
To use the ability, a caparison makes a Perform check. His confirmation leave the character ’ s caparison level ). Using this ability requires 1 minute of
is the DC for each affect animal ’ randomness Will save against the effect. If a continuous assiduity and music, and it functions on a single
creature ’ south saving confuse succeeds, the bard can not attempt to target within 30 feet. A bard can ’ thymine consumption song of freedom on himself.
intrigue that creature again for 24 hours. If its saving throw fails,
the animal sits quietly and listens to the song, taking no other Inspire Heroics ( Su ) : A bard of 15th level or higher with 18 or more
actions, for arsenic retentive as the bard continues to play and concentrate ( up ranks in a Perform skill can use music or poetics to inspire
to a maximum of 1 round per bard charge ). While fascinated, a prey frightful heroism in himself or a single will ally within 30
takes a –4 penalty on skill checks made as reactions, such as Listen feet, allowing that creature to fight bravely even against over-
and Spot checks. Any likely menace requires the caparison to make whelming odds. For every three caparison levels the fictional character attains
another Perform check and allows the creature a fresh saving bewilder beyond 15th, he can inspire heroics in one extra animal. To
against a DC peer to the newly Perform check consequence. Any obvious inspire heroics, a bard must sing and an ally must hear the bard sing
terror, such as person drawing a weapon, casting a spell, or aiming for a fully round. A animal so inhale gains a +4 esprit de corps bonus on
a range weapon at the prey, mechanically breaks the effect. saving throws and a +4 hedge bonus to AC. The effect lasts for as
Fascinate is an enchantment ( compulsion ), mind-affecting ability.

29

chapter 3 : long as the ally hears the bard sing and for up to 5 rounds thereafter. Of course, clerics are people, excessively, and they may have any or all the
Inspire heroics is a mind-affecting ability. more common motivations for adventuring.
CLASSES
Mass Suggestion ( Sp ) : This ability functions like trace, above, Characteristics : Clerics are masters of divine charming, which is
except that a bard of 18th floor or higher with 21 or more ranks in a particularly good at healing. even an inexperienced cleric can bring
Perform skill can make the hypnotism simultaneously to any count people spinal column from the verge of death, and an experience cleric can
of creatures that he has already fascinated ( see above ). Mass suggestion bring back people who have crossed over that brink.
is an enchantment ( compulsion ), mind-affecting, language-depen-
indent ability. As channelers of divine energy, clerics can affect undead crea-
tures. A good cleric can turn away or even destroy undead ; an evil
Ex-Bards cleric can bring undead under his control.

A bard who becomes lawful in alliance can not progress in levels Clerics have some fight education. They can use elementary weapons,
as a bard, though he retains all his caparison abilities. and they are trained in the use of armor, since armor does not
intervene with godhead spells the way it does with arcane spells.
Gnome Bard Starting Package
Alignment : Like the gods they serve, clerics can be of any
armor : Studded leather ( +3 AC, armor check penalty –1, arcane alignment. Because people more readily worship good deities than
while failure gamble n/a, speed 20 ft., 10 lb. ). neutral or evil ones, there are more beneficial than evil clerics. Clerics
besides tend toward law alternatively of chaos, since lawful religions tend to
Weapons : Longsword ( 1d6, crit 19–20/×2, 2 lb., one-handed, be more structured and better able to recruit and train clerics than
slashing ). chaotic ones.

Light crossbow ( 1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., pierc- Typically, a cleric is the same alliance as his deity, though some
ing ). clerics are one step away from their respective deities in alignment.
For exercise, most clerics of Heironeous, the god of heroism ( who is
Skill Selection : Pick a number of skills adequate to 6 + Int changer. lawful good ) are lawful good, but some are lawful neutral or neutral
effective. additionally, a cleric may not be neutral ( that is, inert on
Skill Ranks Ability Armor Check Penalty both the good–evil axis and the lawful–chaotic axis ) unless his deity
Cha — is neutral.
Perform ( string instruments ) 4 Int —
Cha — Religion : Every sanely long-familiar deity has clerics devoted
Spellcraft 4 Cha — to him or her, so clerics can be of any religion. The deity most
Wis — common worshiped by human clerics in civilized lands is Pelor ( deity
Use Magic Device 4 Int — of the sun ). The majority of nonhuman clerics are devoted to the
Cha — foreman god of the appropriate racial pantheon. Most clerics are
Gather Information 4 Int — officially ordained members of religious organizations, normally
Dex –1 called churches. Each has sworn to uphold the ideals of his church.
Listen 4 Cha —
Some clerics devote themselves not to a deity but to a cause or a
Decipher Script 4 source of divine world power. These characters wield magic trick the way clerics
devoted to individual gods do, but they are not associated with any
Diplomacy 4 religious initiation or any finical exercise of idolize. A cleric
devoted to good and law, for model, may be on friendly terms with
Knowledge ( any one ) 4 the clerics of lawful and effective deities and may extol the virtues of a
well and lawful biography, but he is not a official in a church
Sleight of Hand 4 hierarchy.

Disguise 4 Background : Most clerics join their churches as young adults,
though some are devoted to a deity ’ mho overhaul from a young age, and a
feat : If Dexterity is 13 or higher, Dodge ; if Dexterity is 12 or few feel the name by and by in animation. While some clerics are tightly bound to
lower, Improved Initiative alternatively. their churches ’ activities on a casual basis, others have more freedom
to conduct their lives as they please, angstrom long as they do thus in
Spells Known : 0 level—detect magic trick, ghost sound, sparkle, read charming. accordance with their gods ’ wishes.
gear : backpack with waterskin, one day ’ s trail rations, bedroll,
sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Clerics of a given religion are all supposed to get along, though
Lute ( common ). Spell component bulge. schisms within a church are often more piercingly than conflicts
Gold : 2d4 general practitioner. between religions. Clerics who share some basic ideals, such as
good or lawfulness, may find common cause with each other
30 CLERIC and see themselves as depart of an order or body that supersedes any
given religion. Clerics of opposed goals, however, are sworn ene-
The handicraft of the gods is everywhere—in places of natural mies. In civilized lands, outdoors war between religions occurs lone
beauty, in mighty crusades, in soaring temples, and in the hearts of during civil wars and exchangeable sociable upheavals, but barbarous
worshipers. Like people, gods run the gamut from benevolent to politicking between opposed churches is park.
malicious, reserved to intrusive, bare to inscrutable. The gods,
however, work largely through intermediaries—their clerics. good Races : All the common races are represented in this class, since
clerics bring around, protect, and revenge. Evil clerics plundering, destroy, and the indigence for religion and divine magic trick is universal. The clerics of
sabotage. A cleric uses the power of his deity to make his god ’ mho will most races, however, are excessively focused on their religious duties to
manifest. And if a cleric uses his idol ’ south power to improve his own distribute, undertake an adventurer ’ randomness life sentence. Crusading, adventuring clerics most
that ’ s to be expected, excessively. often come from the human and dwarf races.

Adventures : ideally, a cleric ’ sulfur adventures support his deity ’ second Among the savage humanoids, clerics are less common. The
causes, at least in a general way. A good cleric, for exercise, helps exception is troglodytes, who take well to divine charming and are often
those in want. If, through noble acts, he can improve the repute led by priests, who make a exercise of sacrificing and devouring
to his deity or synagogue, that ’ s even better. An malefic cleric seek to captives.
increase his own baron and that of his deity, so that others will
regard and fear both. other Classes : In an adventuring party, the cleric is everybody ’ s
supporter and much the glue that holds the party together. As the one
Clerics sometimes receive orders, or at least suggestions, from
their ecclesiastical superiors, directing them to undertake missions
for the church. The clerics and their companions are compensated
reasonably for these missions, and the church service may be specially generous
with the shed of necessitate spells or divine charming items as payment.

who can channel divine energy, a cleric is a adequate to therapist, and Class Skills
adventurers of every classify prize being put back together after
they ’ ve taken some difficult knocks. Clerics sometimes clash with The cleric ’ south classify skills ( and the cardinal ability for each skill ) are
druids, since druids represent an older, more cardinal relationship
between the deadly and the cleric. largely, though, the Concentration ( Con ), Craft ( Int ), Diplomacy ( Cha ), Heal ( Wis ),
religion of a cleric determines how he gets along with
others. A cleric of Olidammara ( god of thieves ), gets along Knowledge ( secret ) ( Int ), Knowledge ( history ) ( Int ), Knowledge
fine with rogues and neon ’ er-do-wells, for case,
while a cleric of Heironeous ( god of heroism ) ( religion ) ( Int ), Knowledge ( the planes ) ( Int ), Profession ( Wis ), and
rankles at such company.
Spellcraft ( Int ). See chapter 4 : Skills for skill descriptions.
character : The cleric serves as a typical group ’ s
primary therapist, divine, and defensive Domains and Class Skills : A cleric who chooses the Animal
specialist. He can hold his own in a fight
but normally international relations and security network ’ thymine well served by charging to or Plant domain adds Knowledge ( nature ) ( Int ) to the cleric class
the front of fight. The cleric ’ s domains and
spell choice can greatly affect his role as skills listed above. A cleric who chooses the Knowledge world
well.
Jozan adds all Knowledge ( Int ) skills to the list. chapter 3 :
GAME RULE INFORMATION A cleric who chooses the Travel domain
CLASSES
Clerics have the following game statistics. adds Survival ( Wis ) to the list. A cleric who
Abilities : Wisdom determines how
chooses the Trickery knowledge domain adds Bluff
potent a spell a cleric can cast, how many
spells he can cast per day, and how hard those ( Cha ), Disguise ( Cha ), and Hide ( Dex ) to the
spells are to resist ( see Spells, below ). A high
Constitution score improves a cleric ’ sulfur hit list. See Deity, Domains, and Domain Spells,
points, and a high gear Charisma mark
improves his ability to turn undead. below, for more information.

Alignment : A cleric ’ sulfur alignment must Skill Points at 1st level : ( 2 + Int changer ) × 4.
be within one footstep of his deity ’ sulfur ( that is, it
may be one mistreat away on either the Skill Points at Each Additional level : 2 + Int
lawful–chaotic axis or the good–evil
axis, but not both ). Exceptions are modifier.
the clerics of St. Cuthbert ( a
lawful inert deity ), who may Class Features
choose alone between lawful dear
and lawful inert for their All of the following are course features of the cleric.
alignment. A cleric may not Weapon and Armor Proficiency : Clerics are
be neutral unless his deity ’ mho
alignment is besides neutral. adept with all simple weapons, with all types of
armor ( light, medium, and heavy ), and
Hit Die : d8. with shields ( except column
shields ).
Every deity has a favored
weapon ( see Deities, page 106 ),
and his or her clerics consider it
a point of pride to wield that
weapon. A cleric who chooses
the War domain receives the
Weapon Focus feat related to that
weapon as a bonus feat. He besides
receives the appropriate Martial
Weapon Proficiency feat as a bonus
feat, if the weapon falls into that
class. See chapter 5 : Feats for
details.

Table 3–6 : The Cleric

Base Fort Ref Will ———————— Spells per Day1 ——–—————

Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +2 +0 +2 Turn or rebuke undead 3 1+1 — — — — — — — —

2nd +1 +3 +0 +3 4 2+1 — — — — — — — —

3rd +2 +3 +1 +3 4 2+1 1+1 — — — — — — —

4th +3 +4 +1 +4 Bonus Feat 5 3+1 2+1 — — — — — — —

5th +3 +4 +1 +4 5 3+1 2+1 1+1 — — — — — —

6th +4 +5 +2 +5 5 3+1 3+1 2+1 — — — — — —

7th +5 +5 +2 +5 6 4+1 3+1 2+1 1+1 — — — — —

8th +6/+1 +6 +2 +6 Bonus Feat 6 4+1 3+1 3+1 2+1 — — — — —

9th +6/+1 +6 +3 +6 6 4+1 4+1 3+1 2+1 1+1 — — — —

10th +7/+2 +7 +3 +7 6 4+1 4+1 3+1 3+1 2+1 — — — —

11th +8/+3 +7 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1 — — —

12th +9/+4 +8 +4 +8 Bonus Feat 6 5+1 4+1 4+1 3+1 3+1 2+1 — — —

13th +9/+4 +8 +4 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — —

14th +10/+5 +9 +4 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — —

15th +11/+6/+1 +9 +5 +9 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 —

16th +12/+7/+2 +10 +5 +10 Bonus Feat 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 —

17th +12/+7/+2 +10 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1

18th +13/+8/+3 +11 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1

19th +14/+9/+4 +11 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1

20th +15/+10/+5 +12 +6 +12 Bonus Feat 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1

1 In addition to the declared number of spells per day for 1st- through 9th-level spells, a cleric gets a world spell for each spell level, starting at 1st.

The “ +1 ” in the entries on this board represents that spell. Domain spells are in accession to any bonus spells the cleric may receive for having a

gamey Wisdom grudge.

31

chapter 3 : postpone 3–7 : Deities Alignment Domains Typical Worshipers
Lawful good Good, Law, War Paladins, fighters, monks
CLASSES Deity Lawful well earth, Good, Law, Protection Dwarves
Heironeous, deity of heroism Lawful good Good, Law, Protection Halflings
Moradin, idol of the dwarves Neutral dear Animal, Good, Plant, Sun Elves, gnomes, half-elves, halflings,
Yondalla, goddess of the halflings rangers, druids
Ehlonna, goddess of the woodlands Neutral good Good, Protection, Trickery Gnomes
Neutral well Good, Healing, Strength, Sun Rangers, bards
Garl Glittergold, deity of the gnomes Chaotic commodity Chaos, Good, Protection, War Elves, half-elves, bards
Pelor, deity of the sunlight Chaotic good Chaos, Good, Luck, Strength Fighters, barbarians, rogues,
Corellon Larethian, idol of the elves athletes
Kord, god of Strength Lawful achromatic Death, Law, Magic Wizards, necromancers, sorcerers
lawful neutral Destruction, Law, Protection, Strength Fighters, monks, soldiers
Wee Jas, goddess of death and magic Neutral Knowledge, Magic, Trickery Wizards, sorcerers, sages
St. Cuthbert, idol of retribution Neutral Luck, Protection, Travel Bards, adventurers, merchants
Boccob, idol of charming Neutral Air, Animal, Earth, Fire, Plant, Water Druids, barbarians, rangers
Fharlanghn, god of roads Chaotic neutral Chaos, Luck, Trickery Rogues, bards, thieves
Obad-Hai, god of nature Lawful evil Destruction, Evil, Law, War Evil fighters, monks
Olidammara, deity of thieves Neutral evil Death, Evil, Trickery Evil necromancers, rogues
Hextor, god of absolutism Neutral evil Evil, Knowledge, Magic Evil wizards, sorcerers, rogues, spies
Nerull, god of end Chaotic malefic Chaos, Evil, Trickery, War Evil fighters, barbarians, rogues
Vecna, god of secrets Chaotic evil Chaos, Evil, Strength, War Half-orcs, orcs
Erythnul, god of slaughter
Gruumsh, idol of the orcs

32 Aura ( Ex ) : A cleric of a chaotic, evil, good, or lawful deity has a ( The god may have episodic worshipers of early races, but not
peculiarly potent aura corresponding to the deity ’ south alignment clerics. )
( see the detect evil spell for details ). Clerics who don ’ metric ton worship a spe-
cific deity but choose the Chaotic, Evil, Good, or Lawful domain When you have chosen an conjunction and a deity for your cleric,
have a similarly herculean aura of the corresponding alliance. choose two domains from among those given on postpone 3–7 for the
deity. While the clerics of a especial religion are united in their
Spells : A cleric casts divine spells ( the like type of spells avail- reverence for their deity, each cleric emphasizes different aspects of
able to the druid, champion, and fire warden ), which are drawn from the the deity ’ s interests. You can select an conjunction knowledge domain ( Chaos,
cleric go list ( page 183 ). however, his alliance may restrict him Evil, Good, or Law ) for your cleric lone if his conjunction matches that
from casting certain spells opposed to his moral or ethical beliefs ; domain.
see chaotic, Evil, Good, and Lawful Spells, below. A cleric must
choose and prepare his spells in progress ( see below ). If your cleric is not devoted to a detail deity, you placid select
two domains to represent his apparitional inclinations and abilities. The
To prepare or cast a spell, a cleric must have a Wisdom mark adequate limitation on alliance domains calm applies.
to at least 10 + the spell tied ( Wis 10 for 0-level spells, Wis 11 for
1st-level spells, and then forth ). The Difficulty Class for a redemptive throw Each sphere gives your cleric access to a domain spell at each
against a cleric ’ s spell is 10 + the spell tied + the cleric ’ sulfur Wisdom spell level he can cast, from 1st on up, a well as a accord power.
modifier. Your cleric gets the concede powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric
Like early spellcasters, a cleric can cast only a certain count of prepares one or the early each day in his domain enchantment slot. If a
spells of each spell level per day. His root daily spell allotment is sphere go is not on the cleric spell list ( page 183 ), a cleric can
given on mesa 3–7 : The Cleric. In addition, he receives bonus spells prepare it only in his knowledge domain enchantment slot. Domain spells and granted
per day if he has a high Wisdom score ( see table 1–1 : ability powers are given in Cleric Domains, pages 185–189.
Modifiers and Bonus Spells, page 8 ). A cleric besides gets one knowledge domain
spell of each spell level he can cast, starting at 1st level. When a For example, Jozan is a 1st-level cleric of Pelor. He chooses good
cleric prepares a enchantment in a domain while slot, it must come from one and Healing ( from Pelor ’ s sphere options ) as his two domains. He
of his two domains ( see Deities, Domains, and Domain Spells, gets the accord powers of both his selected domains. The good
below ). domain allows him to cast all spells with the good form at +1
caster degree ( as if he were one tied higher as a cleric ) as a concede
Clerics do not acquire their spells from books or scrolls, nor do exponent, and it gives him access to protection from evil as a 1st-level
they prepare them through study. rather, they meditate or pray for domain go. The Healing knowledge domain allows him to cast all healing
their spells, receiving them through their own strength of faith or as subschool spells of the incantation educate at +1 caster level as a
divine inspiration. Each cleric must choose a time at which he must granted power, and it gives him access to cure light wounds as a 1st-
spend 1 hour each day in repose contemplation or supplication to level domain spell. When Jozan prepares his spells, he gets one 1st-
regain his daily allotment of spells. typically, this hour is at dawn or degree spell for being a 1st-level cleric, one bonus 1st-level spell for
noon for good clerics and at twilight or midnight for malefic ones. Time having a high Wisdom score ( 15 ), and one domain spell. The
spend lie has no effect on whether a cleric can prepare spells. A world spell must be one of the two to which he has access, either
cleric may prepare and cast any spell on the cleric go list ( page security from evil or remedy luminosity wounds.
183 ), provided that he can cast spells of that level, but he must
choose which spells to prepare during his daily meditation. ad-lib hurl : A good cleric ( or a inert cleric of a
good deity ) can channel stored spell energy into healing spells that
Deity, Domains, and Domain Spells : Choose a deity for your the cleric did not prepare ahead of time. The cleric can “ lose ” any
cleric. sample deities are listed on table 3–7 : Deities and described prepare spell that is not a world spell in order to cast any cure
on page 106–108. The cleric ’ sulfur deity influences his alignment, what spell of the lapp enchantment flat or lower ( a remedy spell is any spell with
magic he can perform, his values, and how others see him. You may “ cure ” in its name ). For model, a good cleric who has prepared
besides choose for your cleric to have no deity. command ( a 1st-level spell ) may lose command in ordering to cast cure
faint wounds ( besides a 1st-level enchantment ). Clerics of beneficial deities can cast
If the distinctive worshipers of a deity include the members of a subspecies, cure spells in this way because they are particularly adept at
a cleric must be of the indicate race to choose that deity as his own.

wielding positive energy. Skill Ranks Ability Armor
An evil cleric ( or a impersonal cleric of an evil deity ), on the other Spellcraft 4 Int —
Concentration 4 Con —
bridge player, can ’ t convert prepared spells to cure spells but can convert Heal 4 Wis —
them to inflict spells ( an inflict spell is one with “ inflict ” in its name ). Knowledge ( religion ) 4 Int —
Diplomacy 4 Cha —
A cleric who is neither good nor evil and whose deity is neither Gather Information ( milliliter ) 2 Cha —
good nor evil can convert spells to either cure spells or inflict spells Listen ( milliliter ) 2 Wis —
( actor ’ second choice ), depending on whether the cleric is more adept
at wielding incontrovertible or negative energy. Once the actor makes this feat : Scribe Scroll. chapter 3 :
choice, it can not be reversed. This choice besides determines whether Bonus Feat : Alertness.
the cleric turns or commands undead ( see below ). Exceptions : All Deity/Domains : Pelor/Good and Healing. CLASSES
true neutral clerics of Wee Jas ( goddess of death and magic ) gear : backpack with waterskin, one day ’ randomness trail rations, bedroll,
convert prepared spells to inflict spells, not cure spells. All clerics of sack, and flint and steel. Case with 10 crossbow bolts. Wooden holy place
St. Cuthbert ( idol of vengeance ) and all nonevil clerics of Obad-Hai symbol ( sun disk of Pelor ). Three torches.
( god of nature ) convert prepared spells to cure spells, not inflict spells. gold : 1d4 general practitioner.

Chaotic, Evil, Good, and Lawful Spells : A cleric can ’ metric ton cast spells DRUID 33
of an alignment opposed to his own or his deity ’ s ( if he has one ). For
exemplar, a effective cleric ( or a impersonal cleric of a good deity ) can not cast The craze of a storm, the easy intensity of the dawn sun, the
evil spells. Spells associated with particular alignments are indicate cunning of the dodger, the exponent of the bear—all these and more are at
by the chaos, evil, good, and law descriptors in their spell the druid ’ s command. The druid however, claims no mastery over
descriptions ( see chapter 11 : Spells ). nature. That claim, she says, is the empty boast of a city inhabitant. The
druid gains her power not by ruling nature but by being at one with
Turn or Rebuke Undead ( Su ) : Any cleric, careless of align- it. To trespassers in a druid ’ second sacred grove, and to those who feel her
ment, has the world power to affect undead creatures ( such as skeletons, wrath, the eminence is excessively fine.
zombies, ghosts, and vampires ) by channeling the power of his faith
through his holy place ( or sinful ) symbol ( see Turn or Rebuke Undead, Adventures : Druids venture to gain cognition ( specially
page 159 ). about animals and plants unfamiliar to them ) and baron. Some-
times, their superiors call on their services. Druids may besides bring
A good cleric ( or a neutral cleric who worships a good deity ) can their power to bear against those who threaten what they love,
change by reversal or destroy undead creatures. An evil cleric ( or a impersonal cleric which more frequently includes ancient stands of trees or trackless
who worships an evil deity ) alternatively rebukes or commands such mountains than people. While druids accept that which is hideous
creatures., forcing them to cower in awe of his power. If your or barbarous in nature, they hate that which is affected, including
character is a neutral cleric of a neutral deity, you must choose aberrations ( such as beholders and carrion crawlers ) and undead
whether his turning ability functions as that of a beneficial cleric or an ( such as zombies and vampires ). Druids sometimes tip raids against
evil cleric. Once you make this choice, it can not be reversed. This such creatures, specially when they encroach on the druids ’
decision besides determines whether the cleric can cast spontaneous territory.
cure or inflict spells ( see above ). Exceptions : All lawful achromatic clerics of
Wee Jas ( goddess of death and magic ) rebuke or instruction undead. Characteristics : Druids cast divine spells much the lapp way
All clerics of St. Cuthbert ( idol of retribution ) and all nonevil clerics clerics do, though most get their spells from the office of nature
of Obad-Hai ( idol of nature ) change by reversal of destroy undead. quite than from deities. Their spells are oriented toward nature and
animals. In accession to spells, druids gain an increasing align of
A cleric may attempt to turn undead a number of times per day charming powers, including the ability to take the shapes of animals,
adequate to 3 + his Charisma modifier. A cleric with 5 or more ranks in as they advance in level.
Knowledge ( religion ) gets a +2 bonus on turning checks against
undead. The armor of a druid are restricted by traditional oaths to the
items noted in Weapon and Armor proficiency ( below ), All early
Bonus Languages : A cleric ’ mho bonus speech options include armor is prohibited. Though a druid could learn to wear wide plate,
Celestial, Abyssal, and Infernal ( the languages of good, chaotic evil, putting it on would violate her oath and suppress her druidic
and true evil outsiders, respectively ). These choices are in addition powers.
to the bonus languages available to the character because of his race
( see Race and Languages, page 12, and the Speak Language skill, Druids avoid carrying much worked metallic with them because it
page 82 ). interferes with the arrant and aboriginal nature that they attempt to
embody.
Ex-Clerics
Alignment : Druids, in keeping with nature ’ south ultimate indiffer-
A cleric who grossly violates the code of conduct required by his idol ence, must maintain at least some measure of dispassion. As such,
( generally by acting in ways opposed to the god ’ s alliance or they must be inert on at least one conjunction axis ( chaotic–lawful
purposes ) loses all spells and class features, except for armor and or good–evil ), if not both. merely as nature encompasses such
shield proficiencies and proficiency with bare weapons. He dichotomies as life and death, beauty and horror, and peace and
can not thereafter addition levels as a cleric of that god until he atones violence, then two druids can manifest unlike or even opposite
( see the expiation enchantment description, page 201 ). alignments ( neutral good and neutral malefic, for case ) and still be
character of the druidic tradition.
Human Cleric Starting Package
Religion : A druid reveres nature above all. She gains her charming
armor : scale mail ( +4 AC, armor check penalty –4, speed 20 ft., world power either from the impel of nature itself or from a nature deity.
30 lb. ). The distinctive druid pursues a mystic spirituality of transcendent union
with nature preferably than devoting herself to a divine entity. still,
Heavy wooden shield ( +2 AC, armor check penalty –2, 10 lb. ). some druids revere or at least deference either Obad-Hai ( idol of
Weapons : Heavy mace ( 1d8, crit ×2, 8 lb., one-handed, bludgeon- nature ) or Ehlonna ( goddess of the woodlands ).
ing ).
Light crossbow ( 1d8, crit 19–20/×2, range inc. 80 ft., 4 lb., pierc- background : Though their organization is inconspicuous to most
ing ). outsiders, who consider druids to be loners, druids are actually region
Skill Selection : Pick a total of skills equal to 3 + Int modifier.

of a club that spans the nation, ignoring political borders. A The Difficulty Class of a saving throw against a druid ’ sulfur spell is 10 +
prospective druid is inducted into this club through secret rituals, the go ’ s level + the druid ’ mho Wisdom modifier.
including tests that not all exist. only after achieving some level
of competence is the druid allowed to strike out on her own. Since a druid wears lighter or medium armor, a high Dexterity
score greatly improves her defensive ability.
All druids are nominally members of this druidic company, though
some individuals are therefore isolated that they have never seen any high- alignment : impersonal commodity, lawful neutral, impersonal, chaotic
ranking members of the company or participated in druidic impersonal, or neutral evil.
gatherings. All druids recognize each early as brothers and sisters.
Like dependable creatures of the wilderness, however, druids sometimes Hit Die : d8.
compete with or even prey on each early.
chapter 3 : class Skills
A druid may be expected to perform services for
CLASSES ranking druids, though proper payment is The druid ’ mho class skills ( and the key ability for each skill ) are
tendered for such assignments. Likewise, a
junior-grade druid may appeal for help from Concentration ( Con ), Craft ( Int ),
her ranking comrades in substitute for a
fair price in coin or service. Diplomacy ( Cha ), Handle Animal

Druids may live in small towns, but they always ( Cha ), Heal ( Wis ), Knowledge
spend a dependable dowry of their meter in crazy
areas. even large cities surrounded by Vadania ( nature ) ( Int ), Listen ( Wis ),
cultivated land a far as the center can see much Profession ( Wis ), Ride ( Dex ), Spellcraft
have druid groves nearby—small, wild
refuges where druids live and which they ( Int ), Spot ( Wis ), Survival ( Wis ), and Swim
protect fiercely. Near coastal cities, such
refuges may be nearby islands, where the ( Str ). See chapter 4 : Skills for skill
druids can find the isolation they need.
descriptions.
Races : Elves and gnomes have an
affinity for natural lands and much Skill Points at 1st flat : ( 4 + Int
become druids. Humans and half-
elves besides frequently adopt this way, modifier ) × 4.
and druids are particularly common
among barbarous humans. Dwarves, Skill Points at Each Additional level : 4
halflings, and half-orcs are
rarely druids. + Int modifier.

Illus. by S. Wood Few from among the class Features
brutal humanoids are
inducted into drui- All of the following are course features of the
dic society, though druid.
gnolls have a fair Weapon and Armor Proficiency :
contingent of evil Druids are adept with the
druids among them. following weapons : club, dagger,
Gnoll druids are dart, quarterstaff, scimitar, sickle,
accepted, though possibly not shortspear, sling, and spear.
welcomed, by druids of other races. They are besides adept with all
natural attacks ( claw, bite, and thus away )
other Classes : The druid shares with rangers and
many barbarians a reverence for nature and a familiarity with of any form they assume with fantastic form ( see
natural lands. She doesn ’ thymine much understand the urban affectation below ).
typical of a rogue, and she finds arcane charming disruptive and slenderly
distasteful. The distinctive druid besides dislikes the champion ’ s idolatry to Druids are technical with light and
abstraction ideals rather of “ the actual world. ” Druids, however, are culture medium armor but are prohibited from wearing
nothing if not accepting of diverseness, and they take fiddling offense at
other characters, even those identical unlike from them. metallic armor ; frankincense, they may wear only pad,
leather, or hide armor. ( A druid may besides
Role : The druid enjoys extraordinary versatility. Though she wear wooden armor that has been
lacks the sheer healing might of the cleric, she makes up for it with altered by the rose chestnut spell so that it
extra unsavory power, thanks to her spell choice and rampantly functions as though it were sword. See the
supreme headquarters allied powers europe ability. A druid back up by another secondary therapist ( such as a
champion ) can prove highly valuable to a group of adventurers. Her ironwood spell description, page 246 ) Druids are
animal company besides provides valuable melee battle support. technical with shields ( except column shields ) but must use only
wooden ones.
GAME RULE INFORMATION
A druid who wears prohibited armor or carries a forbidden shield
Druids have the comply game statistics. is unable to cast druid spells or use any of her supernatural or spell-
Abilities : Wisdom determines how brawny a spell a druid can like class abilities while doing then and for 24 hours thereafter.

roll, how many spells she can cast per day, and how hard those Spells : A druid casts divine spells ( the lapp type of spells
spells are to resist. To cast a spell, a druid must have a Wisdom score available to the cleric, champion, and commando ), which are drawn from
of 10 + the spell ’ s level. A druid gets bonus spells based on Wisdom. the druid spell number ( page 189 ). Her alignment may restrict her from
casting certain spells opposed to her moral or ethical beliefs ; see
34 Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose
and prepare her spells in advance ( see below ).

To prepare or cast a while, the druid must have a Wisdom mark
peer to at least 10 + the enchantment floor ( Wis 10 for 0-level spells, Wis 11
for 1st-level spells, and so forth ). The Difficulty Class for a saving
give against a druid ’ second go is 10 + the go degree + the druid ’ randomness
Wisdom modifier.

Like other spellcasters, a druid can cast merely a certain issue of
spells of each spell level per day. Her floor daily spell allotment is
given on table 3–8 : The Druid. In accession, she receives bonus
spells per day if she has a high Wisdom grudge ( see table 1–1 : ability
Modifiers and Bonus Spells, page8 ). She does not have access to any
domain spells or granted powers, as a cleric does.

Table 3–8 : The Druid

Base Fort Ref Will ———————————— Spells per Day ——–—————————

Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +2 +0 +2 Animal companion, 3 1 — — — — — — — —

nature common sense, baseless empathy

2nd +1 +3 +0 +3 Woodland stride 4 2 — — — — — —— —

3rd +2 +3 +1 +3 Trackless mistreat 4 2 1 — — — — —— —

4th +3 +4 +1 +4 Resist nature ’ s bait 5 3 2 — — — — — — —

5th +3 +4 +1 +4 Wild shape ( 1/day ) 5 3 2 1 — — — —— —

6th +4 +5 +2 +5 Wild condition ( 2/day ), BF 5 3 3 2 — — — — — — CHAPTER 3 :

7th +5 +5 +2 +5 Wild shape ( 3/day ) 6 4 3 2 1 — — —— — CLASSES

8th +6/+1 +6 +2 +6 Wild form ( Large ) 6 4 3 3 2 — — —— —

9th +6/+1 +6 +3 +6 Venom unsusceptibility 6 4 4 3 2 1 — —— —

10th +7/+2 +7 +3 +7 Wild shape ( 4/day ) 6 4 4 3 3 2 — —— —

11th +8/+3 +7 +3 +7 Wild supreme headquarters allied powers europe ( Tiny ) 6 5 4 4 3 2 1 —— —

12th +9/+4 +8 +4 +8 Wild form ( plant ), BF 6 5 4 4 3 3 2 — — —

13th +9/+4 +8 +4 +8 A thousand faces 6 5 5 4 4 3 2 1——

14th +10/+5 +9 +4 +9 Wild shape ( 5/day ) 6554433 2——

15th +11/+6/+1 +9 +5 +9 Timeless body, 6 5 5 5 4 4 3 21—

raving mad form ( Huge )

16th +12/+7/+2 +10 +5 +10 Wild shape 6 5 5 5 4 4 3 32—

( elementary 1/day )

17th +12/+7/+2 +10 +5 +10 6 5 5 5 5 4 4 32 1

18th +13/+8/+3 +11 +6 +11 Wild shape ( 6/day, 6555544 33 2

elemental 2/day ), BF

19th +14/+9/+4 +11 +6 +11 6 5 5 5 5 5 4 43 3

20th +15/+10/+5 +12 +6 +12 Wild shape ( elemental 6 5 5 5 5 5 4 4 4 4

3/day, Huge elemental )

A druid prepares and casts spells the way a cleric does, though she A 1st-level druid ’ mho companion is completely typical for its kind
can not lose a prepare spell to cast a cure spell in its place ( but see except angstrom noted in the sidebar on page 36. As a druid advances in
Spontaneous Casting, below ). A druid may prepare and cast any spell grade, the animal ’ sulfur power increases as shown on the mesa in the
on the druid spell number ( page 189 ), provided that she can cast spells of sidebar.
that level, but she must choose which spells to prepare during her
casual meditation. If a druid releases her company from service, she may gain a
new one by performing a ceremony requiring 24 uninterrupted
Spontaneous Casting : A druid can channel stored spell energy hours of prayer. This ceremony can besides replace an animal com-
into summoning spells that she hasn ’ thyroxine prepared ahead of time. She panion that has perished.
can “ lose ” a disposed spell in order to cast any summon nature ’ s ally
spell of the lapp grade or lower. For exercise, a druid who has A druid of 4th level or higher may select from alternate lists of
prepared disgust vermin ( a 4th-level go ) may lose repel vermin in decree animals ( see the sidebar ). Should she select an animal companion
to cast summon nature ’ s ally IV ( besides a 4th-level enchantment ). from one of these alternative lists, the creature gains abilities as if
the character ’ s druid flat were lower than it actually is. Subtract the
Chaotic, Evil, Good, and Lawful Spells : A druid can ’ thymine cast spells prize indicated in the appropriate number header from the character ’ s
of an alignment opposed to her own or her deity ’ second ( if she has one ). druid degree and compare the result with the druid level entry on the
For exercise, a impersonal good druid can not cast evil spells. Spells table in the sidebar to determine the animal companion ’ randomness powers. ( If
associated with finical alignments are indicated by the chaos, this allowance would reduce the druid ’ s effective degree to 0 or
evil, dependable, and law descriptors in their go descriptions ( see lower, she can ’ t have that animal as a companion. ) For exercise, a
chapter 11 : Spells ). 6th-level druid could select a leopard as an animal companion. The
leopard would have characteristics and limited abilities as if the
Bonus Languages : A druid ’ sulfur bonus language options include druid were 3rd level ( taking into report the –3 allowance ) rather
Sylvan, the language of forest creatures. This choice is in of 6th level.
addition to the bonus languages available to the character because of
her race ( see Race and Languages, page 12, and the Speak Language Nature Sense ( Ex ) : A druid gains a +2 bonus on Knowledge
skill, page 82 ). ( nature ) and survival checks.

A druid besides knows Druidic, a confidential language known merely to Wild Empathy ( Ex ) : A druid can use torso language, vocaliza-
druids, which she learns upon becoming a 1st-level druid. Druidic is tions, and demeanor to improve the attitude of an animal ( such as a
a free lyric for a druid ; that is, she knows it in addition to her bear or a admonisher lizard ). This ability functions just like a Diplomacy
regular allotment of languages and it doesn ’ t take up a language time slot. check made to improve the attitude of a person ( see chapter 4 :
Druids are forbidden to teach this linguistic process to nondruids. Druidic Skills ). The druid rolls 1d20 and adds her druid flush and her
has its own alphabet. Charisma modifier to determine the wild empathy check leave. The
distinctive domestic animal has a start attitude of indifferent, while
Animal Companion ( Ex ) : A druid may begin play with an raving mad animals are normally unfriendly.
animal companion selected from the stick to tilt : tease, camel,
desperate fink, andiron, riding chase, eagle, peddle, horse ( light or dense ), owl, To use baseless empathy, the druid and the animal must be able to
pony, snake ( Small or Medium viper ), or wolf. If the DM ’ s campaign study each other, which means that they must be within 30 feet of
takes put wholly or partially in an aquatic environment, the DM may one another under normal conditions. generally, influencing an
add the follow creatures to the druid ’ s list of options : crocodile, animal in this room takes 1 infinitesimal but, as with influencing people, it
porpoise, Medium shark, and squid. This animal is a firm might take more or less time.
companion that accompanies the druid on her adventures as
appropriate for its kind. A druid can besides use this ability to influence a charming animal with
an Intelligence score of 1 or 2 ( such as a basilisk or a girallon ), but
she takes a –4 penalty on the check.

35

Woodland Stride ( Ex ) : Starting at 2nd flat, a druid may move manipulated to impede motion still affect her.
through any sort of underbrush ( such as lifelike thorns, briars, Trackless Step ( Ex ) : Starting at 3rd tied, a druid leaves no trail
overgrow areas, and similar terrain ) at her normal rush and with-
out taking damage or suffering any early deterioration. however, in natural surroundings and can not be tracked. She may choose to
thorns, briars, and overgrow areas that have been magically leave a lead if therefore desired.

chapter 3 : THE DRUID ’ S ANIMAL COMPANION and her animal companion can contribution spells tied if the spells normally
do not affect creatures of the company ’ second type ( animal ).
CLASSES A druid ’ s animal company is unlike from a normal animal of its kind
in many ways. The companion is treated as a charming beast, not an evasion ( Ex ) : If an animal companion is subjected to an fire that
animal, for the aim of all effects that depend on its character ( though it normally allows a Reflex write throw for half damage, it takes no
retains an animal ’ s HD, base fire bonus, saves, skill points, and feats ). damage if it makes a successful save throw.
It is superscript to a normal animal of its kind and has special powers, as
described below. Devotion ( Ex ) : An animal companion ’ s devotion to its chief is then
complete that it gains a +4 esprit de corps bonus on Will saves against
Class Bonus Natural Str/Dex Bonus Special enchantment spells and effects.
Level HD Armor Adj. Adj. Tricks Link, contribution spells
1st–2nd +0 Evasion Multiattack : An animal company gains Multiattack as a bonus feat if
3rd–5th +2 +0 +0 1 Devotion it has three or more natural attacks ( see the Monster Manual for details
6th–8th +4 +2 +1 2 Multiattack on this feat ) and does not already have that feat. If it does not have the
9th–11th +6 +4 +2 3 needed three or more natural attacks, the animal companion rather
12th–14th +8 +6 +3 4 Improved evasion gains a second attack with its primary natural weapon, albeit at a –5
15th–17th +10 +8 +4 5 punishment.
18th–20th +12 +10 +5 6
+12 +6 7 Improved Evasion ( Ex ) : When subjected to an attack that normally
allows a Reflex deliver throw for half damage, an animal companion takes
no damage if it makes a successful salvage throw and entirely half wrong if
the saving hold fails.

Animal Companion Basics : Use the establish statistics for a animal of the ALTERNATIVE ANIMAL COMPANIONS
companion ’ second kind, as given in the Monster Manual, but make the
following changes. As explained in the text on page 35, a druid of sufficiently senior high school level can
select her animal company from one of the following lists, applying the
Class degree : The character ’ s druid grade. The druid ’ s class levels stack indicated adjustment to the druid ’ randomness level ( in parentheses ) for purposes
with levels of any other classes that are entitled to an animal company of determining the company ’ sulfur characteristics and particular abilities.
( such as the fire warden ) such for the purpose of determining the compan-
ion ’ randomness abilities and the option lists available to the character. 4th degree or Higher ( Level –3 ) Dire weasel
Leopard ( animal )
Bonus HD : extra eight-sided ( d8 ) Hit Dice, each of which gains a Ape ( animal ) Lizard, monitor ( animal )
Constitution modifier, as convention. Remember that extra Hit Dice improve Bear, black ( animal ) Shark, Large1 ( animal )
the animal companion ’ sulfur base attack and base save bonuses. An animal Bison ( animal ) Snake, constrictor ( animal )
companion ’ s free-base attack bonus is the same as that of a druid of a flat Boar ( animal ) Snake, Large viper ( animal )
equal to the animal ’ randomness HD. An animal companion has good Fortitude and Cheetah ( animal ) Wolverine ( animal )
Reflex saves ( treat it as a fictional character whose floor equals the animal ’ randomness HD ). Crocodile ( animal ) 1
An animal companion gains extra skill points and feats for bonus Dire badger
HD as normal for advancing a monster ’ second Hit Dice ( see the Monster Dire cricket bat
Manual ).
7th Level or Higher ( Level –6 ) Dire michigander
Natural Armor Adj. : The count noted here is an improvement to the Bear, brown university ( animal ) Elasmosaurus1 ( dinosaur )
animal companion ’ s existing natural armor bonus. Crocodile, giant star ( animal ) Lion ( animal )
Deinonychus ( dinosaur ) Rhinoceros ( animal )
Str/Dex Adj. : Add this measure to the animal companion ’ randomness Strength and Dire ape Snake, Huge viper ( animal )
Dexterity scores. Dire boar Tiger ( animal )
Dire wolf
Bonus Tricks : The value given in this column is the entire phone number of
“ bonus ” tricks that the animal knows in accession to any that the druid 10th level or Higher ( Level –9 ) Shark, Huge1 ( animal )
might choose to teach it ( see the Handle Animal skill, page 74 ). These Bear, diametric ( animal )
bonus tricks don ’ metric ton require any train prison term or Handle Animal checks, Dire lion Snake, giant constrictor ( animal )
and they don ’ thymine count against the normal specify of tricks known by the Megaraptor ( dinosaur ) Whale, orca1 ( animal )
animal. The druid selects these bonus tricks, and once selected, they
can ’ t be changed. 13th level or Higher ( Level –12 ) Elephant ( animal )

Link ( Ex ) : A druid can handle her animal companion as a unblock legal action, Dire bear
or push it as a move action, even if she doesn ’ t have any ranks in the Octopus, giant1 ( animal )
Handle Animal skill. The druid gains a +4 circumstance bonus on all violent
empathy checks and Handle Animal checks made regarding an animal 16th horizontal surface or Higher ( Level –15 ) Triceratops ( dinosaur )
companion. Dire shark1 Tyrannosaurus ( dinosaur )

Share Spells ( Ex ) : At the druid ’ south choice, she may have any spell ( but Dire tiger
not any spell-like ability ) she casts upon herself besides affect her animal Squid, giant1 ( animal )
companion. The animal companion must be within 5 feet of her at the
time of casting to receive the benefit. If the spell or effect has a duration 1 Available alone in an aquatic environment.
early than instantaneous, it stops affecting the animal companion if the
companion moves farther than 5 feet aside and will not affect the animal
again, evening if it returns to the druid before the duration expires.
additionally, the druid may cast a while with a target of “ You ” on her
animal companion ( as a touch scope go ) rather of on herself. A druid

36

Resist Nature ’ south Lure ( Ex ) : Starting at 4th flush, a druid gains a including weapon, armor, and shield proficiencies ). She can not
+4 bonus on saving throws against the spell-like abilities of fey ( such thereafter profit levels as a druid until she atones ( see the atonement
as dryads, pixies, and sprites ). spell description, page 201 ).

Wild Shape ( Su ) : At 5th degree, a druid gains the ability to turn Half-Elf Druid Starting Package CHAPTER 3 :
herself into any Small or Medium animal and back again once per
day. Her options for new forms include all creatures with the animal armor : Hide ( +3 AC, armor check penalty –3, speed 20 ft., 25 lb. ). CLASSES
character ( see the Monster Manual ). This ability functions like the poly- Heavy wooden carapace ( +2 AC, armor check penalty –2, 10 pound. ).
morph while, except as noted here. The effect lasts for 1 hour per Weapons : Scimitar ( 1d6, crit 18–20/×2, 4 lb., one-handed,
druid level, or until she changes back. Changing form ( to animal or slashing ).
back ) is a standard natural process and doesn ’ deoxythymidine monophosphate provoke an attack of Club ( oaken cudgel ) : ( 1d6, crit ×2, 10 ft., 3 lb., one-handed,
opportunity. bludgeoning ).
Sling ( 1d4, crit ×2, rang inc. 50 ft., 0 lb., Medium, Bludgeoning ).
The imprint chosen must be that of an animal the druid is companion Skill Selection : Pick a number of skills equal to 4 + Int modifier.
with. For example, a druid who has never been outside a temperate
afforest could not become a polar yield. Skill Ranks Ability Armor Check Penalty
Spellcraft 4 Int —
A druid loses her ability to speak while in animal shape because Concentration 4 Con —
she is limited to the sounds that a normal, untrained animal can Survival 4 Wis —
make, but she can communicate normally with other animals of the Heal 4 Wis —
same general grouping as her newly form. ( The convention sound a godforsaken Handle Animal 4 Cha —
parrot makes is a gripe, sol changing to this form does not permit Knowledge ( nature ) 4 Int —
address. ) Listen 4 Wis —
Spot 4 Wis —
A druid can use this ability more times per day at 6th, 7th, 10th,
14th, and 18th degree, as noted on table 3–8 : The Druid. In addition, Feat : Scribe Scroll.
she gains the ability to take the shape of a Large animal at 8th level, a
Tiny animal at 11th level, and a Huge animal at 15th flat. The new Gear : backpack with waterskin, one day ’ mho trail rations, bedroll,
form ’ mho Hit Dice can ’ metric ton exceed the fictional character ’ s druid level. For case,
a druid can ’ t take the form of a awful bear ( a big creature that always sack, and flinty and steel. pouch with 10 sling bullets. Holly and
has at least 12 HD ) until 12th degree, even though she can begin
taking large forms at 8th grade. mistletoe. Three torches.

At 12th level, a druid becomes able to use violent form to change Tordek Animal Companion : wolf ( see the Monster
into a implant animal, such as a shamble mound, with the Manual for details ).
lapp size restrictions as for animal forms. ( A druid can ’ metric ton use
this ability to take the form of a plant that isn ’ thyroxine a creature, gold : 1d6 general practitioner.
such as a tree or a rose bush. )
FIGHTER 37
At 16th floor, a druid becomes able to use godforsaken determine
to change into a Small, Medium, or Large elemental The request knight, the conquest
( air, ground, fire, or body of water ) once per sidereal day. These overlord, the king ’ sulfur champion, the
elemental forms are in addition to her convention barbarian elect metrical foot soldier, the hardened
supreme headquarters allied powers europe custom. In addition to the normal effects of
hazardous shape, the druid gains all the elementary ’ s mercantile, and the bandit king—
extraordinary, supernatural, and spell-like abilities. all are fighters. Fighters can be
She besides gains the elemental ’ s feats for a long as hardy defenders of those in
she maintains the baseless shape, but she retains her
own creature type ( android, in most cases ). want, barbarous marauders, or gutsy
adventurers. Some are among
At 18th level, a druid becomes able to assume the land ’ second best person, volition to
elemental shape twice per day, and at 20th flush side death for the greater good.
she can do therefore three times per day. At 20th Others are among the worst, with
level, a druid may use this wild determine ability no queasiness about killing for private
to change into a Huge elementary. profit, or even for sport. Fighters
who are not actively adventuring
Venom Immunity ( Ex ) : At 9th level, a may be soldiers, guards,
druid gains exemption to all poisons. bodyguards, champions, or
criminal enforcers. An adven-
A Thousand Faces ( Su ) : At 13th grade, a turing fighter might call himself a warrior, a
druid gains the ability to change mercenary, a hood, or just an explorer.
her appearance at will, as if using Adventures : Most fighters see adven-
the alter self spell ( page 197 ), but tures, raids, and dangerous missions as
lone while in her normal shape. their job. Some have patrons who pay
them regularly. Others prefer to live
Timeless Body ( Ex ) : After like prospectors, taking big risks in
attaining 15th degree, a druid no hopes of the big catch. Some fighters are more
longer takes ability score civic-minded and use their combat skills to protect endangered
penalties for aging ( see table people who can not defend themselves. Whatever their initial
6–5 : senesce Effects, foliate 109 ) and motivations, however, fighters much wind up live for the thrill of
can not be magically aged. Any penalties combat and gamble.
she may have already incurred, however, remain in position. Bonuses Characteristics : Of all classes, fighters have the best all-around
still accrue, and the druid still dies of old age when her clock is up. fighting capabilities ( hence the name ). Fighters are familiar with all
the standard weapons and armors. In addition to general fighting
Ex-Druids

A druid who ceases to revere nature, changes to a prohibited
alliance, or teaches the Druidic speech to a nondruid loses all
spells and druid abilities ( including her animal companion, but not

art, each fighter develops especial specialties of his own. A rate combat can prove very deadly, though without other melee
given champion may be specially adequate to with certain weapons, support, they can find themselves in front-line fight more often
another might be trained to execute specific fancy maneuvers. As than they might prefer.
fighters gain know, they get more opportunities to develop
their crusade skills. Thanks to their focus on battle maneuvers, GAME RULE INFORMATION
they can master the most difficult ones relatively quickly.
Fighters have the follow bet on statistics.
alignment : Fighters may be of any alignment. beneficial fighters are
frequently crusading types who seek out and fight evil. lawful fighters Abilities : Strength is particularly significant for fighters because it
may be champions who protect the land and its people. chaotic
fighters may be wandering mercenaries. evil fighters tend to be improves their melee attack and damage rolls. united states constitution is
bullies and petit larceny villains who just take what they want by
CHAPTER 3 : animal storm. significant for giving fighters lots of hit points, which they need in

CLASSES Religion : Fighters much worship Heironeous ( god of heroism ), their many battles. Dexterity is authoritative for fighters who want
Kord ( deity of strength ), St. Cuthbert ( deity of vengeance ),
Hextor ( idol of dictatorship ), or Erythnul ( deity of slaughter ). to be good archers or who want entree to certain Dexterity-
A champion may style himself as a crusader in the
service of his idol, or he may fair want person to oriented feats, but the clayey armor that fighters normally wear
pray to before putting his life on the line however
another time. reduces the benefit of a

Background : Fighters come to their Regdar identical high gear Dexterity
profession in many ways. Most have had seduce.
ball prepare in a baronial ’ mho army or at
least in the local anesthetic militia. Some have alignment : Any.
trained in formal academies. Others are
self-taught—unpolished but well Hit Die : d10.
tested. A champion may have taken up the
Illus. by T. Lockwood sword as a means to escape Class Skills
the limits of biography on
the farm, or he may be The champion ’ s class skills ( and
following a gallant class the key ability for each skill )
tradition. Fighters share no are Climb ( Str ), Craft ( Int ),
especial identity. They do not see Handle Animal ( Cha ),
themselves as a group or Intimidate ( Cha ), Jump ( Str ),
brotherhood. Those who hail from a Ride ( Dex ), and Swim ( Str ). See
particular academy, mercantile com- chapter 4 : Skills for skill
pany, or lord ’ s regiment, however, parcel a descriptions.
certain chumminess. Skill Points at 1st charge : ( 2 + Int
changer ) × 4.
Races : human fighters are normally Skill Points at Each Additional
veterans of some military service, typically from Level : 2 + Int modifier.
more mundane parents. Dwarf fighters are
normally early members of the well-trained course Features
mint teams that protect the metro
dwarven kingdoms. They are typically members All of the following are class features of the
of warrior families that can trace their lineages fighter.
back for millennium, and they may have rivalries or
alliances with other shadow fighters of a different Weapon and Armor Proficiency : A
linage. Elf fighters are typically skilled with the combatant is adept with all simple and
longsword. They are proud of their ability at martial weapons and with all armor ( heavy,
play and eager to demonstrate or test it. medium, and light ) and shields ( including tower
Half-orc fighters are often self- shields ).
teach outcasts who have achieved Bonus Feats : At 1st level, a champion gets a bonus
adequate skill to earn realization and combat-oriented feat in addition to the feat that
something akin to respect. Gnome and any 1st-level quality gets and the bonus feat
halfling fighters normally stay in their own communities as region of the granted to a human character. The combatant
sphere militia rather than adventuring. Half-elves are rarely fighters,
but they may take up play in award of the elven tradition. gains an extra bonus feat at 2nd tied
and every two champion levels thereafter
Among the brutal humanoids, few can manage the discipline it ( 4th, 6th, 8th, 10th, 12th, 14th, 16th,
takes to be a dependable combatant. The militaristic hobgoblins, however, 18th, and 20th ). These bonus feats
produce quite a number of strong and skilled fighters.
must be drawn from the feats noted as champion bonus
early Classes : The champion excels in a straight battle, but he relies feats on mesa 5–1 : Feats ( page 90 ). A combatant must placid
on others for charming support, healing, and scouting. On a team, it is meet all prerequisites for a bonus feat, including ability
his caper to serviceman the front lines, protect the other party members, and score and establish attack bonus minimums. ( See chapter 5 :
bring the baffling opponents down. Fighters might not understand Feats for descriptions of feats and their prerequisites. )
the arcane ways of wizards or share the faith of clerics, but they These bonus feats are in addition to the feat that a character of any
recognize the value of teamwork. class gets from advancing levels ( see mesa 3–2 : experience and
Level-Dependent Benefits, page 22 ). A fighter is not limited to the
Role : In most venture parties, the combatant serves as a melee list of combatant bonus feats when choosing these feats.
combatant, charging into the fray while his comrades support him
38 with spells, ranged attacks, and other effects. Fighters who favor Dwarf Fighter Starting Package

Armor : scale mail ( +4 AC, armor check punishment –4, speed 20 ft.,
30 pound. ).

Heavy wooden carapace ( +2 AC, armor check punishment –2, 10 pound. )
Weapons : Dwarven waraxe ( 1d10, crit ×3, 8 lb., one-handed,
slashing ).
Shortbow ( 1d6, crit ×3, range inc. 60 ft., 2 lb., piercing ).
Skill Selection : Pick a number of skills equal to 2 + Int modifier.

table 3–9 : The Fighter MONK

Base Fort Ref Will Dotted across the landscape are monasteries—small, walled cloisters
inhabited by monks who pursue personal perfection through carry through
Level Attack Bonus Save Save Save Special a well as contemplation. They train themselves to be versatile
warriors skilled at fighting without weapons or armor. The
1st +1 +2 +0 +0 Bonus feat inhabitants of monasteries headed by beneficial masters serve as
protectors of the people. ready for battle evening when barefooted and
2nd +2 +3 +0 +0 Bonus feat dressed in peasant clothes, monks can travel unnoticed among the
populace, catching bandits, warlords, and corrupt nobles unawares.
3rd +3 +3 +1 +1 In contrast, the residents of monasteries headed by evil masters rule
the smother lands through fear, as an malefic warlord and his
4th +4 +4 +1 +1 Bonus feat cortege might. Evil monks make ideal spies, infiltrators, and
assassins.
5th +5 +4 +1 +1
The individual monk is improbable to care stormily about
6th +6/+1 +5 +2 +2 Bonus feat championing commoners or amassing wealth. She cares chiefly
for the paragon of her art and, thereby, her personal perfection.
7th +7/+2 +5 +2 +2 Her goal is to achieve a state that is beyond the mortal region. chapter 3 :

8th +8/+3 +6 +2 +2 Bonus feat Adventures : A monk approaches an venture as if it were a CLASSES
personal quiz. While not prone to showing off, monks are will to
9th +9/+4 +6 +3 +3 try their skills against whatever obstacles confront them. They are
not avid for material wealth, but they eagerly seek that which can
10th +10/+5 +7 +3 +3 Bonus feat help them perfect their artwork.

11th +11/+6/+1 +7 +3 +3 Characteristics : The identify feature of the monk is her ability to
fight unarmed and unarmored. Thanks to her rigorous discipline, she
12th +12/+7/+2 +8 +4 +4 Bonus feat can strike a hard as if she were armed and affect faster than a
warrior with a sword.
13th +13/+8/+3 +8 +4 +4
Though a monk casts no spells, she has a magic of her own. She
14th +14/+9/+4 +9 +4 +4 Bonus feat channels a subtle energy, called ki, which allows her to perform
amazing feats. The monk ’ s best-known feat is her ability to stun an
15th +15/+10/+5 +9 +5 +5 opposition with an unarmed blow. A monk besides has a nonnatural
awareness that allows her to dodge an attack even if she is not con-
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat sciously aware of it.

17th +17/+12/+7/+2 +10 +5 +5 As the monk gains experience and power, her everyday and ki-
oriented abilities grow, giving her more and more power over her-
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat self and, sometimes, over others.

19th +19/+14/+9/+4 +11 +6 +6 Alignment : A monk ’ s train requires hard-and-fast discipline. lone
those who are lawful at heart are capable of undertaking it.
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat
Religion : A monk ’ second aim is her spiritual path. She is inner-
Skill Ranks Ability Armor Check Penalty directed and capable of a secret, mystic connection to the spiritual
Climb 4 Str –6 populace, so she needs neither clerics nor gods. Certain lawful gods,
Jump 4 Str –6 however, may appeal to monks, who may meditate on the gods ’
Ride 4 Dex — likenesses and attack to emulate their deeds. The three most likely
Swim 4 Str –12 candidates for a monk ’ s devotion are Heironeous ( idol of heroism ), St.
Intimidate 4 Cha — Cuthbert ( idol of retribution ), and Hextor ( god of dictatorship ).
Listen ( milliliter ) 2 Wis —
Search ( two hundred ) 2 Int — Background : A monk typically trains in a monastery. Most
Spot ( milliliter ) 2 Wis — monks were children when they joined the monastery, sent to live
there when their parents died, when there wasn ’ metric ton enough food to
Feat : weapon Focus ( dwarven waraxe ). support them, or in return for some kindness that the monastery
Bonus Feat ( Fighter ) : If Strength is 13 or higher, Power Attack ; had performed for the family. Life in the monastery is so focused
if Strength is 12 or lower, Improved Initiative rather. that by the prison term a monk sets off on her own, she feels little con-
Gear : backpack with waterskin, one sidereal day ’ south trail rations, bedroll, nection to her former class or village.
sack, flint and steel, vibration with 20 arrows.
gold : 4d4 general practitioner. In larger cities, chief monks have set up monk schools to teach
their arts to those who are concern and worthy. The monks who
Human Fighter Starting Package discipline at these academies frequently see their rural cousins from the
monasteries as backward.
armor : scale mail ( +4 AC, armor check penalty –4, speed 20 ft.,
30 lb. ). A monk may feel a deep connection to her monastery or school,
to the monk who taught her, to the linage into which she was
Weapons : Greatsword ( 2d6, crit 19–20/×2, 8 lb., two-handed, train, or to all of these. Some monks, however, have no sense of
slashing ). connection other than to their own way of personal development.

Shortbow ( 1d6, crit ×3, 60 ft., 2 lb., piercing ). Monks recognize each other as a choose group set apart from the
Skill Selection : Pick a number of skills equal to 3 + Int changer. rest of the populace. They may feel affinity, but they besides love to
compete with each early to see whose qi is strongest.
Skill Ranks Ability Armor Check Penalty
Climb 4 Str –4 Races : Monasteries are found primarily among humans, who
Jump 4 Str –4 have incorporated them into their ever-evolving culture. frankincense,
Ride 4 Dex — many monks are humans, and many are half-orcs and half-elves who
Swim 4 Str –8 live among humans. Elves are able of single-minded, long-run
Intimidate 4 Cha —
Listen ( two hundred ) 2 Wis —
Search ( milliliter ) 2 Int —
Spot ( milliliter ) 2 Wis —

Feat : weapon Focus ( greatsword ).
Bonus Feat ( Fighter ) : If Strength is 13 or higher, Power Attack ;
if Strength is 12 or lower, Improved Initiative alternatively.
Bonus Feat ( Human ) : Blind-Fight.
gearing : backpack with waterskin, one day ’ randomness lead rations, bedroll,
displace, flint and steel, quiver with twenty dollar bill arrows.
gold : 2d4 general practitioner.

39

chapter 3 : idolatry to an sake, artwork, or discipline, and some of them leave the class Features
forests to become monks. The monk custom is alien to dwarf and
CLASSES gnome acculturation, and halflings typically have excessively mobile a life style to All of the following are class features of the monk.
commit themselves to a monastery, sol dwarves, gnomes, and Weapon and Armor Proficiency : Monks are technical with
halflings very rarely become monks.
certain basic peasant weapons and some special weapons that are
The ferocious humanoids do not have the stable sociable social organization that separate of monk discipline. The weapons with which a monk is adept
allows monk discipline, but the periodic orphaned or abandoned are club, crossbow ( luminosity or heavy ), dagger, handaxe, javelin, kama,
child from some android tribe winds up in a civilized monastery nunchaku, quarterstaff, sai, shuriken, siangham, and sling. ( See
or is adopted by a mobile master. The malefic subterranean elves Chapter 7 : equipment for descriptions of these weapons. ) Monks
known as the drow have a little but successful monk custom. are not technical with any armor or shields—in fact, many of the
monk ’ s extra powers require unchained motion. When
other Classes : Monks sometimes seem distant because they wearing armor, using a shield, or carrying a medium or heavy warhead, a
frequently have neither motivation nor skills in common with members monk loses her AC bonus, a well as her fast motion and confuse of
of early classes. Monks do, however, work well with the accompaniment of blows abilities.
others, and they normally prove themselves reliable companions.
AC Bonus ( Ex ) : A monk is highly trained at dodging blows, and
Role : The monk functions best as an opportunist combatant, she has a sixth sense that lets her keep off even unanticipated attacks.
using her accelerate to get into and out of battle promptly rather than When unarmored and unencumbered, the monk adds her Wisdom
engaging in drawn-out melees. She besides makes an excellent lookout, bonus ( if any ) to her AC. In accession, a monk gains a +1 bonus to AC
particularly if she focuses her skill choice on stealth. at 5th level. This bonus increases by 1 for every five monk levels
thereafter ( +2 at 10th, +3 at 15th, and +4 at 20th level ).
GAME RULE INFORMATION
These bonuses to AC apply even against touch attacks or when
Monks have the play along game statistics. the monk is flat-footed. She loses these bonuses when she is
Abilities : Wisdom powers the monk ’ s special offensive and freeze or helpless, when she wears any armor, when she
carries a shield, or when she carries a medium or heavy load.
defensive capabilities. Dexterity provides the unarmored monk with
a better defense and with bonuses to some class skills. Strength Flurry of Blows ( Ex ) : When unarmored, a monk may strike with
helps a monk ’ south unarmed fight ability. a flurry of blows at the expense of accuracy. When doing thus, she may
make one extra attack in a round at her highest base attack bonus,
alignment : Any lawful. but this attack takes a –2 penalty, as does each other attack made that
Hit Die : d8. round. The resulting limited base fire bonuses are shown in the
Flurry of Blows Attack Bonus column on board 3–10 : The Monk.
class Skills This penalty applies for 1 rung, so it besides affects attacks of
opportunity the monk might make before her following action. When a
The monk ’ second class skills ( and the keystone ability for each skill ) are Balance monk reaches 5th tied, the penalty lessens to –1, and at 9th floor it
( Dex ), Climb ( Str ), Concentration ( Con ), Craft ( Int ), Diplomacy disappears. A monk must use a full moon approach action ( see page 143 ) to
( Cha ), Escape Artist ( Dex ), Hide ( Dex ), Jump ( Str ), Knowledge strike with a bustle of blows.
( secret ) ( Int ), Knowledge ( religion ) ( Int ), Listen ( Wis ), Move
Silently ( Dex ), Perform ( Cha ), Profession ( Wis ), Sense Motive ( Wis ), When using flurry of blows, a monk may attack alone with
Spot ( Wis ), Swim ( Str ), and Tumble ( Dex ). See chapter 4 : Skills for unarmed strikes or with special monk weapons ( kama, nunchaku,
skill descriptions. quarterstaff, sai, shuriken, and siangham ). She may attack with
disarm strikes and special monk weapons interchangeably as
Skill Points at 1st level : ( 4 + Int modifier ) × 4.
Skill Points at Each Additional level : 4 + Int modifier.

table 3–10 : The Monk

Base Fort Ref Will Flurry of Blows Unarmed AC Unarmored
Attack Bonus Damage1 Bonus Speed Bonus
Level Attack Bonus Save Save Save Special
+0 +0 foot.
1st +0 +2 +2 +2 Bonus feat, flurry of blows, –2/–2 1d6
+0 +0 foot.
unarmed strike +0 +10 foot.
+0 +10 foot.
2nd +1 +3 +3 +3 Bonus feat, evasion –1/–1 1d6 +1 +10 foot.
+1 +20 foot.
3rd +2 +3 +3 +3 silent mind +0/+0 1d6 +1 +20 foot.
+1 +20 foot.
4th +3 +4 +4 +4 Ki strike ( charming ), slow fall 20 ft. +1/+1 1d8 +1 +30 foot.
+2 +30 foot.
5th +3 +4 +4 +4 Purity of soundbox +2/+2 1d8 +2 +30 foot.
+2 +40 foot.
6th +4 +5 +5 +5 Bonus feat, slow fall 30 ft. +3/+3 1d8 +2 +40 foot.
+2 +40 foot.
7th +5 +5 +5 +5 Wholeness of body +4/+4 1d8 +3 +50 foot.
+3 +50 foot.
8th +6/+1 +6 +6 +6 Slow fall 40 ft. +5/+5/+0 1d10
+3 +50 foot.
9th +6/+1 +6 +6 +6 Improved evasion +6/+6/+1 1d10
+3 +60 foot.
10th +7/+2 +7 +7 +7 Ki strike ( lawful ), dense fall 50 ft. +7/+7/+2 1d10 +3 +60 foot.
+4 +60 foot.
11th +8/+3 +7 +7 +7 Diamond body, greater flurry +8/+8/+8/+3 1d10

12th +9/+4 +8 +8 +8 Abundant pace, slow spill 60 ft. +9/+9/+9/+4 2d6

13th +9/+4 +8 +8 +8 Diamond soul +9/+9/+9/+4 2d6

14th +10/+5 +9 +9 +9 Slow descend 70 ft. +10/+10/+10/+5 2d6

15th +11/+6/+1 +9 +9 +9 Quivering palm +11/+11/+11/+6/+1 2d6

16th +12/+7/+2 +10 +10 +10 Ki strike ( adamantine ), +12/+12/+12/+7/+2 2d8

slow accrue 80 foot.

17th +12/+7/+2 +10 +10 +10 Timeless consistency, +12/+12/+12/+7/+2 2d8

tongue of the sun and moon

18th +13/+8/+3 +11 +11 +11 Slow fall 90 ft. +13/+13/+13/+8/+3 2d8

19th +14/+9/+4 +11 +11 +11 Empty body +14/+14/+14/+9/+4 2d8

20th +15/+10/+5 +12 +12 +12 Perfect self, +15/+15/+15/+10/+5 2d10

slow decrease any distance

40 1 The value shown is for Medium monks. See table 3–11 : minor or large Monk Unarmed Damage for Small or large monks.

desired. For example, at 6th level, the monk Ember could make one table 3–11 : minor or large Monk Unarmed Damage

attack with her unarmed assume at an assail bonus of +3 and one Level Damage ( Small Monk ) Damage ( Large Monk )

assail with a extra monk weapon at an attack bonus of +3. When 1st–3rd 1d4 1d8

using weapons as separate of a flurry of blows, a monk applies her 4th–7th 1d6 2d6

Strength bonus ( not Str bonus × 1-1/2 or × 1/2 ) to her damage rolls 8th–11th 1d8 2d8

for all successful attacks, whether she wields a weapon in one or 12th–15th 1d10 3d6

both hands. The monk can ’ t use any weapon other than a special 16th–19th 2d6 3d8

monk weapon as part of a flurry of blows. 20th 2d8 4d8

In the case of the quarterstaff, each end counts as a separate

weapon for the purpose of using the flurry of blows ability. evening Bonus Feat : At 1st level, a monk may select either Improved CHAPTER 3 :
Grapple or Stunning Fist as a bonus feat. At 2nd level, she
though the quarterstaff requires two hands to use, a monk may still may select either Combat Reflexes or Deflect Arrows as a CLASSES
bonus feat. At 6th level, she may select either Improved
intersperse unarmed strikes with quarterstaff strikes, assuming Disarm or Improved Trip as a bonus feat. ( See Chapter
5 : Feats for descriptions. ) A monk need not have any
that she has enough attacks in her confuse of blows of the prerequisites normally required for these
feats to select them.
act to do so. For exercise, an 8th-level monk Evasion ( Ex ) : A monk of 2nd level or higher
can avoid even charming and strange attacks with
could make two attacks great agility. If she makes a successful Reflex
saving shed against an attack that normally
with the quarterstaff ( one deals half damage on a successful save ( such
as a red draco ’ randomness fiery breath or a powerhouse ), she
with each end ) at a +5 approach rather takes no damage. evasion can be used
only if a monk is wearing light armor or no
bonus and one with an Ember armor. A helpless monk ( such as one who is
unarmed hit at a +0 fire unconscious or paralysed ) does not gain the
benefit of evasion.
bonus, or she could attack with
Fast Movement ( Ex ) : At 3rd level, a
one end of the quarterstaff and monk gains an enhancement bonus to

one unarmed strike each at a +5 her focal ratio, as shown on table 3–10.
A monk in armor ( tied light
attack bonus, and with the other armor ) or carrying a medium
or heavy burden loses this
end of the quarterstaff at a +0 extra amphetamine.

attack bonus, or she could attack still Mind ( Ex ) : A monk of 3rd level or
higher gains a +2 bonus on saving throws
with one end of the quarterstaff and against spells and effects from the school of
enchantment, since her meditation and train
one unarmed rap at a +5 attack improve her underground to mind-affecting
attacks.
bonus each, and with the other end of
Ki Strike ( Su ) : At 4th tied, a monk ’ south
the quarterstaff at a +0 attack bonus. disarm attacks are empowered with qi. Her
unarmed attacks are treated as magic trick weapons
She can not, however, wield any other for the purpose of dealing damage to

weapon at the lapp time that she uses creatures with damage reduction ( see
Damage Reduction, page 291 of the
a quarterstaff. Dungeon Master ’ s Guide ). Ki assume
improves with the quality ’ second monk
When a monk reaches 11th level, her
horizontal surface. At 10th degree, her unarmed attacks are besides treated as lawful
confuse of blows ability improves. In weapons for the aim of dealing price to creatures with
damage reduction. At 16th level, her unarmed attacks are treated as
summation to the standard single excess adamantine weapons for the function of dealing damage to creatures
with price reduction and bypass hardness ( see Smashing an
attack she gets from flurry of blows, she Object, page 165 ).

gets a second supernumerary approach at her full Slow Fall ( Ex ) : At 4th level or higher, a monk within sleeve ’ s reach
of a wall can use it to slow her descent. When inaugural using this ability,
nucleotide attack bonus. she takes damage as if the fall were 20 feet shorter than it actually is.
The monk ’ s ability to slow her hang ( that is, to reduce the effective
Unarmed hit : Monks are highly distance of the fall when adjacent to a wall ) improves with her monk
grade until at 20th level she can use a nearby wall to slow her descent
trained in fighting unarmed, giving and fall any distance without injury. See the special column on Table
3–10 for details.
them considerable advantages when
Purity of Body ( Ex ) : At 5th level, a monk gains see over her
doing so. At 1st grade, a monk gains consistency ’ s immune system. She gains immunity to all diseases except
for supernatural and charming diseases ( such as mummy putrefaction and
Improved Unarmed Strike as a bonus feat. lycanthropy ).

A monk ’ s attacks may be with either fist

interchangeably or flush from elbows,

knees, and feet. This means that a monk

may even make unarmed strikes with her

hands full. There is no such thing as an off-hand

attack for a monk strickle disarm. A monk may

therefore apply her full Strength bonus on damage rolls

for all her disarm strikes.

Usually a monk ’ mho unarmed strikes deal deadly damage, but she can

choose to deal nonlethal damage rather with no penalty on her

attack roller. She has the lapp choice to deal deadly or nonlethal

damage while grappling.

A monk ’ s unarmed strike is treated both as a fabricate

weapon and a natural weapon for the purpose of spells and effects

that enhance or improve either manufactured weapons or natural

weapons ( such as the magic fang and magic trick weapon spells ).

A monk besides deals more damage with her unarmed strikes than a

normal person would, as shown on table 3–10 : The Monk. The

unarmed damage on postpone 3–10 is for Medium monks. A little

monk deals less damage than the sum given there with her

unarmed attacks, while a big monk deals more damage ; see table :

Small or Large Monk Unarmed Damage.

41

Wholeness of Body ( Su ) : At 7th level or higher, a monk can heal Ex-Monks
her own wounds. She can heal a phone number of hit points of damage
equal to twice her current monk grade each day, and she can spread A monk who becomes nonlawful can not gain fresh levels as a monk
this healing out among several uses. but retains all monk abilities.

Improved Evasion ( Ex ) : At 9th level, a monk ’ s evasion ability Like a member of any early class, a monk may be a multiclass
improves. She silent takes no damage on a successful Reflex saving character, but multiclass monks face a special limitation. A monk
throw against attacks such as a dragon ’ mho breath weapon or a powerhouse, who gains a new class or ( if already multiclass ) raises another class
but henceforth she takes only half damage on a fail save. A help- by a level may never again raise her monk grade, though she retains
less monk ( such as one who is unconscious or paralysed ) does not all her monk abilities.
gain the benefit of better evasion.
chapter 3 : human Monk Starting Package
Diamond Body ( Su ) : At 11th level, a monk is in such firm con-
CLASSES trol of her own metabolism that she gains unsusceptibility to poisons of all Armor : none ( rush 30 foot ).
kinds. Weapons : Quarterstaff ( 1d6/1d6, crit ×2, 4 lb., two-handed,
bludgeoning ).
abundant Step ( Su ) : At 12th level or higher, a monk can slip Sling ( 1d4, crit ×2, range inc. 50 ft., 0 lb., bludgeoning ).
magically between spaces, as if using the spell proportion doorway, once
per day. Her caster level for this consequence is one-half her monk level Skill Selection : Pick a number of skills adequate to 5 + Int modifier.
( rounded polish ).
Skill Ranks Ability Armor Check Penalty
Diamond Soul ( Ex ) : At 13th floor, a monk gains spell resistor Listen 4 Wis —
equal to her current monk level + 10. In order to affect the monk Climb 4 Str 0
with a spell, a spellcaster must get a consequence on a caster horizontal surface check Move mutely 4 Dex 0
( 1d20 + caster level ; see Spell Resistance, page 177 ) that equals or catch on 4 Dex 0
exceeds the monk ’ sulfur spell resistor. Jump 4 Str 0
Escape Artist 4 Dex 0
Quivering Palm ( Su ) : Starting at 15th level, a monk can set up Hide 4 Dex 0
vibrations within the body of another creature that can thereafter be Swim 4 Str 0
black if the monk sol desires. She can use this quivering handle attack Balance 4 Dex 0
once a week, and she must announce her captive before making her
attack roll. Constructs, oozes, plants, undead, incorporeal creatures, feat : If Dexterity is 13 or higher, Dodge ; if Dexterity is 12 or
and creatures immune to critical hits can not be affected. otherwise, lower, Improved Initiative rather.
if the monk strikes successfully and the target takes price from
the gust, the quivering palm fire succeeds. Thereafter the monk Bonus Feat : If Dexterity is 13 or higher, Mobility ; if Dexterity is
can try to slay the victim at any later time, ampere long as the attack is 12 or lower, Blind-Fight rather.
made within a number of days equal to her monk horizontal surface. To make
such an attempt, the monk merely wills the aim to die ( a complimentary gear : backpack with waterskin, one day ’ second trail rations, bedroll,
legal action ), and unless the target makes a Fortitude saving throw ( DC 10 displace, and flint and sword. Three torches. bulge with 10 sling stones.
+ 1/2 the monk ’ s horizontal surface + the monk ’ south Wis changer ), it dies. If the
saving throw is successful, the target is no longer in danger from amber : 2d4 general practitioner.
that particular quivering handle attack, but it may hush be affected by
another one at a late time. PALADIN

Timeless Body ( Ex ) : Upon attaining 17th level, a monk no The compassion to pursue good, the will to uphold jurisprudence, and the
longer takes penalties to her ability scores for aging and can not be exponent to defeat evil—these are the three weapons of the champion.
magically aged. Any such penalties that she has already taken, few have the purity and idolatry that it takes to walk the champion ’ sulfur
however, remain in rate. Bonuses hush accrue, and the monk however path, but those few are rewarded with the ability to protect, to heal,
dies of erstwhile age when her time is up. and to smite. In a domain of scheming wizards, sinful priests,
bloodthirsty dragons, and infernal fiends, the champion is the concluding
Tongue of the Sun and Moon ( Ex ) : A monk of 17th horizontal surface or hope that can not be extinguished.
higher can speak with any living animal.
Adventures : Paladins take their adventures badly and have a
Empty Body ( Su ) : At 19th tied, a monk gains the ability to penchant for referring to them as quests. even a mundane mission
assume an ethereal department of state for 1 round per monk level per day, as is, in the heart of the champion, a personal test—an opportunity to
though using the spell etherealness. She may go ethereal on a number demonstrate courage, to develop soldierly skills, to learn tactics, and to
of different occasions during any single day, adenine long as the entire find ways to do beneficial. placid, the champion actually comes into her own
number of rounds spent in an celestial state of matter does not exceed her when leading a mighty campaign against malefic, not when merely
monk level. looting ruins.

Perfect Self : At 20th level, a monk has tuned her body with skill Characteristics : Divine office protects the champion and gives her
and quasi-magical abilities to the target that she becomes a charming special powers. It wards off harm, protects her from disease, lets her
creature. She is evermore treated as an foreigner ( an extraplanar heal herself, and guards her heart against fear. The champion can besides
animal ) rather than as a android for the determination of spells and direct this power to help others, healing their wounds or curing
charming effects. For exemplify, charm person does not affect her. diseases. finally, the champion can use this power to destroy evil. even
additionally, the monk gains damage reduction 10/magic, which the least experience champion can detect evil, and more experienced
allows her to ignore the beginning 10 points of wrong from any attack paladins can smite evil foes and turn away undead. In addition, this
made by a nonmagical weapon or by any natural attack made by a power draws a mighty steed to the champion and imbues that mount
animal that doesn ’ t have similar damage decrease ( see wrong with lastingness, intelligence, and charming auspices.
Reduction, page 291 of the Dungeon Master ’ s Guide ). Unlike other
outsiders, the monk can distillery be brought back from the dead as if she Alignment : Paladins must be true good, and they lose their
were a member of her former animal type. providential powers if they deviate from that alliance. additionally,
paladins swear to follow a code of conduct that is in pipeline with law-
fulness and good.

42

religion : Paladins need not devote themselves to a duties to family, kin, and king. Elf paladins are few, and they CHAPTER 3 :
single deity—devotion to righteousness is enough. Those tend to follow quests that take them far and wide-eyed because
who align themselves with particular religions prefer their lawful flex puts them out of synch with life among the CLASSES
Heironeous ( god of heroism ) over all others, but some paladins elves. Members of the other common races rarely hear the
follow Pelor ( the sun god ). Paladins devoted to a idol are call to become paladins.
scrupulous in observing religious duties and are welcome in Among the savage humanoids, paladins are all but
every consort temple. unheard of.
other Classes : even though paladins are in some ways
Background : No one always chooses to be a champion. set apart from others, they eagerly team up with those
Becoming a champion is answering a call, accepting one ’ second whose skills and capabilities complement their own.
destiny. No one, no matter how diligent, can become a They work well with good and lawful clerics, and
champion through drill. The nature is either within they appreciate working with those who are
one or not, and it is not possible to gain the champion ’ second brave, good, and committed to good. While
nature by any act of will. It is potential, however, to fail they can not abide evil acts by their
to recognize one ’ s own likely, or to deny one ’ mho companions, they are otherwise bequeath to
fortune. occasionally, one who is called to be a champion solve with a variety of people quite different
denies that call and pursues some other liveliness alternatively. from themselves. charismatic, trustworthy, and
well respected, the champion makes a fine drawing card
Most paladins answer the call and begin training for a team.
as adolescents. typically, they become squires or character : The champion ’ south chief function in most
assistants to experienced paladins, train for groups is as a melee combatant, but she
years, and last set off on their own to contributes other useful support deoxyadenosine monophosphate well. She
further the causes of good and law. other makes a adept secondary therapist, and her high gear
paladins, however, find their calling entirely Charisma opens up ticket leadership opportu-
later in life, after having pursued some nities.
other career. All paladins, regardless
of backdrop, recognize in each GAME RULE INFORMATION
other an ageless bail that
transcends culture, race, and even Paladins have the pursue plot statistics.
religion. Any two paladins, even Abilities : Charisma enhances a champion ’ sulfur
from inverse sides of the universe, healing, self-protective capabilities, and
study themselves comrades. undead turning ability. Strength is
significant for a champion because of its
Races : Humans, with their role in fight. A Wisdom score of
ambitious souls, make great 14 or higher is required to get
paladins. Half-elves, who much access to the most potent
have human ambition, may besides paladin spells, and a score of 11 or
find themselves called into higher is required to cast any
avail as paladins. Dwarves champion spells at all.
are sometimes paladins, but Alignment : lawful estimable.
becoming a champion may be Hit Die : d10.
hard on a dwarf because it
means putting the duties of
the champion ’ s biography before

Table 3–12 : The Paladin Alhandra

Base Fort Ref Will ———— Spells per Day ————

Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +0 Aura of good, detect evil, smite evil 1/day — — — —

2nd +2 +3 +0 +0 Divine deck, lay on hands ————

3rd +3 +3 +1 +1 Aura of courage, godhead health ————

4th +4 +4 +1 +1 Turn undead 0 ———

5th +5 +4 +1 +1 Smite evil 2/day, special mount, Bonus Feat 0 ———

6th +6/+1 +5 +2 +2 Remove disease 1/week 1 ———

7th +7/+2 +5 +2 +2 1 ———

8th +8/+3 +6 +2 +2 1 0 ——

9th +9/+4 +6 +3 +3 Remove disease 2/week 1 0 ——

10th +10/+5 +7 +3 +3 Smite evil 3/day, Bonus Feat 1 1 ——

11th +11/+6/+1 +7 +3 +3 1 1 0—

12th +12/+7/+2 +8 +4 +4 Remove disease 3/week 1 1 1—

13th +13/+8/+3 +8 +4 +4 1 1 1—

14th +14/+9/+4 +9 +4 +4 2110

15th +15/+10/+5 +9 +5 +5 Remove disease 4/week, smite evil 4/day 2 1 1 1

16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat 2211

17th +17/+12/+7/+2 +10 +5 +5 2221

18th +18/+13/+8/+3 +11 +6 +6 Remove disease 5/week 3221

19th +19/+14/+9/+4 +11 +6 +6 3332

20th +20/+15/+10/+5 +12 +6 +6 Smite evil 5/day 3333 43

Class Skills 12 for 2nd-level spells, and so away ). The Difficulty Class for a saving
throw against a champion ’ south spell is 10 + the spell degree + the champion ’ mho
The champion ’ s class skills ( and the key ability for each skill ) are Wisdom modifier.
Concentration ( Con ), Craft ( Int ), Diplomacy ( Cha ), Handle Animal
( Cha ), Heal ( Wis ), Knowledge ( nobility and royalty ) ( Int ), Like other spellcasters, a champion can cast merely a certain numeral of
Knowledge ( religion ) ( Int ), Profession ( Wis ), Ride ( Dex ), and Sense spells of each spell level per day. Her base daily spell allotment is
Motive ( Wis ). See chapter 4 : Skills for skill descriptions. given on postpone 3–12 : The Paladin. In addition, she receives bonus
spells per day if she has a high Wisdom score ( see table 1–1 : ability
Skill Points at 1st horizontal surface : ( 2 + Int changer ) × 4. Modifiers and Bonus Spells, page 8 ). When table 3–12 indicates that
the champion gets 0 spells per day of a given go level ( for case,
Skill Points at Each Additional horizontal surface : 2 + Int changer. 1st-level spells for a 4th-level champion ), she gains lone the bonus
spells she would be entitled to based on her Wisdom grade for that
CHAPTER 3 : course Features spell level The champion does not have access to any knowledge domain spells or
granted powers, as a cleric does.
CLASSES All of the following are class features of the champion.
Weapon and Armor Proficiency : Paladins are adept with A champion prepares and casts spells the way a cleric does, though
44 she can not lose a prepare spell to ad lib cast a cure go in
all bare and soldierly weapons, with all types of armor ( heavy, its place. A champion may prepare and cast any while on the champion
metier, and light ), and with shields ( except loom shields ). spell number ( page 191 ), provided that she can cast spells of that level,
but she must choose which spells to prepare during her daily
Aura of Good ( Ex ) : The office of a champion ’ s aura of good ( see the meditation.
detect well spell ) is equal to her champion level, precisely like the aura of a
cleric of a good deity. Through 3rd level, a champion has no caster level. At 4th level and
higher, her caster level is one-half her champion horizontal surface.
Detect Evil ( Sp ) : At will, a champion can use detect evil, as the spell.
Smite Evil ( Su ) : once per day, a champion may attempt to smite special Mount ( Sp ) : Upon reaching 5th level, a champion gains the
evil with one normal melee attack. She adds her Charisma bonus ( if service of an unusually intelligent, strong, and patriotic steed to serve
any ) to her attack roll out and deals 1 extra point of wrong per champion her in her crusade against evil ( see the sidebar ). This hop on is usu-
level. For exercise, a 13th-level champion armed with a longsword ally a heavy warhorse ( for a Medium champion ) or a warpony ( for a
would deal 1d8+13 points of damage, plus any extra bonuses for Small champion ).
high Strength or charming affects that would normally apply. If the
champion by chance smites a animal that is not evil, the smite has once per day, as a full-round action, a champion may magically call
no effect, but the ability is however used up for that day. her climb from the celestial kingdom in which it resides. The mount
At 5th level, and at every five levels thereafter, the champion may immediately appears adjacent to the champion and remains for 2 hours
smite evil one extra meter per sidereal day, as indicated on table 3–12 : per champion level ; it may be dismissed at any time as a free carry through.
The Paladin, to a maximum of five times per day at 20th grade. The ride is the lapp creature each time it is summoned, though
Divine Grace ( Su ) : At 2nd level, a champion gains a bonus equal to the champion may release a particular saddle horse from service ( if it has
her Charisma bonus ( if any ) on all saving throws. grown besides old to join her crusade, for example ). Each time the
Lay on Hands ( Su ) : Beginning at 2nd grade, a champion with a hop on is called, it appears in full moon health, regardless of any damage it
Charisma mark of 12 or higher can heal wounds ( her own or those may have taken previously. The climb besides appears wearing or
of others ) by touch. Each sidereal day she can heal a full issue of hit carrying any gear it had when it was last dismiss ) including
points of damage adequate to her champion floor × her Charisma bonus. caparison, saddle, saddlebags, and the like ). Calling a mount is a
For model, a 7th-level champion with a 16 Charisma ( +3 bonus ) can conjuration ( calling ) effect.
bring around 21 points of damage per day. A champion may choose to divide
her bring around among multiple recipients, and she doesn ’ t have to use it Should the champion ’ randomness hop on die, it immediately disappears, leav-
all at once. Using lie on hands is a standard action. ing behind any equipment it was carrying. The champion may not
alternatively, a champion can use any or all of this healing office to summon another wax for thirty days or until she gains a champion
deal price to undead creatures. Using lie on hands in this way horizontal surface, whichever comes first, even if the mount is somehow return
requires a successful melee touch attack and doesn ’ metric ton provoke an from the dead. During this thirty-day period, the champion takes a –1
attack of opportunity. The champion decides how many of her daily penalty on attack and weapon wrong rolls.
allotment of points to use as price after successfully touching an
undead creature. Remove Disease ( Sp ) : At 6th flat, a champion can produce a remove
Aura of Courage ( Su ) : Beginning at 3rd grade, a champion is disease effect, as the while, once per week. She can use this ability one
immune to fear ( charming or differently ). Each ally within 10 feet of extra time per week for every three levels after 6th ( twice per
her gains a +4 morale bonus on saving throws against fear effects. workweek at 9th, three times at 12th, and so forth ).
This ability functions while the champion is conscious, but not if
she is unconscious mind or dead. Code of Conduct : A champion must be of lawful effective alliance
Divine Health ( Ex ) : At 3rd level, a champion gains unsusceptibility to all and loses all class abilities if she ever willingly commits an evil act.
diseases, including supernatural and charming diseases ( such as Additionally, a champion ’ randomness code requires that she respect legitimate
ma decomposition and lycanthropy ). authority, act with honor ( not lying, not cheating, not using poison,
Turn Undead ( Su ) : When a champion reaches 4th horizontal surface, she gains and indeed forth ), help those in indigence ( provided they do not use the help
the supernatural ability to turn undead. She may use this ability a for evil or chaotic ends ), and punish those who harm or threaten
numeral of times per day peer to 3 + her Charisma modifier. She innocents.
turns undead as a cleric of three levels lower would. ( See Turn or
Rebuke Undead, page 159. ) Associates : While she may adventure with characters of any
Spells : Beginning at 4th level, a champion gains the ability to cast a good or neutral alignment, a champion will never knowingly associate
little count of divine spells ( the same character of spells available to with evil characters, nor will she continue an affiliation with
the cleric, druid, and commando ), which are drawn from the champion person who systematically offends her moral code. A champion may
go list ( page 191 ). A champion must choose and prepare her spells in accept alone henchmen, followers, or cohorts who are true good.
promote.
To prepare or cast a spell, a champion must have a Wisdom score Ex-Paladins
equal to at least 10 + the spell level ( Wis 11 for 1st-level spells, Wis
A champion who ceases to be lawful good, who willfully commits an
evil act, or who grossly violates the code of behave loses all champion
spells and abilities ( including the service of the champion ’ sulfur mount, but
not weapon, armor, and shield proficiencies ). She may not progress

any far in levels as a champion. She regains her abilities and Human Paladin Starting Package
progress potential if she atones for her violations ( see the
expiation spell description, page 201 ), as allow. armor : scale mail ( +4 AC, armor check punishment –4, speed 20 ft.,
30 pound. ).
Like a member of any other course, a champion may be a multiclass
character, but multiclass paladins face a particular limitation. A champion Heavy wooden shield ( +2 AC, armor check penalty –2, 10 pound. ).
who gains a degree in any course other than champion may never again Weapons : Longsword ( 1d8, crit 19–20/×2, 4 lb., one-handed,
lift her champion level, though she retains all her champion abilities. slashing ).
The way of the champion requires a constant heart. If a character Shortbow ( 1d6, crit ×3, range inc. 60 ft., 2 lb., piercing ).
adopts this course, she must pursue it to the excommunication of all other Skill Selection : Pick a number of skills equal to 3 + Int modifier.
careers. once she has turned off the path, she may never return.
chapter 3 :
THE PALADIN ’ S MOUNT climb must be within 5 feet at the time of casting to receive the profit.
If the enchantment or effect has a duration other than instantaneous, it stops CLASSES
The champion ’ s mount is ranking to a normal climb of its kind and has affecting the climb if it moves farther than 5 feet away and will not affect
extra powers, as described below. The criterion climb for a Medium the mountain again even if it returns to the champion before the duration
champion is a heavy warhorse, and the criterion wax for a Small champion expires. additionally, the champion may cast a spell with a aim of “ You ”
is a warpony ( see below for statistics ). Your diabetes mellitus may work with you to on her mount ( as a touch range go ) rather of on herself. A champion
blue-ribbon another kind of climb, such as a riding chase ( for a halfling champion ) and her hop on can partake spells even if the spells normally do not affect
or a large shark ( for a champion in an aquatic political campaign ). A champion ’ s creatures of the saddle horse ’ s character ( charming beast ).
hop on is treated as a charming beast, not an animal, for the purpose of all
effects that depend on its character ( though it retains an animal ’ s HD, base Share Saving Throws : For each of its write throws, the climb uses its
attack bonus, saves, skill points, and feats ). own base save bonus or the champion ’ sulfur, whichever is higher. The wax
applies its own ability modifiers to saves, and it doesn ’ t share any other
Paladin Bonus Natural Str bonuses on saves that the master might have ( such as from magic trick items
or feats ).
Level HD Armor Adj. Adj. Int Special
6 Empathic connect, improved Improved Speed ( Ex ) : The mount ’ s speed increases by 10 feet.
5th–7th +2 +4 +1 Command ( Sp ) : once per day per two champion levels of its master, a
evasion, contribution spells, climb can use this ability to command early any normal animal of
8th–10th +4 +6 +2 plowshare saving throws approximately the same kind as itself ( for warhorses and warponies, this
11th–14th +6 +8 +3 7 Improved accelerate class includes donkeys, mules, and ponies ), american samoa retentive as the target
8 Command creatures of animal has fewer Hit Dice than the mount. This ability functions like the
15th–20th +8 +10 +4 its kind command spell, but the backing must make a DC 21 Concentration check
9 Spell electric resistance to succeed if it ’ randomness being ridden at the time ( in combat, for case ). If the
check fails, the ability does not work that time, but it still counts against
Paladin ’ south Mount Basics : Use the base statistics for a creature of the the mount ’ s daily uses. Each target may attempt a Will save ( DC 10 + 1/2
mountain ’ south kind, as given in the Monster Manual, but make changes to take champion ’ s flush + champion ’ second Cha modifier ) to negate the effect.
into account the attributes and characteristics summarized on the table Spell Resistance ( Ex ) : A hop on ’ mho spell resistance equals its master ’ s
and described below. champion grade + 5. To affect the mount with a spell, a spellcaster must get
a solution on a caster grade check ( 1d20 + caster grade ; see Spell Resistance,
Bonus HD : excess eight-sided ( d8 ) Hit Dice, each of which gains a page 177 ) that equals or exceeds the mount ’ s spell resistance.
Constitution modifier, as convention. Extra Hit Dice improve the climb ’ s
basis approach and establish save bonuses. A particular saddle horse ’ randomness base attack bonus SAMPLE PALADIN ’ S MOUNTS
is peer to that of a cleric of a level peer to the climb ’ sulfur HD. A ride
has good Fortitude and Reflex saves ( treat it as a character whose degree The statistics below are for convention creatures of the allow kinds ;
equals the animal ’ randomness HD ). The climb gains extra skill points or feats they do not include the modifications given on the board above.
for bonus HD as normal for advancing a freak ’ s Hit Dice ( see the
Monster Manual ). heavy warhorse : CR 2 ; Large animal ; HD 4d8+12 ; horsepower 30 ; Init +1 ; Spd
50 ft. ; AC 14, touch 10, flat-footed 13 ; Base Atk +3 ; Grp +11 ; Atk +6 melee
Natural Armor Adj. : The number on the table is an improvement to the ( 1d6+4, foot ) ; Full Atk +6/+6 melee ( 1d6+4, 2 hooves ) and +1 melee
hop on ’ s existing natural armor bonus. It represents the nonnatural ( 1d4+2, bite ) ; Space/Reach 10 ft./5 ft. ; SQ low-light sight, aroma ; SV Fort
huskiness of a champion ’ sulfur mount. +7, Ref +5, Will +2 ; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.

Str Adj. : Add this digit to the wax ’ s Strength score. Skills and Feats : Jump +12, Listen +5, Spot +4 ; Endurance, Run.
Int : The climb ’ s Intelligence seduce.
empathic Link ( Su ) : The champion has an empathic link with her hop on Warpony : CR 1/3 ; Medium animal ; HD 2d8+4 ; horsepower 13 ; Init +1 ; Spd 40
out to a outdistance of up to 1 mile. The champion can not see through the ft. ; AC 13, touch 11, flat-footed 12 ; Base Atk +1 ; Grp +3 ; Atk +3 melee
mount ’ randomness eyes, but they can communicate empathically. note that evening ( 1d3+2, foot ) ; Full Atk +3/+3 melee ( 1d3+2, 2 hooves ) ; Space/Reach 5
intelligent mounts see the global differently from humans, so ft./5 ft. ; SQ low-light vision, scent ; SV Fort +5, Ref +4, Will +0 ; Str 15, Dex
misunderstandings are always potential. 13, Con 14, Int 2, Wis 11, Cha 4.
Because of this empathic associate, the champion has the lapp connection to
an detail or home that her saddle horse does, equitable as with a dominate and his Skills and Feats : Jump +6, Listen +5, Spot +5 ; Endurance.
conversant ( see Familiars, page 52 ).
Improved Evasion ( Ex ) : When subjected to an attack that normally See page 85 of the Dungeon Master ’ s Guide for more information on
allows a Reflex economy throw for half damage, a mount takes no damage how to read a creature ’ sulfur statistics block.
if it makes a successful economy throw and one-half damage if the saving give
fails.
Share Spells : At the champion ’ randomness option, she may have any spell ( but not
any spell-like ability ) she casts on herself besides affect her mount. The

45

Skill Ranks Ability Armor Check Penalty creatures, which makes it easier for him to find and defeat such foes.
Heal 4 Wis —
Ride 4 Dex — Finally, an have commando has such a tie to nature that he can
Diplomacy 4 Cha —
Spot ( milliliter ) 2 Wis — actually draw upon natural baron to cast divine spells, a lot as a
Listen ( two hundred ) 2 Wis —
Climb ( two hundred ) 2 Str –6 druid does.
Search ( two hundred ) 2 Int —
Alignment : Rangers can be of any alignment. Most are good, and

such rangers normally function as protectors of the rampantly areas. In this

function, a commando seeks out and destroys or

Soveliss drives off evil creatures that threaten

feat : weapon Focus ( longsword ). the wilderness. beneficial rangers besides protect
Bonus Feat : Improved Initiative.
chapter 3 : gear : backpack with waterskin, one day ’ randomness trail rations, bedroll, those who travel through the wilderness,
pouch, flint and steel. Hooded lantern, three pints of vegetable oil. Quiver
CLASSES with 20 arrows. Wooden holy place symbol ( fist of Heironeous, serving sometimes as guides and sometimes
god of heroism ).
aureate : 6d4 general practitioner. as unobserved guardians. Most rangers are besides

chaotic, preferring to follow the ebb and menstruate

of nature or of their own hearts rather of rigid

rules. Evil rangers, though rare, are much to be

feared. They revel in nature ’ sulfur thoughtless

cruelty and seek to emulate her most awful

RANGER predators. They gain divine spells precisely vitamin a commodity

The forests are home to fierce and cunning rangers do, for nature herself is inert to
creatures, such as bloodthirsty
owlbears and malicious displacer adept and evil.
beasts. But more crafty and
mighty than these monsters is the religion : Though a fire warden gains his
commando, a skilled hunter and prowler. He
knows the woods as if they were his godhead spells from the power of nature, he
family ( as indeed they are ), and he
knows his prey in deadly detail. like anyone else may worship a chosen

Adventures : A commando often accepts deity. Ehlonna ( goddess of the wood-
the role of defender, aiding those who
live in or locomotion through the woods. In lands ) and Obad-Hai ( deity of nature ) are
addition, a texas ranger carries grudges
against certain types of creatures and the most common deities revered by,
looks for opportunities to find and
destroy them. He may adventure for all though some prefer more soldierly deities.
the reasons that a fighter does.
Background : Some rangers gained
Characteristics : A commando can use a variety
of weapons and is quite capable in combat. their train as partially of particular military
His skills allow him to survive in the
wilderness, to find his prey, and to avoid teams, but most learned their skills from
signal detection. He besides has special
cognition about sealed types of lone masters who accepted them as

students and assistants. The rangers of a

particular master may count themselves as

cohorts, or they may be rivals for the condition

of best scholar and therefore the rightful successor

to their master ’ south fame.

Races : Elves often choose the texas ranger ’ mho

path. They are at home in the woods, and

they have the grace to move stealthily.

Half-elves who feel their elf parents ’

connection to the woods are besides

probable to adopt this class. Humans are

Table 3–13 : The Ranger

Base Fort Ref Will ———— Spells per Day ————
1st 2nd 3rd 4th
Level Attack Bonus Save Save Save Special ————
1st favored enemy, Track, godforsaken empathy ————
1st +1 +2 +2 +0 Combat style ————
Endurance 0 ———
2nd +2 +3 +3 +0 Animal companion 0 ———
2nd favor enemy, Bonus Feat 1 ———
3rd +3 +3 +3 +1 Improved battle manner 1 ———
Woodland stride 1 0 ——
4th +4 +4 +4 +1 Swift tracker 1 0 ——
5th +5 +4 +4 +1 Evasion 1 1 ——
3rd privilege enemy, Bonus Feat 1 1 0—
6th +6/+1 +5 +5 +2 Combat style domination 1 1 1—
1 1 1—
7th +7/+2 +5 +5 +2 Camouflage 2110
2111
8th +8/+3 +6 +6 +2 4th favored enemy, Bonus Feat 2211
2221
9th +9/+4 +6 +6 +3 Hide in obviously sight 3221
3332
10th +10/+5 +7 +7 +3 5th prefer foe, Bonus Feat 3333

11th +11/+6/+1 +7 +7 +3

12th +12/+7/+2 +8 +8 +4

13th +13/+8/+3 +8 +8 +4

14th +14/+9/+4 +9 +9 +4

15th +15/+10/+5 +9 +9 +5

16th +16/+11/+6/+1 +10 +10 +5

17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6

19th +19/+14/+9/+4 +11 +11 +6
+12 +6
20th +20/+15/+10/+5 +12

46

often rangers arsenic well, being adaptable adequate to learn their way At 5th level and every five levels thereafter ( 10th, 15th, and 20th chapter 3 :
around the woods even if it doesn ’ metric ton come naturally to them. Half- level ), the texas ranger may select an extra favored enemy from those
orcs may find the animation of a fire warden more comfortable than life among given on the table. In addition, at each such interval, the bonus CLASSES
barbarous and derisive humans ( or orcs ). Gnome rangers are more against any one favored foe ( including the one just selected, if so
common than gnome fighters, but calm they tend to remain in their desired ) increases by 2. For model, a 5th-level fire warden has two
own lands preferably than adventure among “ the big people. ” Dwarf favored enemies ; against one he gains a +4 bonus on Bluff, Listen,
rangers are rare, but they can be quite effective. alternatively of living in Sense Motive, Spot, and Survival checks and weapon wrong rolls,
the surface wilderness, they are at base in the endless caverns and against the other he has a +2 bonus. At 10th level, he has three
beneath the ground. here they hunt down and destroy the enemies of favored enemies, and he gains an extra +2 bonus, which he can
dwarvenkind with the persistent preciseness for which dwarves are allocate to the bonus against any one of his three privilege enemies.
known. Dwarf rangers are much known as cavers. Halfling rangers thus, his bonuses could be either +4, +4, +2 or +6, +2, +2.
are highly respected for their ability to help communities of
halflings prosper as they pursue their mobile life style. If the texas ranger chooses humanoids or outsiders as a favor foe,
he must besides choose an associate subtype, as indicated on the table.
Among the savage humanoids, alone gnolls are normally rangers, If a specific creature falls into more than one category of prefer
using their skills to slyly stalk their prey. enemy ( for case, devils are both evil outsiders and true
outsiders ), the commando ’ second bonuses do not stack ; he simply uses
Classes : Rangers get along well with druids and to some extent whichever bonus is higher. See the Monster Manual for more infor-
with barbarians. They are known to bicker with paladins, largely mation on types of creatures.
because they much share goals but differ in style, tactics, approach,
doctrine, and esthetics. Since rangers don ’ t frequently look to early table 3–14 : Ranger Favored Enemies
people for accompaniment or friendship, they find it easy to tolerate people
who are quite different from themselves, such as bookish wizards Type ( Subtype ) Examples
and preachy clerics. They just don ’ t care enough to get upset about
others ’ differences. Aberration perceiver

Role : The texas ranger ’ randomness best function is that of a scout and secondary Animal bear
combatant. Without the heavy armor of the combatant or the staying
baron of the savage, the commando should focus on opportunist Construct golem
and ranged attacks. Most rangers user their animal companions as
sentries, scouts, or to assist them in melee combat. Dragon black draco

GAME RULE INFORMATION Elemental invisible stalker

Rangers have the follow game statistics. Fey dryad
Abilities : dexterity is authoritative for a fire warden both because he
giant star ogre
tends to wear light armor and because respective commando skills are based
on that ability. Strength is important because rangers frequently get Humanoid ( aquatic ) merfolk
involved in fight. several fire warden skills are based on Wisdom, and
a Wisdom score of 14 or higher is required to get access to the most Humanoid ( dwarf ) gnome
mighty commando spells. A Wisdom score of 11 or higher is required
to cast any commando spells at all. One of the fire warden ’ south hallmark skills, Humanoid ( elf ) elf
his ability to track foes, is based on Wisdom.
Humanoid ( goblinoid ) bugbear
Alignment : Any.
Hit Die : d8. Humanoid ( gnoll ) gnoll

Class Skills Humanoid ( gnome ) gnome

The fire warden ’ second class skills ( and the key ability for each skill ) are Climb Humanoid ( halfling ) halfling
( Str ), Concentration ( Con ), Craft ( Int ), Handle Animal ( Cha ), Heal
( Wis ), Hide ( Dex ), Jump ( Str ), Knowledge ( dungeoneering ) ( Int ), Humanoid ( human ) homo
Knowledge ( geography ) ( Int ), Knowledge ( nature ) ( Int ), Listen
( Wis ), Move Silently ( Dex ), Profession ( Wis ), Ride ( Dex ), Search Humanoid ( orc ) orc
( Int ), Spot ( Wis ), Survival ( Wis ), Swim ( Str ), and Use Rope ( Dex ).
See chapter 4 : Skills for skill descriptions. Humanoid ( reptile ) kobold

Skill Points at 1st level : ( 6 + Int modifier ) × 4. charming beast displacer beast
Skill Points at Each Additional level : 6 + Int modifier.
grotesque android minotaur
Class Features
Ooze gelatinous cube
All of the following are class features of the texas ranger.
Weapon and Armor Proficiency : A commando is technical with all Outsider ( atmosphere ) arrowhawk

bare and martial weapons, and with inner light armor and shields Outsider ( chaotic ) demon
( except column shields ).
Outsider ( earth ) xorn
Favored Enemy ( Ex ) : At 1st level, a commando may select a type of
creature from among those given on table 3–14 : texas ranger Favored Outsider ( evil ) devil
Enemies. due to his across-the-board study on his chosen character of enemy and
training in the proper techniques for combating such creatures, the Outsider ( fire ) salamander
commando gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and
Survival checks when using these skills against creatures of this Outsider ( good ) angel
type. Likewise, he gets a +2 bonus on weapon damage rolls against
such creatures. Outsider ( true ) formian

Outsider ( native ) tiefling

Outsider ( water ) tojanida

Plant shambling mound

Undead zombie

Vermin atrocious spider

Track : A texas ranger gains Track ( see page 101 ) as a bonus feat. 47
Wild Empathy ( Ex ) : A commando can use body terminology, vocaliza-
tions, and demeanor to improve the attitude of an animal ( such as a
bear or a admonisher lizard ). This ability functions precisely like a Diplomacy
check to improve the position of a person ( see page 72 ). The texas ranger
rolls 1d20 and adds his commando flush and his Charisma bonus to
determine the godforsaken empathy check leave. The typical domestic
animal has a startle attitude of indifferent, while wild animals are
normally hostile.
To use godforsaken empathy, the fire warden and the animal must be able to
learn each other, which means that they must be within 30 feet of
one another under convention visibility conditions. by and large,

CHAPTER 3 : influencing an animal in this way takes 1 minute, but, as with he can cast spells of that level, but he must choose which spells to
train during his daily meditation.
CLASSES influencing people, it might take more or less meter.
Through 3rd horizontal surface, a fire warden has no caster level. At 4th level and
The texas ranger can besides use this ability to influence a charming beast higher, his caster level is one-half his fire warden grade.
with an Intelligence score of 1 or 2 ( such as a basilisk or a girallon ),
but he takes a –4 penalty on the check. Improved Combat Style ( Ex ) : At 6th level, a fire warden ’ south aptitude in
his choose combat style ( archery or two-weapon battle ) improves.
Combat Style ( Ex ) : At 2nd degree, a texas ranger must select one of two If he selected archery at 2nd level, he is treated as having the
combat styles to pursue : archery or two-weapon battle. This choice Manyshot feat ( page 97 ), even if he does not have the normal
affects the character ’ s class features but does not restrict his prerequisites for that feat.
survival of feats or special abilities in any way.
If the texas ranger selected two-weapon fight at 2nd degree, he is
If the fire warden selects archery, he is treated as having the Rapid treated as having the Improved Two-Weapon Fighting feat ( page
Shot feat, even if he does not have the normal prerequisites for that 96 ), evening if he does not have the normal prerequisites for that feat.
feat.
As ahead, the benefits of the commando ’ randomness choose style apply only
If the texas ranger selects two-weapon fight, he is treated as having when he wears light or no armor. He loses all benefits of his battle
the Two-Weapon Fighting feat, even if he does not have the normal style when wearing medium or heavy armor.
prerequisites for that feat.
Woodland Stride ( Ex ) : Starting at 7th charge, a commando may move
The benefits of the texas ranger ’ mho chosen style apply only when he through any sort of underbrush ( such as natural thorns, briars,
wears light or no armor. He loses all benefits of his fight style overgrown areas, and alike terrain ) at his normal accelerate and
when wearing average or heavy armor. without taking damage or suffering any early disability.
however, thorns, briars, and overgrow areas that are enchanted or
endurance : A texas ranger gains Endurance ( see page 93 ) as a bonus magically manipulated to impede motion still affect him.
feat at 3rd level.
Swift Tracker ( Ex ) : Beginning at 8th horizontal surface, a fire warden can move at
Animal Companion ( Ex ) : At 4th level, a commando gains an animal his normal accelerate while following tracks without taking the normal
companion selected from the stick to list : badger, camel, desperate rat, –5 penalty. He takes only a –10 penalty ( alternatively of the normal –20 )
chase, riding pawl, eagle, hawk, cavalry ( light or dense ), owl, pony, snake when moving at up to twice normal focal ratio while tracking.
( Small or Medium viper ), or wolf. If the DM ’ south campaign takes topographic point
wholly or partially in an aquatic environment, the DM may add the Evasion ( Ex ) : At 9th level, a texas ranger can avoid even charming and
following creatures to the commando ’ sulfur list of options : crocodile, unusual attacks with bang-up agility. If he makes a successful Reflex
porpoise, Medium shark, and squid. This animal is a firm saving throw against an attack that normally deals half wrong on a
companion that accompanies the texas ranger on his adventures as successful spare ( such as a crimson dragon ’ mho ardent breath or a powerhouse ), he
appropriate for its kind. ( For case, an aquatic creature can ’ metric ton alternatively takes no damage. evasion can be used only if the fire warden is
adventure with a fire warden on land and shouldn ’ triiodothyronine be selected by a wear light armor or no armor. A helpless fire warden ( such as one who
nonaquatic fictional character without extenuating circumstances ). In most is unconscious or paralysed ) does not gain the benefit of evasion.
cases, the animal companion functions as a mount, lookout, lookout, or
hunting animal, rather than as a defender. Combat Style Mastery ( Ex ) : At 11th level, a fire warden ’ mho aptitude in
his choose battle style ( archery or two-weapon fight ) improves
This ability functions like the druid ability of the same name ( see again. If he selected archery at 2nd level, he is treated as having the
page 35 ), except that the fire warden ’ south effective druid horizontal surface is one-half his Improved Precise Shot feat ( page 96 ), tied if he does not have the
texas ranger level. For example, the animal company of a 4th-level normal prerequisites for that feat.
fire warden would be the equivalent of a 2nd-level druid ’ s animal
company. A commando may select from the alternate lists of animal If the fire warden selected two-weapon combat at 2nd level, he is
companions just as a druid can, though again his effective druid treated as having the Greater Two-Weapon Fighting feat ( page 95 ),
level is half his texas ranger horizontal surface. frankincense, he must be at least an 8th-level even if he does not have the normal prerequisites for that feat.
commando to select from the druid ’ second number of 4th-level animal companions,
and if he chooses one of those animals, his effective druid level As earlier, the benefits of the commando ’ sulfur chosen style apply alone
would be reduced by 3, to 1st level. Like a druid, a commando can not when he wears light or no armor. He loses all benefits of his fight
select an option animal if the choice would reduce his effective style when wearing medium or heavy armor.
druid level below 1st.
Camouflage ( Ex ) : A fire warden of 13th level or higher can use the
Spells : get down at 4th flat, a commando gains the ability to cast a Hide skill in any kind of natural terrain, even if the terrain doesn ’ triiodothyronine
modest issue of divine spells ( the lapp type of spells available to grant cover or concealment.
the cleric, druid, and champion ), which are drawn from the fire warden
enchantment list ( page 191 ). A commando must choose and prepare his spells in Hide in Plain Sight ( Ex ) : While in any sort of natural terrain, a
progress ( see below ). texas ranger of 17th level or higher can use the Hide skill even while
being observed.
To prepare or cast a spell, a commando must have a Wisdom score
equal to at least 10 + the spell degree ( Wis 11 for 1st-level spells, Wis Elf Ranger Starting Package
12 for 2nd-level spells, and so forth ). The Difficulty Class for a saving
throw against a texas ranger ’ sulfur spell is 10 + the while horizontal surface + the commando ’ s Armor : Studded leather ( +3 AC, armor check penalty –1, accelerate
Wisdom modifier. 30 ft., 20 pound. ).

Like other spellcasters, a commando can cast only a certain count of Weapons : Longsword ( 1d8, crit 19–20/×2, 4 lb., one-handed,
spells of each go floor per day. His base daily spell allotment is slashing ).
given on mesa 3–13 : The Ranger. In addition, he receives bonus
spells per day if he has a high Wisdom grudge ( see table 1–1 : Ability Short sword, off hand ( 1d6, crit 19–20/×2, 2 lb., clean, piercing ).
Modifiers and Bonus Spells, page 8 ). When board 3–13 indicates that note : When striking with both swords, the texas ranger takes a –4
the ranger gets 0 spells per day of a given spell level ( for exemplify, penalty with his longsword and a –8 penalty with his short sword. If
1st-level spells for a 4th-level commando ), he gains entirely the bonus spells he has a Strength bonus, add merely one-half of it to his damage seethe
he would be entitled to based on his Wisdom score for that spell with the short-circuit sword, which is in his off hand, but add the full
level. The texas ranger does not have access to any knowledge domain spells or Strength bonus to his damage coil with the longsword.
granted powers, as a cleric does. Longbow ( 1d8, crit ×3, range inc. 100 ft., 3 lb., piercing ).
Skill Selection : Pick a number of skills equal to 6 + Int modifier.
A texas ranger prepares and casts spells the way a cleric does, though he
48
can not lose a prepare spell to cast a cure spell in its place. A texas ranger

may prepare and cast any spell on the texas ranger go list, provided that

Skill Ranks Ability Armor Check Penalty alignment : Rogues follow opportunity, not ideals. They are chapter 3 :
Survival 4 Wis — more probably to be chaotic than true, they are a divers bunch together, so
Hide 4 Dex –1 they may be of any alliance. CLASSES
Move mutely 4 Dex –1
Listen 4 Wis — Religion : Although they are not renowned for their piety, most
spot 4 Wis — rogues revers Olidammara ( god of thieves ). Evil rogues might
Knowledge ( nature ) 4 Int — secretly worship Nerull ( god of death ), or Erythnul ( god of slaugh-
Climb 4 Str –1 ter ). Since rogues are therefore diverse, however, many of them worship
Heal 4 Wis — other deities, or none at all.
Swim 4 Str –2
Search 4 Int — Background : Some rogues are officially inducted into an
organized family of rogues or “ club of thieves. ” Some are self-
feat : Point Blank Shot. teach ; others learned their skills from autonomous mentors. Often,
Favored Enemy : charming animal. an feel rogue needs an adjunct for scams, second-story jobs,
Gear : backpack with waterskin, one sidereal day ’ sulfur trail rations, bedroll, or just for watching her back. She recruits a likely child, who
dismissal, and flinty and steel. Three torches. quiver with 20 arrows. then learns the skills of the deal on the job. finally, the trainee
Gold : 2d4 general practitioner. is quick to move on, possibly because the mentor has run afoul of the
law, or possibly because the trainee has double-crossed her mentor
ROGUE and needs some “ outer space. ”

Rogues share fiddling in common with each other. Some are furtive Rogues do not see each other as fellows unless they happen to be
thieves. Others are eloquent tricksters. hush others are scouts, members of the same club or students of the lapp mentor. In fact,
infiltrators, spies, diplomats, or thugs. What they share is versatility, rogues trust early rogues less than they trust anyone else. They ’ re no
adaptability, and resource. In general, rogues are skilled at fools.
getting what others don ’ thyroxine want them to get : capture into a lock
care for vault, safe passage past a deadly trap, secret battle plans, a Races : adaptable and frequently unprincipled, humans take to the
guard ’ sulfur trust, or some random person ’ second pocket money. rogue ’ s life with ease. Halflings, elves, and half-elves besides find
themselves well suited to the demands of the career. Dwarf and
Adventures : Rogues adventure for the lapp reason they do most gnome rogues, while less common, are renowned as experts with
things : to get what they can get. Some are after loot ; others want locks and traps. Half-orc rogues tend toward thuggery.
know. Some crave fame ; others seek infamy. Quite a few besides
enjoy a challenge. Figuring out how to thwart a trap or avoid an Rogues are coarse among barbarous humanoids, specially goblins
dismay is big playfulness for many rogues. and bugbears. Rogues who learn their arts in barbarous lands, however,
generally don ’ t have much have with complex mechanisms
Characteristics : Rogues are highly skilled, and they can con- such as traps and locks.
centrate on developing any of several categories of skills. While not
equal to members of many other classes in combat, a rogue knows other Classes : Rogues love and hate working with members of
how to hit where it hurts, and she can dish out a lot of damage with a other classes. They excel when protected by warriors and supported
fink attack. by spellcasters. There are enough of times, however, that they wish
everyone else was as quiet, crafty, and patient as they. Rogues are
Rogues have a one-sixth smell when it comes to avoiding danger. peculiarly wary of paladins, so they endeavor to prove themselves
Experienced rogues develop mystic powers and skills as they useful when contact with paladins is ineluctable.
overlord the arts of stealth, evasion, and slip attacks. In accession,
while not adequate to of casting spells on their own, rogues can “ fake it ” Role : The rogue ’ randomness function in a group can vary dramatically based on
well adequate to cast spells from scrolls, activate wands, and consumption good her skill selection—from charismatic con artist to cunning burglar
about any other magic detail. to agile combatant—but most rogues plowshare sealed aspects. They
aren ’ triiodothyronine able of drawn-out melee fight, so they focus on
opportunist prowler attacks or ranged attacks. The rogue ’ s stealth
and her trapfinding ability make her one of the best scouts in the
game.

board 3–15 : The Rogue

Base Fort Ref Will
Save Save Save
Level Attack Bonus +0 +2 +0 Special
+0 +3 +0 Sneak fire +1d6, trapfinding
1st +0 +1 +3 +1 Evasion
+1 +4 +1 Sneak attack +2d6, trap smell +1
2nd +1 +1 +4 +1 Uncanny dodge
3rd +2 +2 +5 +2 Sneak attack +3d6, Bonus Feat
+2 +5 +2 Trap sense +2
4th +3 +2 +6 +2 Sneak attack +4d6
5th +3 +3 +6 +3 Improved eldritch hedge
+3 +7 +3 Sneak attack +5d6, trap common sense +3
6th +4 +3 +7 +3 Special ability, Bonus Feat
+4 +8 +4 Sneak attack +6d6
7th +5 +4 +8 +4 Trap sense +4
+4 +9 +4 Sneak approach +7d6, extra ability
8th +6/+1 +5 +9 +5 —
+5 +10 +5 Sneak attack +8d6, trap feel +5, Bonus Feat
9th +6/+1 +5 +10 +5 Special ability
+6 +11 +6 Sneak attack +9d6
10th +7/+2 +6 +11 +6 Trap sense +6
11th +8/+3 +6 +12 +6 Sneak attack +10d6, particular ability

12th +9/+4 —nus Feat

13th +9/+4 49

14th +10/+5

15th +11/+6/+1
16th +12/+7/+2

17th +12/+7/+2
18th +13/+8/+3

19th +14/+9/+4
20th +15/+10/+5

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