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| Theskippingman05-01-07, 08:47 PM | http://www.avernum.com/avernum4/images/Av4worldmap.jpg This map depicts much of the known subterranean landscape of Avernum. http://www.sitemouse.com/users/drakefyre/valorim.gif Valorim, the world of Ermarian’s largest known surface continent. Introduction: This is a d20 system conversion of Jeff Vogel's seminal game series and fictional world, Avernum (formerly Exile). This homebrew project should provide most of the resources needed to set up campaigns in the setting for any Game Master familiar with it. There's a lot of great promise in a homebrew Avernum campaign. Avernum, very briefly, is the nation consisting of the lands of Exile, an immense network of subterranean tunnels, populated with danger, exotic creatures, magical beasts, and demi-humans. The repressive Empire, the ruling kingdom of the surface world, exiled countless humans (fugitives or those somehow not in line) to Avernum. In recent updates to the storyline, communication and cooperation between Avernum and the surface has improved, and the threats have shifted to the dark inhabitants of Avernum itself. This guide requires almost no ownership of rules material supplemental to the core rules, with the exception of only sparse references to Complete Divine and Dungeon Master's Guide II. Official Spiderweb Software website: http://spidweb.com |
| Theskippingman05-01-07, 08:47 PM | Some of the ability scores in Avernum have different names (mainly for flavor purposes). Strength -> Same (Str) Constitution -> Hardiness (Har) Dexterity -> Same (Dex) Intelligence -> Same (Int) Wisdom -> Cunning (Cun) Charisma -> Reputability (Rep) There is also a seventh ability score in Avernum campaigns: Luck. Add ½ the sum of the character's Dexterity and Reputability modifiers to the existing Luck score to determine a final Luck score. Luck is not a truly tangible factor, and accordingly there are very few magic items or spells that directly increase or decrease it. Up to a number of times per day equal to the creature's Luck modifier, a creature may apply its Luck modifier as a Luck bonus to any attack roll, saving throw, or skill check. Unlike other ability scores, there is no penalty for not having a positive Luck modifier. Example: Bruick the nephil rebel has a Dexterity score of 17 (+3 modifier) and a Reputability score of 12 (+1 modifier). Bruick's player rolled a 10 for his Luck score, and nephilim have a +2 racial bonus to the Luck score, thus bringing it up to 12. The Dex modifier (+3) + Rep modifier (+1) = 4 / 2 = 2. Add this number to Bruick's Luck score, and the final value is 14 (+2 modifier). Twice a day, Bruick may add a +2 Luck bonus to any attack roll, saving throw, or skill check of his choosing prior to making the roll. The standard method of determining starting scores is the 28-point buy (not allocation). |
| Theskippingman05-01-07, 08:48 PM | Humans: The familiar humans are possibly the most numerous and influential race in the world. Avernites, especially into the third and fourth generations, have notable physical distinctions from surface-dwelling humans; their appearances are lean, wiry, pale, and agile. Alignment is any (often neutral). - Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. - Human base land speed is 30 feet. - 1 extra feat at 1st level. - 4 extra skill points at 1st level and 1 extra skill point at each additional level. - Automatic Language: Common. Bonus Languages: Any (other than secret languages). See the Speak Language skill. - Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count. Goblins: Goblins are an ancient demi-human race of Avernum, whose population rivals even that of humans. Their skin is bumpy and generally a hue of green or yellow. They are very small in stature, usually never reaching a meter. Lacking civilization and sophisticated technology, goblins compensate with devious persistence and sheer numbers. Goblins are frequently bullied and made the lackeys of more powerful creatures or prodigal members of their own race. Alignment is usually neutral evil. - +2 Dexterity, -2 Intelligence, -2 Reputability. Goblins are lithe and sprightly, but are none too bright nor refined in mannerism. - Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. - Goblin base land speed is 20 feet. - Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all. - +4 racial bonus on Move Silently checks. Goblin body movements are very quiet. - +2 racial bonus on Disable Device checks. Goblins are easily able to dismantle complex contraptions for their own (often foul) objectives. - Automatic Languages: Common and Goblin. Bonus Languages: Dragon, Nephil, and Slithzerikaiis (Slith-speech). - Favored Class: Rogue. A multiclass goblin's rogue class does not count when determining whether he takes an experience point penalty for multiclassing. Nephilim: The nephilim are a race of feline people. They are fierce warriors and have a strong tribal structure. They were once common on the surface world, until the Empire began a campaign of extermination and deportation against them. They were offered the option of deportation to Avernum. Some accepted. Most refused, and were killed. The nephilim are known for their superb archery, acrobatics, and beauty. Alignment is usually chaotic (any). - +2 Dexterity, +2 Luck. Nephilim are sly, elusive creatures. - Medium: As Medium creatures, nephilim have no special bonuses or penalties due to their size. - Nephil base land speed is 40 feet. A nephil is exceptionally fast. - Low-Light Vision: A nephil can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. - Weapon Proficiency: Nephilim receive the Martial Weapon Proficiency feats for all martial ranged and thrown weapons. Missile weaponry is choice in nephil warfare, so nephilim are familiar with these weapons. - +2 racial bonus on Listen, Search, and Spot checks. A nephil who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. - +1 racial bonus on all attack rolls made with ranged or thrown weapons. - Automatic Languages: Common and Nephil. Bonus Languages: Faerie, Goblin, and Slithzerikaiis (Slith-speech). - Favored Class: Archer. A multiclass nephil's archer class does not count when determining whether she takes an experience point penalty for multiclassing. - 10% experience penalty. Slithzerikai: The slithzerikai (or sliths, for short) are a race of lizard people who primarily live underground. They are strong warriors and spellcasters. About half of the sliths in Avernum are barbaric creatures who wage constant war against the humans. The rest are friendly and intelligent and want nothing more than to live in peace. The sliths love pole weapons, especially the two- or three-tined spears favored as weapons by their people. Alignment is usually lawful (any). - +2 Strength, +2 Hardiness. A slith is a hardy, physically powerful being. - Medium: As Medium creatures, sliths have no special bonuses or penalties due to their size. - Slith base land speed is 30 feet. - Darkvision: Slithzerikai can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and sliths can function just fine with no light at all. - Weapon Proficiency: Slithzerikai receive the Martial Weapon Proficiency feats for the trident, glaive, guirsame, halberd, ranseur, and scythe. Pole weaponry of all types is the traditional staple weaponry of the slith race. - +1 racial bonus on all attack rolls made with pole weaponry, which consists of the weapons listed above in the Weapon Proficiency racial trait, as well as the javelin, quarterstaff, and spear (long, short, and medium). - +2 racial bonus on saving throws against poison: Sliths are hardy and resistant to poison. - +2 racial bonus on saving throws against spells and spell-like abilities: Slithzerikai have an innate resistance to magic spells. - +4 natural armor bonus: Slith skin consists of thick, resilient scales. - Automatic Languages: Common and Slithzerikaiis (Slith-speech). Bonus Languages: Dragon, Goblin, and Nephil. - Favored Class: Soldier. A multiclass slith's soldier class does not count when determining whether he takes an experience point penalty for multiclassing. - 20% experience penalty. Vahnatai: The vahnatai are an ancient, advanced, and bizarre humanoid race living in the deepest parts of Avernum's caves. They have small limbs, smooth colorful skin, and large eyes and heads. These creatures are highly intelligent and resourceful, and very skilled in the use of crystals to perform powerful feats of magic. The vahnatai have the ability to take the spirits of their ancestors and bring them back in crystalline form. These new beings, the Crystal Souls, were their spiritual guides and the most revered beings among their people. Their weaponry (featuring intricately waved swords and deadly throwing disks) and battle tactics is equally strange and magnificent. Through their ancient wisdom and great power, they assisted various Avernite groups during the Empire War. Alignment is usually neutral good. - +2 Dexterity, +2 Intelligence, +2 Cunning, +2 Reputability. Vahnatai are remarkable beings in nearly every aspect. - Medium: As Medium creatures, vahnatai have no special bonuses or penalties due to their size. - Vahnatai base land speed is 30 feet. - Darkvision: Vahnatai can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and vahnatai can function just fine with no light at all. - Low-Light Vision: A vahnatai can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. - Weapon Familiarity: Vahnatai may treat vahnatai waveblades and razordisks as martial weapons rather than exotic weapons. - Telepathy 100 feet: A vahnatai has the ability to telepathically communicate with any creature of Intelligence 3 or higher out to a distance of 100 feet. This is a supernatural ability. - Spell resistance equal to 15 + class levels. - +1 natural armor bonus: Vahnatai skin is tougher than the norm. - Automatic Languages: Common and Novah (Vahnatai-speech). Bonus Languages: Any. See the Speak Language skill. - Spell-Like Abilities: At will—charm monster, detect thoughts. 1/day—dancing lights, light, prestidigitation. Caster level 7th; save DC 10 + vahnatai’s Rep modifier + spell level. - Favored Class: Sorcerer. A multiclass vahnatai’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing. - 30% experience penalty. |
| Theskippingman05-01-07, 08:48 PM | Soldier: (From Waking Lands (http://wakinglands.com/htm_files/the_classes_page.htm) Warrior) Every description in the Player's Handbook between pages 37 and 39 holds sway, except where indicated below. Change all instances of the character class name "fighter" to "soldier". Pursuant to this, change all instances of the non-player character class name "warrior" to "combatant". Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +1 +2 +0 +0 Bonus feat, physical prowess 2nd +2 +3 +0 +0 Bonus feat 3rd +3 +3 +1 +1 Physical prowess 4th +4 +4 +1 +1 Bonus feat 5th +5 +4 +1 +1 Physical prowess 6th +6/+1 +5 +2 +2 Bonus feat 7th +7/+2 +5 +2 +2 Physical prowess 8th +8/+3 +6 +2 +2 Bonus feat 9th +9/+4 +6 +3 +3 Physical prowess 10th +10/+5 +7 +3 +3 Bonus feat 11th +11/+6/+1 +7 +3 +3 Physical prowess 12th +12/+7/+2 +8 +4 +4 Bonus feat 13th +13/+8/+3 +8 +4 +4 Physical prowess 14th +14/+9/+4 +9 +5 +5 Bonus feat 15th +15/+10/+5 +9 +5 +5 Physical prowess 16th +16/+11/+6/+1 +10 +5 +5 Bonus feat 17th +17/+12/+7/+2 +10 +5 +5 Physical prowess 18th +18/+13/+8/+3 +11 +6 +6 Bonus feat 19th +19/+14/+9/+4 +11 +6 +6 Physical prowess 20th +20/+15/+10/+5 +12 +6 +6 Bonus feat Class Skills The soldier's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Rep), Intimidate (Rep), Jump (Str), Profession (Cun), Ride (Rep), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Class Features Physical Prowess (Ex): Starting at 1st level, a soldier gets a bonus to some aspect of their ability checks that makes them a better combatant. The solider gains an additional bonus at 3rd level and every two soldier levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). The bonus must be drawn from the following list. Applied Force (Ex): A soldier can effectively administer force to the weakest points of inanimate objects, giving the character a +1 bonus on Strength checks to break or burst items (see page 165 of the Player’s Handbook). Combat Bearing (Ex): A soldier can quickly adjust when fighting in precarious places, giving the character a +1 bonus on Dexterity checks to avoid falling when damaged while balancing or moving quickly across difficult surfaces (see Balance, page 67 of the Player’s Handbook). Stamina Reserve (Ex): A soldier can push their body more than normal, giving the character a +1 bonus on Hardiness checks to continue running (see page 144 of the Player’s Handbook) and to avoid non-lethal damage from a forced march (see page 164 of the Player’s Handbook). Berserker: (From Waking Lands (http://wakinglands.com/htm_files/the_classes_page.htm) Berserker) Every description in the Player's Handbook between pages 24 and 26 holds sway, except where indicated below. Change all instances of the character class name "barbarian" to "berserker". Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +1 +2 +0 +0 Fast movement, rage 1/day 2nd +2 +3 +0 +0 Mighty rage, rage 6/day 3rd +3 +3 +1 +1 Frenetic reflexes (withdraw) 4th +4 +4 +1 +1 Rage 2/day 5th +5 +4 +1 +1 Improved unncanny dodge 6th +6/+1 +5 +2 +2 Frenetic reflexes (leaving) 7th +7/+2 +5 +2 +2 Damage reduction 1/— 8th +8/+3 +6 +2 +2 Rage 3/day 9th +9/+4 +6 +3 +3 Frenetic reflexes (moving) 10th +10/+5 +7 +3 +3 Damage reduction 2/— 11th +11/+6/+1 +7 +3 +3 Greater rage 12th +12/+7/+2 +8 +4 +4 Frenetic reflexes (Tumble), rage 4/day 13th +13/+8/+3 +8 +4 +4 Damage reduction 3/— 14th +14/+9/+4 +9 +5 +5 Indomitable will 15th +15/+10/+5 +9 +5 +5 Frenetic reflexes (entering) 16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage 5/day 17th +17/+12/+7/+2 +10 +5 +5 Tireless rage 18th +18/+13/+8/+3 +11 +6 +6 Frenetic reflexes (cover) 19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/— 20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage 6/day Class Skills The berserker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Rep), Heal (Cun), Intimidate (Rep), Jump (Str), Profession (Cun), Ride (Rep), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Class Features Frenetic Reflexes (Ex): Starting at 3rd level, a berserker can react to the slightest change in combat and make an attack of opportunity against an opponent using the withdraw action to leave their threatened area. This benefit only applies when wearing no armor, light armor, or medium armor, and not carrying a heavy load. At 6th level, a berserker can make an attack of opportunity against an opponent leaving their threatened area with a 5-foot step. At 9th level, a berserker can make an attack of opportunity against an opponent moving through their threatened area with a 5-foot step. At 12th level, anybody using the Tumble skill to avoid attacks of opportunity from the berserker must increase their Tumble DC by an amount equal to the berserker's class levels. At 15th level, a berserker can always make an attack of opportunity against an opponent entering their threatened area. At 18th level, anything less than total cover does not prevent a berserker from making an attack of opportunity. ERRATA Page 111 of the Player's Handbook. TABLE 7—1: RANDOM STARTING GOLD Class Amount (average) Berserker 6d4 × 10 (150 gp) Cleric: (From Waking Lands (http://wakinglands.com/htm_files/the_classes_page.htm) Priest) GAME RULE INFORMATION Clerics have the following game statistics. Abilities: Reputability determines how powerful a spell a cleric can cast, how many spells can be cast per day, and how hard those spells are to resist (see Spells below). Reputability also improves a cleric’s ability to turn or rebuke, celestials, fiends, and undead. A high Dexterity score is helpful for a cleric, who typically wears little or no armor, because it provides a bonus to Armor Class, and a high Cunning score improves their priestly insight checks. Alignment: A cleric's alignment must be within one step of their deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless their deity’s alignment is neutral. Hit Die: d6. Class Skills The cleric’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Har), Craft (Int), Decipher Script (Int), Diplomacy (Rep), Heal (Cun), Knowledge (all skills, taken individually) (Int), Gather Information (Rep), Perform (Rep), Profession (Cun), Sense Motive (Cun), Speak Language (n/a), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Domains and Class Skills: A cleric who chooses the Travel domain adds Survival (Cun) to the cleric class list. A cleric who chooses the Trickery domain adds Bluff (Rep), Disguise (Rep), and Hide (Dex) to the list. Domains that add more than one skill to the cleric list or two domains that add one skill each (not the same skill) grant 4 extra skill points at 1st level and 1 extra skill point at each additional level. Extra domain skill points can only be spent on skills granted by their domain (or domains in the case of two domains adding one skill each to the cleric list). See Deity, Domains, and Domain Spells, below, for more information. Skill Points at 1st Level: (4 + Int modifier) × 4. Skill Points at Each Additional Level: 4 + Int modifier. Base Fort Ref Will Maximum Spell Level Attack Bonus Save Save Save Special Spell Level Points* 1st +0 +0 +0 +2 Aura, priestly insight 1st 1+2 turn or rebuke undead, ward outsiders 2nd +1 +0 +0 +3 1st 2+2 3rd +1 +1 +1 +3 2nd 6+8 4th +2 +1 +1 +4 2nd 10+8 5th +2 +1 +1 +4 3rd 18+18 6th +3 +2 +2 +5 3rd 26+18 7th +3 +2 +2 +5 4th 38+32 8th +4 +2 +2 +6 4th 50+32 9th +4 +3 +3 +6 5th 66+50 10th +5 +3 +3 +7 Precise turning 5th 82+50 11th +5 +3 +3 +7 6th 102+72 12th +6/+1 +4 +4 +8 6th 122+72 13th +6/+1 +4 +4 +8 7th 146+98 14th +7/+2 +4 +4 +9 7th 170+98 15th +7/+2 +5 +5 +9 8th 198+128 16th +8/+3 +5 +5 +10 8th 226+128 17th +8/+3 +5 +5 +10 9th 258+162 18th +9/+4 +6 +6 +11 9th 290+162 19th +9/+4 +6 +6 +11 9th 307+162 20th +10/+5 +6 +6 +12 Inspired Turning 9th 324+162 *In addition to the stated number of spell points per day, a cleric gets a number of domain spell points which can only be spent on domain spells. The number after the "+" in the entries on this table represent those spell points. Domain and specialty school spell points are in addition to any bonus spell points the cleric receives. Class Features All of the following are class features of the cleric. Weapon and Armor Proficiency: Clerics are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shepherd's crook, and with light armor and shields. A cleric is under no compulsion to wield the favored weapon of their deity, but a cleric who chooses the War domain receives the Weapon Focus feat related to their deity’s weapon as a bonus feat. The cleric also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell on page 218 of the Player’s Handbook). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment. Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, alignment may restrict the cleric from casting certain spells opposed to their moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric can cast any spell from the cleric spell list without preparing it ahead of time. To cast a spell, a cleric must have a Reputability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Reputability modifier. Like other spellcasters, a cleric can cast only a certain number of spells based on the amount of spell points a cleric has available, of a spell level no higher than the maximum spell level listed for the cleric level. In addition, bonus spell points are received if a cleric’s Reputability score is high enough (see the Ability Modifiers and Bonus Spell Points table in the Magic, Spells, and Magic Items section). A cleric also gets two domain spells of each spell level that can be cast, starting at 1st level. When a cleric casts a domain, it must come from one of their domains (see Deities, Domains, and Domain Spells, below). Clerics meditate or pray for their spells. Each cleric must choose a time at which 1 hour each day is spent in quiet contemplation or supplication to regain their daily allotment of spells. Time spent resting has no effect on whether a cleric can regain spells. Clerics need not prepare their spells in advance. The cleric can cast any spell from the cleric spell list at any time, assuming their allotment of spells per day for the spell’s level has not yet been used up. The cleric does not have to decide ahead of time which spells will be cast. Deity, Domains, and Domain Spells: A cleric’s deity influences their alignment, what magic can be performed, their values, and how others see the cleric. A cleric chooses two domains from among those belonging to their deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if their alignment matches that domain. If a cleric is not devoted to a particular deity, the character still selects one domain to represent their spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives your cleric access to a domain spell at each spell level that can be cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of the domains selected. With access to two domain spells at a given spell level, a cleric can spontaneously cast one or the other each day up to the amount that their spell points allow. If a domain spell is not on the cleric’s spell list, a cleric can cast it only as a domain spell. Domain spells and granted powers are given in Cleric Domains (see pages 185–189 of the Player’s Handbook). Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to their own or their deity’s (if the cleric has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Priestly Insight: A cleric benefits from a wealth of divine insight through studying ancient texts and meditative prayer. A cleric may make a special priestly insight check with a bonus equal to their priest level + their Cunning modifier to see whether some relevant information about an examined item, location, or structure is gleaned. (If the cleric has 5 or more ranks in Sense Motive, a +2 bonus is gained on this check). DC Type of Insight 10 Recent, insight about an item or place that was built during the last year. 20 Modern to old, insight about an item or place that has existed for the lifetime of most people alive today. 30 Distant, insight about an item or place that has existed for untold centuries. 40 Exceedingly distant, insight about an ancient item or time-worn place that has withstood the passage of millennia. A successful priestly insight check will not reveal the powers of a magic item, but may divine secrets about it that were lost to history. A cleric may not take 10 or 20 on this check; this sort of information is essentially random. The GM can determine the Difficulty Class of the check by referring to the table above. Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of their faith through their holy (or unholy) symbol (see Turn or Rebuke Undead, page 159 of the Player’s Handbook). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether their turning ability functions as that of a good priest or an evil priest. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can ward or banish outsiders with the evil or good subtype. A cleric may attempt to turn undead a number of times per day equal to 3 + their Reputability modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. Ward Outsiders (Su): A cleric has the power to affect outsiders, either with the evil or good subtype, by channeling the power of their faith through their holy (or unholy) symbol. A cleric who can turn undead can now ward evil outsiders. A cleric who can rebuke undead can now ward good outsiders. A cleric makes a Reputability check and consults Table 8–9: Turning Undead (see page 159 of the Player's Handbook) to determine the Hit Dice of the most powerful outsider that can be affected, relative to their level. The priest then rolls 2d6 + their priest level + their Reputability modifier for turning damage. Warded outsiders are stunned for 1 round by the cleric. If the cleric has twice as many levels (or more) as the outsider has Hit Dice, the character banishes the outsider back to its home plane. A cleric may attempt to ward off outsiders a number of times per day equal to 3 + their Reputability modifier. A cleric with 5 or more ranks in Knowledge (the planes) gets a +2 bonus on turning checks against outsiders. Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of their race. Precise Turning (Su): At 10th level, a cleric can direct their divine energy against specific undead, outsiders, or applicable turnable creatures granted by a domain. After rolling turning damage, a cleric can choose which creatures to affect within the 60 feet range of their ability (instead of the closest target first). Inspired Turning (Su): At 20th level, a cleric of this level overawes undead, outsiders, or applicable turnable creatures granted by a domain. Any time successfully turned creatures normally flee, they cower instead. Any time successfully rebuked creatures normally cower, they are helpless instead. Any time successfully warded outsiders are normally stunned, they are helpless as well (use the larger of the two penalties). Ex-Clerics A cleric who grossly violates the code of conduct required by their god loses all spells and class features, except for shield and weapon proficiencies. The character cannot thereafter gain levels as a priest of that god until the character atones (see the atonement spell, page 201 of the Player’s Handbook). Sorcerer: Every description in the Player's Handbook between pages 51 and 55 holds sway, except where indicated below. GAME RULE INFORMATION Sorcerers have the following game statistics. Abilities: Intelligence determines how powerful a spell a sorcerer can cast, how many spells she can cast, and how hard those spells are to resist. To learn or cast a spell, the sorcerer must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell’s level + the sorcerer’s Intelligence modifier. High Dexterity is helpful for a sorcerer, because he typically wears little or no armor. A good Hardiness is also helpful, as it gives a sorcerer extra hit points, a resource that he is otherwise very low on. Alignment: Any. Hit Die: d4. Class Skills The sorcerer’s class skills (and the key ability for each skill) are Concentration (Har), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Cun), and Spellcraft (Int). Skill Points at 1st Level: (2 + Int modifier) × 4. Skill Points at Each Additional Level: 2 + Int modifier. Spell Point Progression Table: Sorcerer Maximum Spell Level Spell Level Points 1st 1st 3 2nd 1st 4 3rd 2nd 14 4th 2nd 18 5th 3rd 36 6th 3rd 44 7th 4th 70 8th 4th 82 9th 5th 116 10th 5th 132 11th 6th 174 12th 6th 194 13th 7th 244 14th 7th 268 15th 8th 326 16th 8th 354 17th 9th 420 18th 9th 452 19th 9th 469 20th 9th 486 Bonus Feat The sorcerer gains the Craft Single-Use Item feat at 1st level, instead of the core sorcerer's ability to summon a familiar. Spells: A sorcerer casts arcane spells which are drawn from the sorcerer spell list. A sorcerer can cast any sell he knows spontaneously from a spellbook. To learn or cast a spell, a sorcerer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Intelligence modifier. A sorcerer can cast any combination of spells he knows until his total number of spell points is depleted. His base daily spell allotment is given on the table above. In addition, he receives bonus spell points if he has a high Intelligence score. A sorcerer need not prepare his spells in advance. He can cast any spell he knows (all of which are recorded in, and cast from from, his spellbook) at any time, assuming he has enough spell points left to cast the particular spell that he knows. He does not have to decide ahead of time which spells he’ll cast. A sorcerer must get a full night's rest in order to cast any spells in any given day, but they do not need to study from their they spells they know recorded in their spellbooks to cast them. Bonus Languages: All sorcerers gain Soruharva, the language of magic and spells, as a bonus language. Rogue: (From Waking Lands (http://wakinglands.com/htm_files/the_classes_page.htm) Rogue) Every description in the Player's Handbook between pages 49 and 51 holds sway, except where indicated below. Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding 2nd +1 +0 +3 +0 Trap sense +1, uncanny dodge 3rd +2 +1 +3 +1 Evasion, sneak attack +2d6 4th +3 +1 +4 +1 Trap sense +2 5th +3 +1 +4 +1 Improved uncanny dodge, sneak attack +3d6 6th +4 +2 +5 +2 Trap sense +3 7th +5 +2 +5 +2 Sneak attack +4d6 8th +6/+1 +2 +6 +2 Trap sense +4 9th +6/+1 +3 +6 +3 Sneak attack +5d6 10th +7/+2 +4 +7 +3 Trap sense +5 11th +8/+3 +3 +7 +3 Sneak attack +6d6, special ability 12th +9/+4 +4 +8 +4 Trap sense +6 13th +9/+4 +4 +8 +4 Sneak attack +7d6 14th +10/+5 +5 +9 +5 Special ability, trap sense +7 15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6 16th +12/+7/+2 +5 +10 +5 Trap sense +8 17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6, special ability 18th +13/+8/+3 +6 +11 +6 Trap sense +9 19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6 20th +15/+10/+5 +6 +12 +6 Special ability, trap sense +10 Trap Sense (Ex): At 2nd level, a rogue gains an intuitive sense that alerts the character to danger from traps, giving the rogue a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 4th level, to +3 when the rogue reaches 6th level, to +4 when the rogue reaches 8th level, to +5 at 10th, to +6 at 12th, to +7 at 14th, to +8 at 16th, to +9 at 18th, and to +10 at 20th level. Trap sense bonuses gained from multiple classes stack. Special Abilities: On attaining 11th level, and every three levels thereafter (14th, 17th, and 20th), a rogue gains a special ability of their choice from among the following options. Devious Sniping: A rogue that has successfully hidden at least 10 feet from their target, can make one ranged attack without risking any chance of detection. If the rogue does not move after taking this shot, every consecutive ranged attack requires an immediate Hide check to remain hidden. The rogue takes a –10 penalty on their Hide check to conceal themselves in that same location. The rogue cannot make another ranged attack without risking detection until changing their location by more than 30 feet, and without being spotted doing so. Hide in Plain Sight: A rogue can use the Hide skill even while being observed. As long as a rogue is within 10 feet of some sort of cover or concealment, a rogue can hide themselves from view in the open. Archer: (From Shadowfoot's (http://boards1.wizards.com/showthread.php?s=&threadid=108106) Archer) GAME RULE INFORMATION Archers have the following game statistics. Abilities: Dexterity is absolutely vital to the archer, as her prowess with ranged weapons and ability to dodge blows depend upon it. Cunning and Strength also benefit many class skills, with Strength allowing her to wield mighty bows. Lightly armored, the archer benefits greatly from a high Hardiness score to survive attacks. Alignment: Any. Hit Die: d8. Class Skills The archer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Har), Craft (Int), Hide (Dex), Knowledge (Anatomy) (Int), Move Silently (Dex), Profession (Cun), Ride (Dex), Spot (Cun), and Survival (Cun). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at 1st Level: (4 + Int modifier) × 4. Skill Points at Each Additional Level: 4 + Int modifier. Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +0 +0 +2 +0 Archery, point blank shot 2nd +1 +0 +3 +0 Bowcraft, take aim 3rd +2 +1 +3 +1 Archery 4th +3 +1 +4 +1 5th +3 +1 +4 +1 Favored weaponry 6th +4 +2 +5 +2 7th +5 +2 +5 +2 Archery 8th +6/+1 +2 +6 +2 Defensive shot 9th +6/+1 +3 +6 +3 Archery 10th +7/+2 +4 +7 +3 11th +8/+3 +3 +7 +3 Special ability 12th +9/+4 +4 +8 +4 13th +9/+4 +4 +8 +4 Archery 14th +10/+5 +5 +9 +5 Special ability 15th +11/+6/+1 +5 +9 +5 Archery 16th +12/+7/+2 +5 +10 +5 17th +12/+7/+2 +5 +10 +5 Special ability 18th +13/+8/+3 +6 +11 +6 19th +14/+9/+4 +6 +11 +6 Archery 20th +15/+10/+5 +6 +12 +6 Special ability Class Features All of the following are class features of the archer. Weapon and Armor Proficiency: Archers are proficient with all simple weapons, with five different martial ranged weapons (including thrown) of their choice, and with light armor (but no shields). Archery: The archer masters ranged weaponry. At 1st, 3rd, 7th, 9th, 13th, 15, 19th, and 20th levels, she gains the benefit of one of the following feats for which she qualifies: Bowman, Deflect Arrows, Far Shot, Greater Manyshot, Improved Critical (Any ranged weapon), Improved Precise Shot, Manyshot, Mounted Archery, Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run, Snatch Arrows, Sniper’s Eye, or Weapon Focus (Any ranged weapon). Bowcraft (Ex): The archer receives a +2 bonus on all Craft (Bowmaking) checks. Take Aim (Ex): Starting at 2nd level, the archer can aim carefully enough to dramatically increase the accuracy of her arrow. As a full-round action, the archer can take aim at a stationary target with a single projectile, granting her a +4 circumstance bonus to her attack roll. She can choose to continue to take aim for an additional number of rounds equal to half her archer level. Each additional round spent taking aim requires a Concentration check (DC 15 + 2 for each round aiming beyond the 1st round); success adds another +2 bonus to her attack roll with the pending arrow, failure requires her to let loose her projectile the round she fails the check or lose any accumulated bonuses. The archer can accumulate a maximum Aim bonus no higher than 4 + her archer level. While aiming, the archer is considered to have a readied action to fire her projectile should the target move or attempt to move out of range. She loses all aiming bonuses if the target moves more than 5 feet from its position when the archer began to take aim. If she takes damage while taking aim, the archer must succeed at a Concentration check (DC 10 + damage dealt) or lose any of the accumulated bonuses and have her aim disrupted. Even succeeding at the check requires her to let loose her projectile that round or lose her accumulated bonuses. Take aim does not stack with other bonuses based on aiming at a target. Favored Weaponry: The archer’s projectiles strike with deadly effect. She gains the Weapon Specialization feat in all ranged weapons (including thrown) in which she is proficient, even if she does not qualify for the feat. Defensive Shot: The archer learns to fire reliably even in the heat of battle without leaving herself vulnerability to attacks. The archer gains the Defensive Shot feat for free, even if she does not qualify for the feat, allowing her to fire or throw a single projectile each round without provoking an attack of opportunity from threatening foes. The archer can enhance Defensive Shot with the Defensive Archery feat. Special Ability: At 11th, 14th, 17th, and 20th levels, the archer learns unusual maneuvers with ranged weaponry, such as ricocheting arrows off walls or peppering any enemy with deadly volleys. At 11th level and every three levels thereafter, she may select one of the following special abilities; unless otherwise noted, each special ability can selected only once: Advanced Archery: The archer can select an additional feat from the archery class feature. In addition to those feats in the archery list, the archer can select as a standard bonus feat (which she enjoys regardless of armor worn) one of the following feats for which she qualifies: Greater Weapon Focus (Any ranged weapon), Greater Weapon Specialization (Any ranged weapon), Weapon Focus (Any ranged weapon), or Weapon Specialization (Any ranged weapon). She may substitute her archer level for any required fighter level when qualifying for a feat selected. Advanced archery can be taken multiple times. Critical Shot: The archer selects any ranged weapon in which she enjoys Weapon Specialization, such as her favored weapon. When using this weapon, the threat range is increased by 1 (from 19-20 to 18-20, for example), which stacks with other effects increasing threat range, and the archer enjoys a +2 bonus to her confirming critical rolls. Critical Shot can be taken multiple times, applying to a different ranged weapon each time. Deadly Precision: As a full round action, she can fire a single projectile at a target that deals an additional 1d8 points of damage; she may use this ability in conjunction with take aim and sneak attack abilities. Deadly precision can be taken multiple times, adding an additional +1d8 points of damage each time. Defensive Archery: The archer gains the benefits of the Defensive Archery feat, even if she does not otherwise qualify for the feat. Eagle-Eyed (Ex): The archer's eyes are sharp. Any ranged penalty the archer suffers when using a ranged weapon is decreased by 1. For example, an archer using a longbow now suffers only a –1 penalty when firing at targets between 100 and 199 feet away, a –3 penalty to targets between 200 and 299 feet away, etc. Eagle-eyed can be taken multiple times, each time reducing the penalty by –1 (to no lower than -1). Evasion (Ex): If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the archer instead takes no damage. Evasion can be used only if the archer is in no more than light armor, carrying no more than a light load, and not rendered helpless. Pepper Shot (Ex): Once per day as a full attack action, the archer can fire a flurry of missiles at a single target. She can fire two additional projectiles at the target than her base attack bonus would normally allow, and each arrow strikes at her highest base attack bonus with a –2 penalty. Pepper shot cannot be combined with other effects that increase the number of projectiles fired per round, such as Rapid Shot. Projectile Mastery: The archer selects any ranged weapon in which she enjoys Weapon Specialization, such as her favored weapon. When using this weapon, she enjoys an additional +1 bonus to attack and damage rolls. Projectile mastery can be taken multiple times, applying to a different ranged weapon each time. Snipe (Ex): The archer gains +1d6 sneak attack damage on ranged attacks against targets within 30 feet. Each time snipe is selected, the bonus increases by +1d6. Trick Shot (Ex): As a full round action, the archer can loose a single projectile at a target within 20 feet of the face of a wall (but not against the wall), ricochet the projectile off the wall, and strike the target, which is considered flat-footed for the purposes of sneak attack and deadly precision damage even if aware of the archer’s presence. Trick shot also allows the archer to ignore one step of a target’s cover (three-quarters becomes one-half, etc.), if any, and to strike an unseen target just around a corner as if it only had three-quarters cover, as long as the archer is aware of the target (can see a shadow, can hear its voice, etc.) and the target is within 10 feet of the targeted wall. ERRATA Page 111 of the Player's Handbook. TABLE 7—1: RANDOM STARTING GOLD Class Amount (average) Archer 6d4 × 10 (150 gp) Rebel: (From Waking Lands (http://wakinglands.com/htm_files/the_classes_page.htm) Ranger) Every description in the Player's Handbook of a ranger between pages 44 and 46 holds sway, except where indicated below. Base Fort Ref Will Maximum Spell Level Attack Bonus Save Save Save Special Spell Level Points 1st +1 +2 +2 +0 Favored enemy +2, — — track, wild empathy 2nd +2 +3 +3 +0 Bonus feat 1st 0 3rd +3 +3 +3 +1 Familiar terrain +2 1st 0 4th +4 +4 +4 +1 Animal companion 1st 1 5th +5 +4 +4 +1 Favored enemy +2 1st 1 6th +6/+1 +5 +5 +2 Bonus feat 2nd 1 7th +7/+2 +5 +5 +2 Familiar terrain +2 2nd 1 8th +8/+3 +6 +6 +2 Wilderness stride 2nd 4 9th +9/+4 +6 +6 +3 Favored enemy +2 2nd 4 10th +10/+5 +7 +7 +3 Bonus feat, evasion 3rd 4 11th +11/+6/+1 +7 +7 +3 Familiar terrain +2 3rd 5 12th +12/+7/+2 +8 +8 +4 Camouflage 3rd 5 13th +13/+8/+3 +8 +8 +4 Favored enemy +2 3rd 10 14th +14/+9/+4 +9 +9 +5 Bonus feat 4th 13 15th +15/+10/+5 +9 +9 +5 Familiar terrain +2 4th 18 16th +16/+11/+6/+1 +10 +10 +5 Hide in plain sight 4th 25 17th +17/+12/+7/+2 +10 +10 +5 Favored enemy +2 4th 33 18th +18/+13/+8/+3 +11 +11 +6 Bonus feat 4th 36 19th +19/+14/+9/+4 +11 +11 +6 Favored terrain +2 4th 41 20th +20/+15/+10/+5 +12 +11 +6 Hide on the run 4th 48 Class Features Favored Enemy (Ex): At 1st level, the rebel may select a type of creature from among those given on Table 3–14 in the Player's Handbook. Due to extensive study of their chosen type of foe and training in the proper techniques for combating such creatures, the rebel gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, the rebel gets a +2 bonus on weapon damage rolls against such creatures. At 5th level, and every four levels thereafter (9th, 13th, and 17th level), the rebel may either select an additional favored enemy from those given on the table, or increase the bonuses of an existing favored enemy by 2. If the rebel chooses humanoids or outsiders as a favored enemy, an associated subtype must also be chosen, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the rebel's bonuses do not stack; simply use whichever bonus is higher. See the Monster Manual and the Avernum bestiary for more information on types of creatures. Upon reaching 5th level, and every two levels after that (7th, 9th, and so on), a rebel can choose to learn a new favored enemy or increase an existing favored enemy bonus by 2 in place of one already known. In effect, the rebel "loses" the old favored enemy bonus in exchange for the new one. A rebel may swap only up to a +2 bonus at any given level, and must choose whether or not to swap the favored enemy bonus at the same time that a new familiar terrain or favored enemy bonus for the level is gained. Bonus Feats: At 2nd level, a rebel gains a feat oriented toward survival. The rebel gains an additional bonus feat at 6th level and every four rebel levels thereafter (10th, 14th, and 18th). These bonus feats must be drawn from among the following list: Alertness, Animal Affinity, Athletic, Blind-Fight, Bruisefade, Diehard, Dodge Traps, Endurance, Fast Healer, Fearless, Great Fortitude, Improved Toughness, Intrepid, Investigator, Iron Will, Lightning Reflexes, Light on Your Feet, Persuasive, Quick, Run, Self-Defense, Self-Sufficient, Skill Focus, Stealthy, Swimmer, Tamer of Beasts, Toughness, Trapper, Unstoppable, and Wily. A rebel must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats of the Player's Handbook and the Avernum new feats section for descriptions of feats and their prerequisites.) These bonus feats are in addition to the feat that a character of any class gets from advancing levels (see Table 3–2: Experience and Level-Dependant Benefits, page 22 of the Player's Handbook). A rebel is not limited to the list of rebel bonus feats when choosing these feats. Familiar Terrain (Ex): At 3rd level, the rebel may select a type of region from among those given on the table of familiar terrains. Due to widespread exploration of their chosen type of setting and training in the proper techniques for inhabiting such places (usually for the purpose of fighting or warding off the Empire), the rebel gains a +2 bonus on Hide, Knowledge (geography), Move Silently, Search, and Survival checks when using these skills while negotiating terrain of this type. Likewise, the rebel gets a +1 bonus to AC. The AC benefits of familiar terrain only apply when wearing light or no armor. The rebel loses the AC benefits of familiar terrain when wearing medium or heavy armor. At 7th level, and every four levels thereafter (11th, 15th, and 19th level), the rebel may either select an additional familiar terrain from those given on the table, or increase the skill bonuses of an existing familiar terrain by 2 and bonus to AC by 1. If the rebel chooses desert or forest as a familiar terrain, an associated subtype must also be chosen, as indicated on the table. If a specific region falls into more than one category of familiar terrain, the rebel's bonuses do not stack; simply use whichever bonus is higher. See Dungeon Ecology, Wilderness Adventures, and Urban Adventures on page 76, 86, and 98 of the Dungeon Master's Guide respectively for more information on types of terrains. Upon reaching 7th level, and every two levels after that (9th, 11th, and so on), a rebel can choose to learn a new familiar terrain or increase an existing familiar terrain bonus by 2 in place of one already known. In effect, the rebel "loses" the old favored enemy bonus in exchange for the new one. A rebel may swap only up to a +2 bonus at any given level, and must choose whether or not to swap the familiar terrain bonus at the same time that a new familiar terrain or favored enemy bonus for the level is gained. Terrains Examples Aquatic ocean, sea (on or under water) Desert, cold tundra Desert, temperate or warm badlands, sandy desert Forest, cold or temperate forest Forest, warm jungle Hills rugged terrain up to 2,000 feet elevation Marsh bog, moor, swamp Mountains rugged terrain above 2,000 feet elevation Plains farmland, grassland, prairie, steppe Underground caverns, dungeons Urban city Camouflage (Ex): A rebel of 12th level can use the Hide skill in any sort of natural terrain, or any chosen familiar terrain, even if the terrain doesn't grant cover or concealment. Hide in Plain Sight (Ex): A rebel of 16th level can use the Hide skill in any sort of natural terrain, or any chosen familiar terrain, even when being observed. Hide on the Run (Ex): A rebel of 20th level can use the Hide skill in any sort of natural terrain, or any chosen familiar terrain, when moving at their normal speed without difficulty, or while attacking, charging, or running with a –10 penalty. Shaman: Same as Complete Divine spirit shaman. Spell Point Progression Table: Sorcerer Maximum Spell Level Spell Level Points 1st 1st 2 2nd 1st 3 3rd 2nd 9 4th 2nd 13 5th 3rd 25 6th 3rd 33 7th 4th 50 8th 4th 62 9th 5th 85 10th 5th 101 11th 6th 130 12th 6th 150 13th 7th 187 14th 7th 211 15th 8th 254 16th 8th 282 17th 9th 333 18th 9th 365 19th 9th 393 20th 9th 417 |
| Theskippingman05-01-07, 08:49 PM | DISABLE DEVICE (Dex): Insert in page 72 of the Player's Handbook the variant rule 'What Disabling a Device Means' from the sidebar of page 70 of the Dungeon Master's Guide. KNOWLEDGE (Int): (From Waking Lands Skills section, and Rich Burlew's (http://www.giantitp.com/Func0019.html) Knowledge errata) Insert in Page 78 of the Player's Handbook for the Knowledge skill. Anatomy (the inner workings of living creatures with discernible anatomies, circulation, digestive system, musculature, organ functions, skeleton) Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. There is a -2 penalty for this check when attempting to identify a creature of the elemental, fey, magical beast, or outsider types, unless the one attempting to identify is the same type as the creature being observed (so a human attempting to identify a demon incurs a -2 penalty, but an angel attempting to identify a demon does not, as they are both outsiders). A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. You can attempt a Knowledge check to give yourself an advantage in a situation. You may attempt one such check per day for each Knowledge skill in which you have ranks. A basic check (DC 20) gains you a +1 competence bonus to AC, attack rolls, damage rolls, or the save DCs of your spells against one particular opponent, or a +2 competence bonus to one saving throw against a particular effect (a certain sorcerer's spells, poison, or to avoid traps, for example), or a +2 competence bonus to one skill check to accomplish a particular task. A DC (30) check increases these bonuses to +2/+4/+4 respectively. You must specify the opponent, effect or task upon making the check, and the bonuses last until the conditions are met or a day passes, whichever comes first. You must describe how your knowledge produces these results; a knowledge skill which is incompatible with a particular result increases the check DC by +10, at the GM’s discretion. If you fail the Knowledge check, you may not attempt to gain an advantage through that Knowledge skill for the rest of the day, though you may still use a different Knowledge skill. Action: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t. Making a Knowledge check to grant yourself a situational advantage is a free action. Try Again: Not usually. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place. However, you may retry if your skill bonus has increased since your last attempt. Synergy: If you have five or more ranks in Knowledge (anatomy), you get a +2 bonus on Heal checks. |
| Theskippingman05-01-07, 08:49 PM | Feat Errata: From Waking Lands (http://wakinglands.com/htm_files/the_feats_page.htm) feats, except for item creation feats, which are from Jaerom Darkwind (http://boards1.wizards.com/member.php?find=lastposter&t=668023). BESTOW INTELLIGENCE [Item Creation] You know how to add a semblance of life to magic items. Prerequisites: Caster level 10th, any item creation feat. Benefits: You can add intelligence to the powers of a magical item, either one you are crafting (using other feats) or an existing item. The rules for creating intelligent items are in the Dungeon Master's Guide. CRAFT CHARGED ITEM [Item Creation] You know how to craft items with a limited number of uses. Prerequisites: Caster level 3rd. Benefits: You can create any charged item whose prerequisites you meet. Crafting a charged item takes one day for each 1,000 gp in its base price. To craft a charged item, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some charged items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You can also mend a broken charged item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. CRAFT PERMANENT ITEM [Item Creation] You know how to craft items with constant effects. Prerequisites: Caster level 3rd. Benefits: You can create any permanent magic item whose prerequisites you meet. Crafting a permanent item takes one day for each 1,000 gp in the price of its magical features. To craft a permanent item, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price. Some permanent items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You can also mend a broken permanent item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. CRAFT SINGLE-USE ITEM [Item Creation] You know how to craft items that can only be used once. Prerequisites: Caster level 1st. Benefits: You can create any single-use magic item whose prerequisites you meet. Creating a single-use item takes one day for each 1,000 gp in the price of its magical features. To craft a single-use item, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price. Some single-use items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You can also mend a broken single-use item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. CRAFT SPELL-TRIGGER ITEM [Item Creation] You know how to craft items that can only be used by other spellcasters. Prerequisites: Caster level 3rd. Benefits: You can create any spell-trigger magic item whose prerequisites you meet. Crafting a spell-trigger item takes one day for each 1,000 gp in the price of its magical features. To craft a spell-trigger item, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price. Some spell-trigger items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You can also mend a broken spell-trigger item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. DEFLECT ARROWS [General] You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. Prerequisite: Dex 13, Improved Unarmed Strike. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may attempt a melee attack (as a reaction) to deflect the hit. The hit is deflected if your melee attack is greater than the opponent's ranged attack roll. (Essentially, the melee attack result becomes your Armor Class if it's higher than your regular AC.) Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons, used by opponents two or more size categories larger than the monk, and ranged attacks generated by spell effects can't be deflected. Special: A soldier may select Deflect Arrows as one of their soldier bonus feats (see page 38 of the Player's Handbook). GREATER WEAPON SPECIALIZATION [General] Choose a type of weapon, such as a greataxe, for which you have already selected the Weapon Specialization feat. You can also choose unarmed strike or grapple as your weapon for the purpose of this feat. You deal extra damage when using this weapon. Prerequisite: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, soldier level 12th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonus on damage rolls, including the one from Weapon Specialization (see below). If you select net as your weapon, increase the Escape Artist check of an entangled creature to DC 30. Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A soldier may select Weapon Specialization as one of their soldier bonus feats (see page 38 of the Player's Handbook). IMPROVED GRAPPLE [General] You are skilled at grappling opponents. Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You do not provoke and attack of opportunity when you make a touch attack to start a grapple or redirect. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Normal: Without this feat, you provoke and attack of opportunity when you make a touch attack to start a grapple. Special: A soldier may select Improved Grapple as one of their soldier bonus feats (see page 38 of the Player's Handbook). WEAPON SPECIALIZATION [General] Choose a type of weapon, such as a greataxe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for the purpose of this feat. You deal extra damage when using this weapon. Prerequisite: Proficiency with selected weapon, Weapon Focus with selected weapon, warrior level 4th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. If you select net as your weapon, increase the Escape Artist check of an entangled creature to DC 25. Special: You can gain Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A soldier may select Weapon Specialization as one of their soldier bonus feats (see page 38 of the Player's Handbook). New Feats: From Shadowfoot's (http://boards1.wizards.com/wotc_archive/index.php/t-180853) feats. ADVANCED DODGE [General] You can dodge enemies far more effectively than before. Prerequisites: Dexterity 19, Dodge feat, Greater Dodge feat, Improved Dodge feat. Benefit: The dodge bonus of the Dodge feat increases to +4. You may designate a single opponent or divide the bonus among multiple designated opponents. Special:A soldier may select Advanced Dodge as one of their soldier bonus feats (see page 38 of the Player's Handbook). AIM SPELL [Metamagic] Your ranged spells that strike without error can strike with a ranged attack roll with more power. Benefit: Any ranged spell that automatically strikes a single target can instead be cast as a spell requiring a ranged touch attack with a +2 bonus to its DC. An aimed spell takes up a spell slot of the spell’s normal level. ALCHEMY [General] You are skilled in the science of magic. Benefit: You get a +2 bonus on all Craft (Alchemy) checks and Knowledge (Arcana) checks. ARMORED CASTING [General] You can more easily cast arcane spells while wearing armor. Benefit: When casting spells while wearing armor, you ignore 5% of the normal arcane spell failure chance. Special: You may take Armored Casting multiple times; its effects stack. Each time, you ignore an additional 5% of an armor’s spell failure chance. ALIGN SPELL [Metamagic] Your spells carry your alignment. Benefit: You can cast any spell so that it carries a Descriptor corresponding to one or two components of your alignment, such as Chaos, Evil, or Good. You cannot add an alignment Descriptor to a spell that already carries the opposite alignment Descriptor, such as applying the Good component of your alignment to eyebite, but can add another alignment Descriptor to such a spell, such as Chaos or Law to eyebite. An aligned spell uses up a spell slot one level higher than the spell’s actual level when adding one Descriptor and two levels higher when adding two Descriptors. ARMORED MOBILITY [General] You ignore the more restrictive aspects of wearing armor. Prerequisites: Dexterity 13. Benefit: When wearing any armor in which you are proficient, the Maximum Dexterity bonus allowed by the armor is increased by 1 and the Armor Check Penalty is decreased by 1 (to a minimum of 0). Special:A soldier may select Advanced Mobility as one of their soldier bonus feats (see page 38 of the Player's Handbook). ARMOR SPECIALIZATION [General] You enjoy additional defense when wearing armor. Prerequisites: Soldier level 4, Proficiency in the selected armor. Benefit: Select any specific armor type in which you are proficient, such as studded leather armor, chainmail armor, or the tower shield. When wearing this armor type or using this shield, the AC bonus provided by the item is increased by +1. Special:A soldier may select Armor Specialization as one of their soldier bonus feats (see page 38 of the Player's Handbook). BLACKSMITHING [General] You are skilled at forging weapons and armor. Benefit: You get a +2 bonus on all Craft (Armorsmithing) checks and Craft (Weaponsmithing) checks and on all Appraise checks made on armor and weapons. BOWMAN [General] You have an archer’s eye. Prerequisites: Proficiency with any bow. Benefit: You get a +2 bonus on all Craft (Bowmaking) checks and Spot checks. BUFFOONERY [General] You are a skilled comedian. Benefit: You get a +2 bonus on all Perform (Comedy) checks and Tumble checks. CENTERED [General] You have inner balance. Benefit: You get a +2 bonus on all Balance checks and Concentration checks. CRAFTSMANSHIP [General] You are skilled in a variety of crafts. Prerequisites: Intelligence 15. Benefit: You get a +1 bonus on all Craft (Any five) checks. DEFENSIVE ARCHERY [General] Firing a bow does not provoke an attack of opportunity. Prerequisites: Dexterity 18, BAB +10, Defensive Shot feat, Point Blank Shot feat, Rapid Reload or Rapid Shot feat, Dodge feat. Benefit: When firing any bow in combat in which you are proficient, you do not provoke an attack of opportunity. Normal: Firing a ranged weapon in combat provokes an attack of opportunity. Special:A soldier may select Defensive Archery as one of their soldier bonus feats (see page 38 of the Player's Handbook). DEFENSIVE SHOT [General] Firing a missile does not provoke an attack of opportunity. Prerequisites: Dexterity 16, BAB +5, Point Blank Shot feat, Rapid Reload or Rapid Shot feat, Dodge feat. Benefit: Your first ranged attack each round with a weapon in which you are familiar does not provoke an attack of opportunity. All subsequent ranged attacks you make incur attacks of opportunity normally. Normal: Firing a ranged weapon in combat provokes an attack of opportunity. Special:A soldier may select Defensive Shot as one of their soldier bonus feats (see page 38 of the Player's Handbook). DEVOUT [General] You are deeply religious. Benefit: You receive a +2 bonus on all Concentration checks and Knowledge (Religion) checks. EMBATTLE SPELL [Metamagic] You can cast a spell requiring a touch attack as a more powerful spell requiring a melee attack. Benefit: Any spell requiring a touch attack roll or ranged touch attack roll can instead be cast as a spell requiring a regular melee attack roll or ranged attack roll, respectively, with a +1 bonus to its Difficulty Class. An embattled spell takes up a spell slot of the spell’s normal level. EMPATHIC [General] You have a deep emotional understanding of others. Benefit: You get a +2 bonus on all Heal checks and Sense Motive checks. EXTRA AMULET [General] You can wear an additional magic amulet, brooch, medallion, necklace, periapt, or scarab. Prerequisites: Use Magic Device 10 or Craft Permanent Item feat and Use Magic Device 5. Benefit: The number of magic amulets, brooches, medallions, necklaces, periapts, and scarabs you can wear and benefit from at one time increases by 1. Special: You can gain Extra Amulet twice; its effects stack. Each time, you can wear an additional magic amulet, brooch, medallion, necklace, periapt, or scarab without penalty. Normal: You may only wear one magic amulet, medallion, necklace, periapt, or scarab at a time; additional magic neckwear worn does not function. EXTRA BELT [General] You can wear an additional magic belt. Prerequisites: Use Magic Device 10 or Craft Permanent Item feat and Use Magic Device 5. Benefit: The number of magic belts you can wear and benefit from at one time increases by 1. Special: You can gain Extra Belt twice; its effects stack. Each time, you can wear an additional magic belt. Normal: You may only wear one magical belt at a time; additional magic belts worn do not function. EXTRA BRACERS [General] You can wear an additional pair of magic bracers or bracelet. Prerequisites: Use Magic Device 10 or Craft Permanent Item feat and Use Magic Device 5. Benefit: You can wear and benefit from two pairs of magic bracers and bracelets at one time. Normal: You may only wear one pair of magic bracers or bracelets at a time; additional magic armwear worn does not function. EXTRA CLOAK [General] You can wear an additional magic cloak. Prerequisites: Use Magic Device 10 or Craft Permanent Item feat and Use Magic Device 5. Benefit: You can wear and benefit from two magic cloaks, capes, or mantles at one time. Normal: You may only wear one magical cloak, cape, or mantle at one time; additional magic items worn do not function. EXTRA RING [General] You can wear an additional magic ring. Prerequisites: Use Magic Device 10 or Craft Permanent Item feat and Use Magic Device 5. Benefit: The number of magic rings you can wear and benefit from at one time increases by 1. Special: You can gain Extra Ring twice; its effects stack. Each time, you can wear an additional magic ring without penalty. Normal: You may only wear two magic rings at one time; additional magic rings worn do not function. FEARLESS [General] You are fearless in the face of doom. Prerequisites: Cunning 13, Intrepid feat. Benefit: You are immune to fear spells and effects. FIERY TEMPER [General] You are prone to anger and acting on impulse. Benefit: You get a +2 bonus on all Intimidate checks and Initiative rolls. GOLEMWORKS [General] You are skilled at golem creation. Prerequisites: Craft Construct feat, Craft Magic Arms and Armor feat, Craft Permanent Item feat. Benefit: You are considered 2 levels higher for the purpose of Construct creation and pay only 75% of the normal time, material, and experience costs associated with such endeavors. GREATER ARMOR SPECIALIZATION [General] You enjoy additional defense when wearing armor. Prerequisites: Soldier level 11, Armor Specialization feat, Proficiency in the selected armor. Benefit: Select any specific armor type with which you enjoy Armor Specialization. When wearing this armor type or using this shield, the AC bonus provided by the item is increased by +1, which stacks with the effects of Armor Specialization. Special: A soldier may select Greater Armor Specialization as one of their soldier bonus feats (see page 38 of the Player's Handbook). GREATER COMBAT CASTING [General] You are more adept at casting spells in combat. Prerequisites: Combat Casting feat. Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. This stacks with the Combat Casting feat. GREATER DODGE [General] You can dodge enemies even more effectively than before. Prerequisites: Dexterity 17, Dodge feat, Improved Dodge feat. Benefit: The dodge bonus of the Dodge feat increases to +3. You may designate a single opponent or divide the bonus among multiple designated opponents. Special: A soldier may select Greater Dodge as one of their soldier bonus feats (see page 38 of the Player's Handbook). GREATER MANYSHOT [General] You consider trajectory and logistics when making ranged attacks. Prerequisites: BAB +11, Dexterity 19 (see Special), Improved Rapid Shot feat, Manyshot feat, Point Blank Shot feat, Rapid Shot feat. Benefit: The attack roll penalty when employing the Manyshot feat is decreased by 2, to no lower than -0. Special: You can gain Greater Manyshot multiple times; its effects stack. Each time, the Dexterity requirement of the feat increases by 2 and the attack roll penalty of the Manyshot feat decreases by 2. A soldier may select Greater Manyshot as one of their soldier bonus feats (see page 38 of the Player's Handbook). GREATER TOUCH FOCUS [General] Your touch spells are even more powerful than before. Prerequisites: Touch Focus feat. Benefit: Add +1 to the Difficulty Class for all saving throws against your spells with the range of Touch. This bonus stacks with all feats that increase DC. HAVE AT THEE [General] You leap into combat with zeal. Prerequisites: BAB +1. Benefit: At the start of a combat encounter, you receive a +4 morale bonus to Initiative rolls, a +4 morale bonus to Will saves against fear spells and effects, and a +1 morale bonus on all melee attacks. These bonuses last for a number of rounds equal to your Reputability modifier. Have at Thee can be used once per combat encounter. Special: A soldier may select Have at Thee as one of their soldier bonus feats (see page 38 of the Player's Handbook). IMPROVED CHARGE ATTACK [General] You can make powerful melee attacks after a charge. Prerequisites: Power Attack feat. Benefit: When you make a single melee attack after a charge, you receive a +2 bonus to both your attack and damage rolls and only suffer a –1 penalty to your AC. Special: A soldier may select Improved Charge Attack as one of their soldier bonus feats (see page 38 of the Player's Handbook). IMPROVED DODGE [General] You can dodge enemies more effectively than before. Prerequisites: Dexterity 15, Dodge feat. Benefit: The dodge bonus of the Dodge feat increases to +2. You may designate a single opponent or divide the bonus among multiple designated opponents. Special: A soldier may select Improved Dodge as one of their soldier bonus feats (see page 38 of the Player's Handbook). IMPROVED TOUGHNESS [General] You are hearty and difficult to kill. Prerequisites: Hardiness 13, Toughness feat. Benefit: You gain +1 hit point per character level (up to a +20 maximum), as if your Hardiness bonus had increased by 1. Special: Improved Toughness does not stack with the effects of the Toughness feat. INTREPID [General] You are brave in the face of doom. Benefit: You receive a +4 bonus to all Will saves against fear spells and effects. KNACK [General] You are especially adept at a particular skill. Benefit: Select any skill. This skill is always considered a class skill for you, and the maximum number of ranks you may have in this skill is equal to your character level +4. LIGHT ON YOUR FEET [General] When unarmored, you move nimbly. Prerequisites: Dexterity 13. Benefit: You get a +2 bonus on all Balance checks, Jump checks, and Move Silently checks when in no armor and carrying no heavier than a light load. MINIMIZE SPELL [Metamagic] You can cast spells with minimum effect. Benefit: All variable, numeric effects of a minimized spell are reduced to the lower possible result. A minimized spell does the minimum possible amount of damage, heals the minimum number of hit points, affects the minimum number of targets, etc. Saving throws and opposed rolls are not affected, nor are spells without random variables. A minimized spell takes up a spell slot two levels lower than the spell’s actual level, to no lower than 1st level. MOUNTED CASTING [General] You are adept at casting spells while riding a mount. Prerequisites: Combat Casting feat, Ride 1 rank. Benefit: You don’t have to make Concentration checks to cast a spell while riding a mount. Normal: Casting a spell while riding a mount requires a Concentration check. MUSICIAN’S EAR [General] You have an ear for music. Benefit: You get a +2 bonus on all Listen checks and Perform (Any Instrument) checks. NATURALIST [General] You are comfortable in the wild. Benefit: You get a +2 bonus on all Knowledge (Nature) checks and Survival checks. PERFORMER [General] You are a skilled performer. Prerequisites: Reputability 15. Benefit: You get a +1 bonus on all Perform (Any five) checks. QUICK [General] You are deft and light on your feet. Benefit: You receive a +2 bonus to Initiative rolls and a +1 bonus on all Reflex saves. SCHOLARLY [General] You are knowledgeable about a wide variety of subjects. Prerequisites: Intelligence 15. Benefit: You get a +1 bonus on all Knowledge (Any five) checks. SCRIBE [General] You understand magical and mundane symbols. Benefit: You get a +2 bonus on all Decipher Script checks and a +2 bonus to Knowledge (Arcana) and Spellcraft checks made regarding runes, glyphs, sigils, and similar magical symbols. SEAFARER [General] You are at home on a ship at sea. Benefit: You get a +1 bonus on all Knowledge (Geography) checks, Profession (Sailor) checks, Swim checks, and Use Rope checks. SKEPTICAL [General] You have a sharp eye for deception. Benefit: You get a +2 bonus on all Sense Motive checks and Spot checks. SNIPER’S EYE [General] You can sneak attack distant creatures. Prerequisites: BAB +3, Sneak Attack class feature, Far Shot feat, Point Blank Shot feat, Precise Shot feat. Benefits: You may Sneak Attack targets within 60 feet with a ranged weapon. Normal: You may only apply Sneak Attack with a ranged weapon against targets within 30 feet. SWIMMER [General] You are an exceptional swimmer. Benefit: You get a +2 bonus on all Swim checks and a +5 bonus to your swim speed. TAMER OF BEASTS [General] You have a special connection with animals. Prerequisites: Wild Empathy class feature. Benefit: You get a +2 bonus on all Handle Animal checks and Wild Empathy checks. TOUCH FOCUS [General] Your touch spells are more powerful than before. Benefit: Add +1 to the Difficulty Class for all saving throws against spells with the range of Touch. This bonus stacks with all feats that increase DC. TOUCH SPELL [Metamagic] You can cast a ranged spell as a more powerful touch spell. Benefit: Any spell with a Close, Medium, or Long range can instead be cast at a single target as a spell with the range of Touch and with a +2 bonus to its Difficulty Class. A touched spell takes up a spell slot of the spell’s normal level. TRAPPER [General] You are skilled at setting and disarming traps. Prerequisites: Intelligence 13. Benefit: You get a +2 bonus on all Craft (Trapmaking) checks and on all Disable Device checks and Search checks made to disarm or find a trap. UNSTOPPABLE [General] It is difficult to keep you at bay. Benefit: You received a +4 bonus to all saves against all hold, slow, and paralysis spells and effects. UNSTOPPABLE [General] It is difficult to keep you at bay. Benefit: You received a +4 bonus to all saves against all hold, slow, and paralysis spells and effects. WEAKEN SPELL [Metamagic] You can cast spells to lesser effect. Benefit: All variable, numeric effects of a weakened spell are reduced by 50%. A weakened spell does half as much damage, heals half as many hit points, or affects half as many targets, etc. Saving throws and opposed rolls are not affected, nor are spells without random variables. A weakened spell takes up a spell slot one level lower than the spell’s actual level, to no lower than 1st level. WILY [General] You are difficult to pin down. Benefit: You get a +2 bonus on all Bluff checks and Escape Artist checks. |
| Theskippingman05-01-07, 08:51 PM | Standardized Variant Rules: All of the following rules variants, which are related to individual character descriptions, are standard to Ermarian d20 campaigns. Character Traits: When creating a character (and only then), you can choose traits. Traits come in two flavors:Advantages and Disadvantages. These will help (or hinder) your character’s performance in numerous ways. Each trait affects how fast your character gains levels. Traits are not generally acquired through any amount of training, but describe certain affinities that a character was naturally born with. A character may have a maximum of two character traits, or alternately may have none at all. They cannot be changed after character creation. Good Constitution- 'Good' trait, +8% experience penalty. You are a solid, stout individual. Benefits: Damage Reduction 1/—, +2 bonus on saving throws to resist disease and poison, energy resistance 5 acid. Nimble Fingers- 'Good' trait, +8% experience penalty. You have a natural aptitude for tools, traps, bandages, and delicate machinery of all sorts. Benefits: +2 insight bonus on all Disable Device, Heal, Open Lock, and Sleight of Hand checks. Thick Skin- 'Good' trait, +8% experience penalty. You are naturally big and brawny. Benefits: Damage Reduction 1/—, +1 natural armor bonus. Strong Will- 'Good' trait, +10% experience penalty. You have always been easily able to foil magical trickery and illusions. Benefits: +3 insight bonus on all saving throws against spells of the Enchantment and Illusion schools. Deadeye- 'Good' trait, +10% experience penalty. You have sharp eyesight and excellent aim. Benefits: +2 bonus on Search and Spot checks, +2 insight bonus on all attack rolls made with ranged weapons. Fleet of Foot- 'Good' trait, +12% experience penalty. You are blessed with a remarkable quickness and reaction time. Benefits: +10 to all movement speeds that you already have (land, swim, climb, etc.), +1 dodge bonus to AC, +1 bonus on initiative checks, +1 bonus on Jump and Tumble checks. Pure Spirit- 'Good' trait, +15% experience penalty. Your ability to commune with supernatural forces is remarkable. Benefits: +2 bonus to all caster level checks for divine spells and spell-like abilities, +2 sacred or profane (choose one if neutral) bonus on Concentration, Knowledge (Religion), and Knowledge (The planes) checks. Natural Mage- 'Good' trait, +15% experience penalty. From childbirth, you have had a natural affinity for all things magical. Benefits: +2 bonus to all caster level checks for arcane spells and spell-like abilities, -10% arcane spell failure when wearing armor, +2 insight bonus on Spellcraft checks. Elite Warrior- 'Good' trait, +15% experience penalty. You were made for war seemingly from birth. When other children were learning to walk, you were learning how to hold a weapon. Benefits: Proficiency in all simple and martial weapons, light and medium armor, and all shields (except tower), a bonus soldier bonus feat once every four levels (starting from 1st). Divinely Touched- 'Good' trait, +30% experience penalty. One of your ancestors was not entirely human. There is a touch of divine blood flowing in your veins. Everything you do, you do well. The Empire literally fears people like you. Benefits: Benefits of two of the above 'Good' character traits, bonus feat once every four levels (starting from 1st), +1 bonus on all saving throws. Weak Minded- 'Bad' trait, +5% experience bonus. You have an unusually simple mind. All of your enemies’ efforts to control it have a much higher chance of being successful. Detriments: -2 penalty on all saving throws against spells of the Enchantment and Illusion schools, -2 penalty on Sense Motive checks. Note: You cannot have this character trait and Strong Will simultaneously. Sickness Prone- 'Bad' trait, +8% experience bonus. You were a sickly child, and this frailty has plagued you even in adulthood. Disease, poison, and similar afflictions will have more of an effect on you. Detriments: -2 penalty on saving throws to resist disease and poison, -2 penalty on Hardiness checks to resist being fatigued, nauseated and exhausted. Note: You cannot have this character trait and Good Constitution simultaneously. Sluggish- 'Bad' trait, +10% experience bonus. You are unusually slow on your feet, and your reaction time is poor, at best. Detriments: -10 to all movement speeds that you already have (land, swim, climb, etc.), -1 penalty to AC, -1 penalty on initiative checks, -1 penalty on Jump and Tumble checks. Note: You cannot have this character trait and Fleet of Foot simultaneously. Brittle Bones- 'Bad' trait, +15% experience bonus. On the surface, there is an unfortunate childhood ailment which causes all who suffer it to have very brittle bones. Unfortunately, you were counted among its victims. Going into combat is a very bad idea for you. The blows of enemies are devastating. Detriments: Suffer one-and-a-half times regular hit point damage from all weapons and natural attacks, -2 penalty on Tumble checks. Note: You cannot have this character trait and Thick Skin simultaneously. Frail- 'Bad' trait, +20% experience bonus. Dangerous or demanding occupations, such as the adventuring life, are completely bad matches for you. You freeze up when creatures attack you. The slightest chill causes you to catch cold. Enemy blows are devastating to you. You stumble a lot. Every day is a struggle just to keep moving. Detriments: Detriments of two of the above 'Bad' traits, -2 penalty on all saving throws. Note: You cannot have this character trait and Divinely Touched simultaneously. Free-Form Experience: The standard method of experience point acquisition in Avernum d20 campaigns is as per the DMG page 39 sidebar. The equation is [number between 25, for easiest challenges/encounters, and 150 for most difficult encounters, 75 average] × party level = amount of XP awarded to each character in a group. So for example: each member in a group of tenth-level adventurers that overcome an average challenge or combat earn 750 experience points. Upkeep: The standard method of reckoning miscellaneous lifestyle costs in Avernum d20 campaigns, such as clothing, lodging, meals, and entertainment, is as per the upkeep variant, found in the sidebar of DMG page 130. Businesses and Affiliations: The standard rulesets for management of businesses, membership in organizations, and participation in guilds, are as per Dungeon Master's Guide II pages 180-189, 210-223, and 223-228, respectively. Reputation System: The following event-based reputation system is Avernum d20 standard. In this system, every character gains a reputation of one sort or another as his career progresses, expressed as a reputation bonus. While a character might try to take advantage of his reputation from time to time, usually the character’s reputation precedes him—whether he wants it to or not. Reputation enhances social interaction between characters by providing bonuses to certain skill checks. Those who recognize a character are more likely to help him or to do what he asks, provided the character’s reputation is a positive influence on the NPC or monster that recognizes him. A high reputation bonus makes it difficult for a character to mask his identity, which can be a problem if he’s trying not to be noticed. With this variant, a character who is a newcomer to her location has a reputation score of 0 until she earns at least a ½-point increase by succeeding on an adventure in that location. Once she has done so, she gains the benefit of her full reputation score. (A character’s reputation is not tracked separately for different areas—people have either heard of a person, or they haven’t.) What a character’s reputation represents lies in the character’s interaction with the NPCs or monsters. Most characters with a high reputation bonus (+4 or higher) are considered well known within their profession or social circle. Whether this notoriety has a positive or negative effect depends on the point of view of the person who recognizes the character. Most of the time, a character doesn’t decide to use his reputation. The GM decides when a character’s reputation is relevant to a scene or encounter. At the moment it becomes pertinent, the GM makes a reputation check for an NPC or monster that might be influenced in some fashion due to the character’s notoriety. A reputation check is equal to 1d20 + the character’s reputation bonus + the NPC or monster’s Int modifier. The GM may substitute a Knowledge skill bonus for the Int modifier if he decides the character’s past activities apply to a particular field. For example, if the character were a cleric, Knowledge (religion) might be appropriate. The standard DC of a reputation check is 25. If the NPC or monster succeeds on the reputation check, he or she recognizes the character. That recognition grants a bonus, or penalty, on certain subsequent skill checks, depending on how the NPC or monster reacts to the character. When an NPC or monster with an Intelligence score of 5 or higher has a positive opinion of a character’s reputation, the character gains a bonus on Bluff, Diplomacy, Gather Information, and Perform checks equal to his reputation bonus. When an NPC or monster with an Intelligence score of 5 or higher has a negative opinion of a character’s reputation, the character gains a penalty on Bluff and Intimidate checks equal to his reputation bonus. The bonus or penalty on these skill checks applies only when a character is interacting with an NPC or monster that recognizes the character. Others present in the encounter are unaffected by the character’s reputation. If a character successfully uses the Disguise skill or illusion magic to mask his identity, then what he accomplishes while disguised doesn’t affect his reputation score for good or ill. The actual reputation score in each area is based on accomplishments in that area or community that have a bearing upon a character's or group's fame (or infamy). If the characters earned public acclaim for ending a threat to the community’s safety, award each PC a 1-point increase in his or her reputation score at the adventure’s conclusion. If the accolades came from a narrower circle of people, such as the merchants of Formello or the sorcerers of the Tower Colony, then each character gets a ½-point increase. (A single ½-point increase has no effect on reputation-related skill checks, but two such increases combine to provide a full 1-point increase.) If what the characters accomplished in the adventure directly affected, or came to the attention of, only a few (or no) other people, the PCs don’t get a reputation boost. Adventures that affect only a few people likewise don’t earn reputation awards, unless the people in question are themselves celebrities. But adventures that affect an entire town or small region are worth ½ point, and adventures that affect a large city or nation are worth a full 1 point. The nature of the danger that is overcome is important, too. Merely annoying or mysterious dangers, such as green smoke coming from a cave or a series of sabotaged wagons, don’t enhance PC reputations as much as dangers that create widespread panic and mayhem. Also, regardless of the severity of the danger, if those who benefited from the PCs’ success weren’t aware of the dilemma that the PCs resolved (or possibly caused), then the characters’ reputation award is ½ point apiece at best. Examples of 0-point accomplishments- Help a sorcerer recover spell components, escort the town sheriff through a dangerous location, investigate mysterious groaning noises at night, help an innocent man about to be hanged, rescue small children from a corrupt poorhouse. Examples of ½-point accomplishments- Foil a cultist plot in a major city, emerge victorious in a major warrior tournament, eradicate a chitrach infestation before it spreads to civilized areas, turn in the ringleader of a major criminal organization, rescue the mayor's kidnapped daughter from orgres. Examples of 1-point accomplishments- Lead a platoon of troops to rescue a major city that has fallen under siege, fight off a flight of drakes before they are able to raze a vahnatai settlement, find the cure for an epidemic plague, discover the reason why the magic powers of the sorcerers in the kingdom have been going awry, evacuate a town that is about to be destroyed by lava. Religion: All in all, religion in the world of Ermarian is more subjective, complicated, and less overtly tied to alignment and primal truths, than in many fantasy settings such as Forgotten Realms or Greyhawk, in some ways more similar to Eberron in this respect. Even the existence of some deities can be highly questioned and theorized upon, even those that have verifiable miracles and priesthoods to their testimony, for the deities and outsiders (such as demons) exist in a mysterious metaphysical realm not similar to the numerous planes seen in Planewalker cosmology. The concept of racial deities is much less prevalent. The average citizen or adventurer, especially beneath the surface, is usually not overly concerned with spiritual matters. Creation theories are numerous and often contradictory. Deities are not given statblocks. In terms of game mechanics, there is little diverting from the rules set for clerics in the Player's Handbook. Shamans are servants of a deity as often as not. These are the major deities and religious organizations in Ermarian. Aescal- A deity associated with benevolence and healing, Aescal's clerics can be lawful good, neutral good, and chaotic good. His symbol is a ring of light. His followers likely originate in Aizo, the second largest continent in the world. Aescal has a relatively large following, but his light green-robed clerics comprise only a small percentage, and are not overly well organized. Aescal mushrooms, a type of fungus with powerful healing properties, are named after him. The domains he is associated with are Good, Healing, Protection, and Travel. His favored weapon is the quarterstaff. Anama Church- The Anama Church's central doctrine is that of restriction and abolishment of arcane magic, in favor of priestly leanings. Anama clerics can be any alignment, although evil, renegade, or magic-associating clerics often find themselves excised. It was founded 379 IE and re-founded in 776 IE and is centered in Shaydar in the Isle of Bigail in the continent of Valorim. High Priest Ahonar is its spiritual guide, and the one who re-established it after centuries of secret worship. Ahonar prefers to consider the reformed church as completely separate from the original faith in all but its name and its underlying tenet, the abolition of magic. In truth, there are vast differences between the movement started by Segrin Bilal and the one started by Ahonar over four centuries later. Parallels between the two religious figures have been drawn up but are largely without foundation, for Ahonar is neither thought to, nor considers himself to possess the burning, almost fanatical conviction that powered Segrin's vision. Through years of persecution (esp. in the Anama War), they have persevered and now voraciously defend their freedom of religion. The associated domains are Destruction, Healing, and Protection. The trademark favored weapon is the mace. Carrunos- Carrunos is a human deity of the Hunt, and is original to the native Aizoan faith; his symbol is a bone bow. As such, his following is still tremendous in that region, especially in the lesser developed areas, but waning in some aspects. His clerics can be chaotic good, chaotic evil, chaotic neutral. His followers, some of which include shamans and berserker-barbarians, revere the proximity to nature and survival that he represents. Devoted followers are dressed in shades of brown and dark green and often look more like woodsmen or tribesmen. The domains he is associated with are Animal, Chaos, Earth, and Travel. The bow is his favored weapon. Church of Prevailing Righteousness- The Church of Prevailing Righteousness exists throughout the world, both on the surface and in Avernum, without a central leadership. Righteousness clerics can be lawful good, neutral good, and lawful neutral. Its symbol is a shining sword, the blade facing upwards. Its largest shrines in Avernum are in Mertis and Almaria. The Church is a respected sect of warrior-priests whose goal is to bring peace through smiting those who would disturb that peace or who dare threaten the well-being of the innocent. A popular religion among adventurers, smiting wickedness is a central tenet of the religion. The Church's history is unable to account for its foundation, which indicates that it is very old. Many adherents of the Church's philosophy often also serve a deity. Clerics wear golden robes and are often well-armored. The associated domains are Destruction, Good, Law, and War. The trademark favored weapon is the longsword. Church of the Bright Star- The Church of the Bright Star, also called the Temple of the Good Spirit, is a minor shrine situated in the town of Formello, in Northeastern Exile. Bright Star clerics can be lawful good, neutral good, and chaotic good. Their symbol is a golden ankh. It was founded in 781 IE, when the town was barely a few years old. Its founder and caretaker was Mother Claudette, who presided over the temple for 37 years before passing away. The shrine serves as a place of gathering and prayer, but its main source of income lies in providing healing services and teaching clerical magic. The sect grows rapidly and is popular with the common folk of Avernum. The church pays less attention to religious doctrines and worship of a defined divinity than it does toward general acts of devotion and benevolence, and is relatively egalitarian. Clerics wear simple gray robes. The associated domains are Good, Healing, Knowledge, Protection, and Sun. The trademark favored weapon is mace. Church of the Divine Lucre- The Church of the Divine Lucre, founded in 512 IE and found throughout Ermarian, promotes a hedonistic philosophy of accumulation of wealth and personal enjoyment. Such a concept would normally be considered corrupt and lavish in a religion with more mainstream members, but in the Church of the Divine Lucre a strong dedication to avarice is the norm and empathy is hard to be found. Divine Lucre clerics can be chaotic neutral, chaotic evil, and neutral evil. They make no use of any symbols. The Church makes most of its profit by providing "protection". Those who do not or cannot pay are often assaulted by people who look suspiciously like Church members. The Church has also been known to teach clerical spells for exorbitant fees. Although allegations have been made more than once that the Church filters ill-gotten artifacts to the Cult of the Sacred Item, no connections have been proven. Some purists do not classify the Church as a religion; they claim that, because the Church has no patron deity other than currency and no benevolent or malevolent or doctrine towards humanity, it cannot be an actual Church or cult. Unfortunately, these scholars cannot agree on what the Church actually is. Church "priests" are often indistinguishable from lay merchants or nobility. The Church, in general, is clandestine and mysterious (both in rites and in public ministry) in spite of being quite widespread, and meetings take place in the estates of prominent members rather than in public assemblies. The associated domains are Chaos, Protection, and Travel. The trademark favored weapon is the dagger. Cult of the Sacred Item- The Cult of the Sacred Item is a minor, radical religion that worships magical artifacts as divine gifts. Seeking to "purify" and protect these gifts from mundane influences, they have made it their holy objective to acquire as many such items as possible, usually through outright theft. Sacred Item clerics can be lawful evil, neutral evil, and chaotic evil. The sect is thus usually counted among the more eccentric bandit organizations. It is most notorious for having stolen the Orb of Thralni in 833 IE, among other famed relics such as the Demonslayer. Followers of the cult are thuggish but diverse, counting clerics in a minority among rogues, rebels, and sorcerers. The associated domains are Knowledge, Luck, Magic, Travel, and Trickery. The trademark favored weapon is the rapier. Kaz- Kaz, also titled the Lord of War. His clerics can be lawful good, lawful neutral, and lawful evil. His symbol is an iron pillar. The deity has a moderate following in the Empire, and a very small one in Avernum. Membership in Kaz's order demands lordly allegiance and military prowess. Temples and shrines to Kaz are often constructed as natural extensions of military fortresses or keeps where ritual is kept simple and pointed, and lend-lease armories provide the primary regalia. His crimson-robed, armored clerics are always suited for battle and have been among the ranks of the Empire's greatest generals. Many philosophers and sages, especially in Avernum, may criticize Kaz's sect and consider their life outlook untenable and lacking answers to essential philosophical dilemmas, especially in times of peace. The domains he is associated with are Law, Strength, and War. His favored weapon is the broadsword. Spider Goddess- The Great Spider Goddess, sometimes called the Spider Lord (a masculine form) or the Great Spider in the Sky, is an ambiguous and strange deity worshiped nearly universally by the GIFTS (Giant Intelligent Friendly Talking Spiders) and by some aranea, who sometimes construct statues of her. However few actual clerics and priests she may have among the seemingly unlimited numbers of her intelligent spider worshipers, they are neutral good, lawful neutral, neutral, chaotic neutral, and neutral evil. Her symbol is a carved spider. The domains she is associated with are Community (Complete Divine), Earth, and Trickery. Her favored weapon is the natural attack (bite). Vital Statistics: Random Starting Ages: Berserker Cleric Rebel Archer Shaman Race Adulthood Rogue Soldier Sorcerer Human 15 years +1d4 +1d6 +2d6 Goblin 14 years +1d4 +1d6 +2d6 Nephilim 12 years +1d4 +1d6 +2d6 Slithzerikai 30 years +3d6 +5d6 +7d6 Vahnatai 150 years +4d6 +6d6 +10d6 Aging Effects: Race Middle Age Old Venerable Max. Age Human 35 years 53 years 70 years +2d20 years Goblin 30 years 49 years 60 years +2d20 years Nephilim 25 years 35 years 45 years +2d10 years Slithzerikai 80 years 100 years 120 years +3d20 years Vahnatai 300 years 400 years 500 years +5d% years Random Height and Weight: Base Height Base Weight Race Height Modifier Weight Modifier Human, male 4'10" +2d10 120 lb. ×(2d4) lb. Human, female 4'5" +2d10 85 lb. ×(2d4) lb. Goblin, male 3'3" +2d4 45 lb. ×1 lb. Goblin, female 3'0" +2d4 40 lb. ×1 lb. Nephilim, male 4'5" +2d6 100 lb. ×(1d6) lb. Nephilim, female 4'5" +2d6 80 lb. ×(1d6) lb. Slithzerikai, male 5'0" +2d12 170 lb. ×(2d6) lb. Slithzerikai, female 4'5" +2d12 130 lb. ×(2d6) lb. Vahnatai, male 4'7" +2d8 100 lb. ×(2d4) lb. Vahnatai, female 4'5" +2d8 80 lb. ×(2d4) lb. |
| Theskippingman05-01-07, 08:51 PM | Information: Equipment Materials: Upstart combatants and adventurers in Exile are often unable to afford or obtain iron and steel weaponry or armor. Stone and bronze equipment sees frequent circulation in low-end Avernite armories and adventuring squads, especially amongst the primitive societies. Usage of stone weaponry has drastically decreased since Avernum and the Empire now openly collaborate in commerce, but is still common. From the Dungeon Master's Guide page 144: Stone weaponry has a -2 penalty on attack and damage rolls (minimum 1), with a hardness 8 and 15 hit points per inch of thickness. Bronze weaponry has a -1 penalty on attack and damage rolls (minimum 1). Bronze shields have the same protection value as steel shields, and their cost and weight are the same, but a bronze shield has hardness 9 (compared to iron's 10), with 7 hit points for a small bronze shield ,and 14 for a large one. Bronze armor's armor bonus is one lower, but the maximum Dexterity bonus to AC is 1 higher. Masterwork and magical armor and weapons are never made from stone or bronze. Stone weapons are ½ the normal cost, while bronze armor and weaponry is two-thirds the normal cost. Bronze has hardness 9 and 20 hit points per inch of thickness. Most bows made below the surface are carved from common cavewood, although the high-quality (masterwork) ones tend to be made from and sturdier yew. Surface bows and crossbows, as well as javelins, are made from a larger variety of materials. Mithral (also spelled Mithril) is a very rare metal which can be used to craft the finest tools, weapons, and armor. It is incredibly hard, but not brittle, and it weighs less than any other metal except tin. Mithral is also noted for its use in making durable jewelry. It is mined in a few select locations in the Empire and Avernum. It is also reputed to wonderfully catalyze magical enchantments, and mithral is the metal of choice for the best magical tools and equipment. Drakeskin armor (which has the same traits as 'dragonhide' armor found in DMG pages 283-284) is always of masterwork quality, is fashioned from the scales of a drake, usually obtained in the extremely dangerous process of hunting them. It is one of the finest quality materials for armor and shields available, and one of the most difficult and treacherous to obtain for obvious reasons. New Weapons: Weapons: Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight* Type One-Handed Melee Weapons Waveblade 55 gp 1d10 1d12 18-20/x2 — 8 lb. Slashing Ranged Weapons Razordisk 5 gp 1d8 1d10 x3 50 ft. 1/2 lb. Piercing and Slashing *Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. Razordisk: Vahnatai razordisks are small disks made of metal and blue crystal with four equidistant sharp, curved points intended to lodge into the victim's skin or armor. They are used primarily for hunting wild beasts, although the occasional interclan conflict can lead to them being thrown against Vahnatai. During the Empire-Avernum War, the Vahnatai used them with deadly efficiency against Empire soldiers. Waveblade: Vahnatai waveblades are one-handed weapons with two razor-sharp cutting edges. Fine quality (masterwork) waveblades have more waves in the blade, as well as sharp crystal dust sprinkled onto the blade to cause extra damage to targets. Unlike razordisks, waveblades are primarily used for warfare against humanoids. Some particularly skilled blademasters have been known to wield a waveblade in each hand. New Armor: From the Waking Lands (http://wakinglands.com/htm_files/the_equipment_page.htm) errata to page 33 of Dragon Magazine #275. Armor: Armor Maximum Armor Spell Speed Savage Cost Bonus Dex Bonus Check Penalty Failure Chance (30 ft.) (20 ft.) Weight* Light Armor Fur 5 gp +1 +7 -1 10% 30 ft. 20 ft. 10 lb. Cord 8 gp +2 +5 -1 15% 30 ft. 20 ft. 15 lb. Medium Armor Wood 10 gp +3 +4 -2 20% 20 ft. 15 ft. 25 lb. Bone 20 gp +4 +3 -3 25% 20 ft. 15 ft. 30 lb. *Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much. Alcohol: An example of generic alcohol is a mug of tavern mead. An example of strong liquor is a stein of rum. An example of a weak alcoholic beverage is watered-down wine. Intoxication: Beverage Type Initial Damage Secondary Damage Generic Alcohol, 1 Mug Ingested DC 10 1 Har 1 Har/ 1 Cun Strong Liquor, 1 Mug Ingested DC 15 1d3 Har 1d3 Har/1d3 Cun Weak Beverage, 1 Glass Ingested DC 7 1 Har 1 Har/1 Cun |
| Theskippingman05-01-07, 08:53 PM | Standardized Variant Rules: All of the following rules variants, which are related to adventuring and campaigns, are standard to Ermarian d20 campaigns. "Natural 20's and 1's" in Avernum d20: On attack rolls and saving throws, a natural 20 is a result of +30, not an automatic success. Likewise, a natural 1 is a result of -10, not an automatic failure. Massive damage based on size: The "massive damage based on size" variant, found on page 27 of the Dungeon Master's Guide, is standard. Clobbered: The "clobbered" variant, found on page 27 of the Dungeon Master's Guide, is standard. Supplemental Traps and Archetypal Locations: All of the additional Traps and Supplemental Encounters found in chapter 2 of the Dungeon Master's Guide II are standard. Contacts and Hirelings: Contacts and hirelings or hired specialists are handled according to their designated rules in pages 153-157 in the Dungeon Master's Guide II. Scaling Illiteracy: In this campaign setting, illiteracy (inability to read) or lack thereof is based on intellect. A creature with an Intelligence score of either 7 or 8 is illiterate as a Player's Handbook barbarian, and the weakness can be bought off with 2 skill points. A creature with an Int score of 6 or lower is illiterate and the weakness cannot be bought off with 2 skill points, unless its Intelligence score is raised to 7 or above. |
| Theskippingman05-01-07, 08:54 PM | Standardized Variant Rules: All of the following rules variants, which are related to magical and supernatural abilities, are standard to Ermarian d20 campaigns. Effects of Petrification: Petrification does not actually turn the target to stone; it instantly reduces the afflicted target to Dexterity 0, rendering them utterly and immediately immobile. Other elements, such as the methods through which petrification must be cured, remain unchanged. Substitutionary Experience Components: This variant applies to any spell that has a material component with a defined cost. Any time such a spell is attempted to be cast with a priced material component that the spellcaster does not possess, the spellcaster can instead choose to channel some of her spirit energy into casting the spell, to replicate the effect that the material component would have produced. Her experience total is decreased by an amount equal to one-and-a-half times the cost of the spell components. This emergency alternative to the use of a material component to power a spell is costly, and seldom if ever optimal. All other components, including V,S, F, and DF, must still be fulfilled to complete the spell. Like all spells with experience costs, the caster is not allowed to expend so much experience that her character level would be decreased. Scaling Energy Immunity: (Based on Upper_Krust's (http://immortalshandbook.com/sermon1.1.htm) variant) Energy immunity is not absolute; a fire elemental is still obliterated if teleported into a star, for example. A creature with energy immunity, that is not of the fire sub-type and is not composed of that type of energy, such as a haakai, actually has energy resistance 50. A creature that has that form of energy as a subtype, such as many dragons, has energy resistance 100. A creature largely comprised of that form of energy, such as a fire elemental, has fire resistance 150. Magic Item Identification using Spellcraft: The Spellcraft skill allows a character to identify potions with a DC 25 Spellcraft check and scrolls with a DC 25 + spell level Spellcraft check, but not other magic items. The means of identifying magic items in the standard game are, at best, ambiguous, outside of the specific magic spells that immediately accomplish the task. A character can use the Spellcraft skill to identify other magic items as follows: Arms and Armor 30, Wands 30, Rods 35, Staffs and Rings 40, Wondrous Items minor 25, medium 30, major 40. DC's increase by +10 to identify a cursed item. Scaling DR/magic: Damage reduction bypassed by magic weaponry is obscure in some ways. By the medium levels, almost all adventuring characters possess magical weapons, thereby ignoring DR/magic when using those weapons, whatever the value. It would not make any difference if a wyrm dragon had DR 5000/magic, because it'd normally be bypassed. This rule constitutes a "fix". The required DR increase to bypass DR/magic increases by +1 for every 5 points of DR/magic. For example, a creature with Damage Reduction 15/bludgeoning and magic is actually treated as having DR 15/bludgeoning and magic +3. Once DR/magic exceeds a value of 25, the enhancement bonus required to bypass is changed from "magic" to epic +6, and the increase continues. Spell Points: Spell Point Costs: Spell Level Cost 0 0* 1st 1 2nd 3 3rd 5 4th 7 5th 9 6th 11 7th 13 8th 15 9th 17 * 0-level spells do not cost any spell points in order to be cast. A spellcaster can cast a number of 0-level per day equal to 3 + her primary spellcasting modifier. Any additional 0-level spells in a day cost 1 pt. each. Ability Modifiers and Bonus Spell Points: Bonus Spell Points (by Spell Level) Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 Can't cast spells tied to this ability 2-3 Can't cast spells tied to this ability 4-5 Can't cast spells tied to this ability 6-7 Can't cast spells tied to this ability 8-9 Can't cast spells tied to this ability 10-11 — — — — — — — — — — 12-13 — 1 1 1 1 1 1 1 1 1 14-15 — 1 4 4 4 4 4 4 4 4 16-17 — 1 4 9 9 9 9 9 9 9 18-19 — 1 4 9 16 16 16 16 16 16 20-21 — 2 5 10 17 26 26 26 26 26 22-23 — 2 8 13 20 29 40 40 40 40 24-25 — 2 8 18 25 34 45 58 58 58 26-27 — 2 8 18 32 41 52 65 80 80 28-29 — 3 9 19 33 51 62 75 90 107 30-31 — 3 12 22 36 54 76 89 104 121 32-33 — 3 12 27 41 59 81 107 122 139 34-35 — 3 12 27 48 66 88 114 144 161 36-37 — 4 13 28 49 76 98 124 154 188 38-39 — 4 16 31 52 79 112 138 168 202 40-41 — 4 16 36 57 84 117 156 186 220 42-43 — 4 16 36 64 91 124 163 208 242 44-45 — 5 17 37 65 101 134 173 218 269 etc... Changed Domains: Some of the clerical domains have received changes to either their spell list or their granted powers. Air: 3rd—Freedom of movement 4th—Fly Animal: 7th—Summon Nature's Ally VII 9th—Sympathy Fire: 6th—Delayed Blast Fireball Luck: Granted Power—You gain one extra use of your Luck score each day. Strength: 1st—Divine Favor 5th—Greater Heroism Sun: 6th—Hallow Trickery: 8th—Weird Spell Lists: Cleric Spell List: 0-level—Create water, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue; 1st—Bane, bless, bless water, cause fear, charm person, comprehend languages, cure light wounds, curse water, deathwatch, detect chaos/evil/good/law, detect undead, divine favor, doom, endure elements, entropic shield, hide from undead, inflict light wounds, magic weapon, obscuring mist, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, sleep, summon monster I; 2nd—Aid, align weapon, augury, bear's endurance, bull's strength, calm emotions, consecrate, cure moderate wounds, darkness, death knell, delay poison, desecrate, eagle's splendor, enthrall, find traps, gentle repose, hold person, inflict moderate wounds, lesser restoration, make whole, owl's wisdom, rage, remove paralysis, resist energy, shatter, shield other, silence, sound burst, spiritual weapon, status, summon monster II, undetectable alignment, zone of truth; 3rd—Animate dead, bestow curse, blindness/deafness, contagion, continual flame, create food and water, cure serious wounds, daylight, deeper darkness, dispel magic, fear, glyph of warding, heal mount, helping hand, inflict serious wounds, invisibility purge, locate object, magic circle against chaos/evil/good/law, magic vestment, obscure object, prayer, protection from energy, remove blindness/deafness, remove curse, remove disease, searing light, speak with dead, stone shape, summon monster III, water breathing, water walk, wind wall; [/B]4th[/B]—Control water, cure critical wounds, death ward, dimensional anchor, discern lies, dismissal, divination, divine power, freedom of movement, greater magic weapon, imbue with spell ability, inflict critical wounds, lesser planar ally, neutralize poison, poison, repel vermin, restoration, sending, spell immunity, summon monster IV, tongues, zone of silence; 5th—Atonement, break enchantment, commune, dispel chaos/evil/good/law, disrupting weapon, flame strike, greater command, hallow, insect plague, mark of justice, mass cure light wounds, mass inflict light wounds, plane shift, raise dead, scrying, slay living, spell resistance, summon monster V, symbol of pain, symbol of sleep, true seeing, unhallow, wall of stone; 6th—Animate objects, antilife shell, banishment, blade barrier, create undead, eyebite, find the path, geas/quest, greater glyph of warding, harm, heal, heroes' feast, mass bear's endurance, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass inflict light wounds, mass owl's wisdom, planar ally, summon monster VI, symbol of fear, symbol of persuasion, undeath to death, word of recall; 7th—Blasphemy, control weather, destruction, dictum, ethereal jaunt, greater restoration, greater scrying, holy word, mass cure serious wounds, mass inflict serious wounds, refuge, regenerate, repulsion, resurrection, summon monster VII, symbol of stunning, symbol of weakness, word of chaos; 8th—Antimagic field, cloak of chaos, create greater undead, dimensional lock, discern location, earthquake, firestorm, greater spell immunity, holy aura, mass cure critical wounds, mass inflict critical wounds, shield of law, summon monster VIII, symbol of death, symbol of insanity, unholy aura; 9th—Astral projection, energy drain, etherealness, gate, implosion, mass heal, miracle, soul bind, storm of vengeance, summon monster IX, true resurrection.[/] Rebel Spell List: 1st—[I]Alarm, animal messenger, calm animals, charm animal, delay poison, detect animals or plants, detect poison, detect snares and pits, endure elements, entangle, hide from animals, hide from undead, hold portal, jump, longstrider, magic fang, magic weapon, pass without trace, read magic, resist energy, speak with animals, summon nature's ally I; 2nd—Barkskin, bear's endurancee, cat's grace, cure light wounds, find traps, hold animal, owl's wisdom, protection from energy, silence, snare, spike growth, summon nature's ally II, undetectable alignment, wind wall; 3rd—Command plants, cure moderate wounds, darkvision, diminish plants, greater magic fang, neutralize poison, plant growth, remove disease, repel vermin, speak with dead, summon nature's ally III, water walk; 4th—Commune with nature, cure serious wounds, death ward, freedom of movement, nondetection, spell immunity, summon nature's ally IV. Shaman Spell List: 0-level—Create water, cure minor wounds, detect magic, detect poison, guidance, know direction, light, mending, purify food and drink, read magic, resistance, virtue; 1st—Calm animals, cause fear, charm animal, cure light wounds, detect animals or plants, detect snares and pits, detect undead, endure elements, faeries fire, goodberry, hide from animals, jump, longstrider, magic fang, obscuring mist, pass without trace, produce flame, speak with animals, summon nature's ally I, unseen servant; 2nd—Animal messenger, animal trace, barkskin, bear's endurance, bull's strength, cat's grace, chill metal, delay poison, flame blade, fog cloud, gentle repose, gust of wind, heat metal, hold animal, lesser restoration, owl's wisdom, resist energy, silence, soften earth and stone, spider climb, status, summon nature's ally II, summon swarm, warp wood, wood shape; 3rd—Call lightning, contagion, cure moderate wounds, daylight, diminish plants, dominate animal, greater magic fang, helping hand, neutralize poison, plant growth, poison, protection from energy, quench, remove disease, sleet storm, snare, speak with dead, spike growth, stone shape, summon nature's ally III, water breathing, wind wall; 4th—Antiplant shell, command plants, control water, cure serious wounds, dispel magic, flame strike, freedom of movement, ice storm, repel vermin, restoration, rusting grasp, scrying, sending, spike stones, summon nature's ally IV; 5th—Atonement, call lightning storm, commune with nature, control winds, cure critical wounds, death ward, detect scrying, hallow, stoneskin, summon nature's ally V, transmute rock to mud, transmute mud to rock, unhallow, wall of fire, wall of thorns; 6th—Antilife shell, banishment, find the path, greater dispel magic, ironwood, legend lore, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure light wounds, mass owl's wisdom, move earth, repel wood, repulsion, spellstaff, stone tell, summon nature's ally VI, wall of stone; 7th—Animate plants, control weather, ethereal jaunt, fire storm, greater scrying, heal, mass cure moderate wounds, shadow walk, summon nature's ally VII, sunbeam, true seeing, vision; 8th—Control plants, earthquake, finger of death, repel metal or stone, reverse gravity, screen, soul bind, summon nature's ally VIII, sunburst, whirlwind, word of recall; 9th—Antipathy, elemental swarm, etherealness, foresight, mass cure critical wounds, regenerate, shambler, soul bind, storm of vengeance, summon nature's ally IX, sympathy. Sorcerer Spell List: 0-level—Acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st—Alarm, animate rope, burning hands, cause fear, charm person, chill touch, color spray, comprehend languages, detect secret doors, detect undead, disguise self, endure elements, erase, expeditious retreat, feather fall, floating disk, grease, hold portal, hypnotism, identify, jump, mage armor, magic aura, magic missile, magic weapon, obscuring mist, protection from chaos/good/evil/law, ray of enfeeblement, shield, shocking grasp, sleep, silent image, summon monster I, true strike, unseen servant, ventriloquism; 2nd—Acid arrow, alter self, arcane lock, bear's endurance, blindness/deafness, blur, bull's strength, cat's grace, command undead, continual flame, darkness, darkvision, daze monster, detect thoughts, eagle's splendor, false life, flaming sphere, fox's cunning, ghoul touch, glitterdust, grease, gust of wind, hypnotic pattern, hideous laughter, invisibility, knock, levitate, locate object, magic mouth, minor image, mirror image, misdirection, obscure object, owl's wisdom, phantom trap, protection from arrows, pyrotechnics, resist energy, rope trick, scare, scorching ray, shatter, see invisibility, sound burst, spectral hand, spider climb, summon monster II, touch of idiocy, web, whispering wind; 3rd—Arcane sight, blink, clairaudience/clairvoyance, daylight, deep slumber, dispel magic, displacement, explosive runes, fireball, flame arrow, fly, gentle repose, glibness, greater magic weapon, halt undead, haste, heroism, hold person, illusory script, invisibility sphere, lightning bolt, magic circle against chaos/evil/good/law, major image, nondetection, phantom steed, protection from energy, sculpt sound, secret page, sepia snake sigil, sleet storm, slow, stinking cloud, suggestion, summon monster III, tiny hut, tongues, vampiric touch, water breathing, wind wall; 4th—Animate dead, arcane eye, bestow curse, black tentacles, charm monster, confusion, contagion, crushing despair, detect scrying, dimensional anchor, dimension door, enervation, fear, fire shield, fire trap, greater invisibility, hallucinatory terrain, ice storm, illusory wall, lesser geas, lesser globe of invulnerability, locate creature, minor creation, modify memory, phantasmal killer, rainbow pattern, remove curse, resilient sphere, scrying, secure shelter, shadow conjuration, shout, solid fog, stone shape, stoneskin, summon monster IV, wall of fire, wall of ice; 5th—Blight, break enchantment, cloudkill, cone of cold, contact other plane, dismissal, dominate person, dream, fabricate, false vision, feeblemind, hold monster, interposing hand, lesser planar binding, mage's faithful hound, mage's private sanctum, magic jar, major creation, mind fog, mirage arcana, nightmare, overland flight, passwall, permanency, persistent image, prying eyes, secret chest, seeming, sending, shadow evocation, slay living, spell resistance, summon monster V, symbol of pain, symbol of sleep, telekinesis, telepathic bond, teleport, transmute rock to mud, transmute mud to rock, wall of force, wall of stone, waves of fatigue; 6th—Acid fog, analyze dweomer, antimagic field, chain lightning, circle of death, contingency, create undead, disintegrate, eyebite, flesh to stone, forceful hand, freezing sphere, geas/quest, globe of invulnerability, greater dispel magic, greater heroism, guards and wards, mass bear's endurance, mass bull's strength, mass eagle's splendor, mass fox's cunning, mass owl's wisdom, mislead, move earth, permanent image, planar binding, programmed image, quickfire, repulsion, shadow walk, stone to flesh, summon monster VI, symbol of fear, symbol of persuasion, sympathetic vibration, transformation, true seeing, undeath to death, veil, wall of iron; 7th—Banishment, control undead, control weather, delayed blast fireball, ethereal jaunt, finger of death, forcecage, grasping hand, greater arcane sight, greater scrying, greater shadow conjuration, insanity, instant summons, limited wish, mage's magnificent mansion, mage's sword, mass hold person, mass invisibility, phase door, plane shift, power word blind, prismatic spray, project image, reverse gravity, sequester, simulacrum, spell turning, summon monster VII, symbol of stunning, symbol of weakness, teleport object, vision, waves of exhaustion; 8th—Antipathy, binding, clenched fist, create greater undead, demand, dimensional lock, discern location, greater planar binding, greater prying eyes, greater shout, horrid wilting, incendiary cloud, irresistible dance, iron body, mass charm monster, mind blank, moment of prescience, polar ray, power word stun, prismatic wall, protection from spells, scintillating pattern, screen, shadow evocation, summon monster VIII, sunburst, symbol of death, symbol of insanity, sympathy, telekinetic sphere, temporal stasis, trap the soul; 9th—Astral projection, crushing hand, dominate monster, etherealness, foresight, freedom, gate, implosion, imprisonment, mage's disjunction, mass hold monster, meteor swarm, power word kill, prismatic sphere, refuge, shades, soul bind, summon monster IX, teleportation circle, time stop, wail of the banshee, wish. New Spell: Quickfire Evocation [Fire] Level: Sor 6 Components: V, S, M Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Effect: 30-foot radius spread, centered anywhere within range, expanding up to 120 feet; see text Duration: See text Saving Throw: Reflex half each round, and to avoid catching on fire; see text Spell Resistance: No Quickfire is powerful, unnatural force originally invented by the vahnatai. The spell is very dangerous and indiscriminate, and is therefore usually employed in magic traps and not in tactical combat. In the first ground that it is activated, the radius is 30 feet, expanding by by another 30 feet each round up to a maximum of 120 feet; in areas filled with high amounts of flammable material (such as a grove of trees), the radius instead expands at 60 feet per round. Those in the area take 3d6 fire damage each round (Reflex half), and must also succeed on a DC 15 Reflex save each round to avoid catching on fire (see Catching on Fire, Dungeon Master's Guide page 304). The fires last for up to a full week if any part of the area in which they exist continues to contain even the slightest amount of flammable material. Additional fire produced by the existence of the spell acts just like regular mundane fire, not quickfire. Material Component: A fire opal worth at least 400 gp coated in sulfur. New Magic Items: The new magic items provided here are all actually choice selections from the Dungeon Master's Guide II, but presented in the more space-effective and modular older magic iitem format. Most of them have been left effectively unchanged. Armor/Shield Abilities: Energy Immunity Armor and shields with this ability render the wielder immune to a specific form of energy determined on activation. The immunity is activated immediately in response to any attack that deals energy damage; if an attack deals multiple forms of energy damage; the wearer must choose which one form is protected against in that attack. This effect can be activated three times per day. Moderate abjuration; CL 13th; Craft Permanent Item, protection from energy; +3 bonus. Slippery Mind A creature wearing armor with this ability more easily escapes potent enchantment effects. If the wearer fails a saving throw against an enchantment spell or effect, she can attempt a second save 1 round later at the same DC; no further retries are granted by the armor if the wearer fails the second save. This special ability has no effect on a creature that already possesses the slippery mind class ability. Strong abjuration; CL 15th; Craft Permanent Item, mind blank; Price +45,000 gp; Cost +22,500 gp + 1,800 XP + 45 days. Weapon Abilities: Corrosive Upon command, a corrosive weapon is sheathed in corrosive magical acid. The acid does not harm the wielder. The effect remains until another command is given. A corrosive weapon deals an extra 1d6 points of acid damage on a successful hit. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition. Moderate evocation; CL 10th; Craft Permanent Item and acid arrow, acid fog, acid storm, or storm of vengeance; Price +1 bonus. Corrosive Burst A corrosive burst weapon functions as a corrosive weapon that also explodes with acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra damage from the corrosive ability, a corrosive burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of acid damage instead, and if the multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition. Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit. Strong conjuration; CL 12th; Craft Permanent Item plus acid arrow, acid fog, acid storm, or storm of vengeance; Price +2 bonus. Illusion Bane This weapon special ability allows the wielder to more easily discern and defeat illusionary effects and spells. The wielder of such a weapon has no miss chance with it against a creature affected by any illusion magic that normally provides one (such as blur or displacement), even if a magic item generates the effect. In addition, a successful hit with the weapon allows an immediate dispel check (1d20+10) to dispel any illusion magic currently affecting the target. The effect is a targeted dispel functioning only against illusion magic, the wielder making a check for each illusion spell affecting the target. The wielder can alternatively attempt to dispel a single illusion by touching it with the weapon, which still counts as one use of the weapon's ability. The ability is usable once per day. Moderate abjuration and divination; CL 10th; Craft Permanent Item, true seeing, dispel magic; Price +7,000 gp. Sudden Stunning Weapons with the sudden stunning ability are able to knock their targets inoperable. As a swift action occurring immediately after the wielder makes a successful; attack, the wielder can activate the weapon's power, requiring the target to succeed on a Reflex save (DC 10 + ½ wielder's level + wielder's Ref bonus), or be stunned for 1d4+1 rounds. This ability is usable a number of times per day equal to the wielder's reputability bonus. Moderate enchantment; CL 9th; Craft Permanent Item, hold monster; Price +2,000 gp. Rings: Ring of Mental Fortitude This platinum ring prevents mental intrusions. The power is continually active. The wearer is protected against all mind-affecting spells and abilities; she need not make any saving throws against these affects, because they simply fail to affect her. Strong abjuration; CL 15th; Craft Permanent Item, mind blank; Price 110,000 gp; Cost 55,000 gp + 4,400 XP + 110 days. Rods: Magic Siphon This rod drains the magical energy out of existing spell effects, rendering them powerless. When activated, any creatures adjacent to the wielder are affected as though by a targeted greater dispel magic spell (caster level 20th). The rod's power is usable once per day. Strong abjuration; CL 20th; Craft Permanent Item, greater dispel magic; Price 25,000 gp; Weight 3 lb. Rod of Avoidance This solid gold, emerald-lined rod is a powerful toof for escaping extreme danger. It protects its wielder with a powerful field of nearly impenetrable force, which passes quickly but can mean the difference between life and death. Upon activation, the wielder gains a +20 deflection bonus to Armor Class that lasts for one round. The rod is usable three times per day. Strong abjuration; CL 15th; Craft Permanent Item, shield; Price 3,000 gp; Weight 3 lb. Rod of Grevious Wounds This long ivory scepter worsens the wounds of nearby creatures that have already been harmed. When the rod is activated, every creature adjacent to the wielder that has fewer than normal maximum hit points takes 2d6 points of damage. The rod is usable three times per day. Moderate necromancy; CL 15th; Craft Permanent Item, inflict light wounds, Price 2,000 gp; Weight 3 lb. Rod of Sure Striking The pale silvery rod of sure striking magically imbues the wielder's next attack with uncanny accuracy. When activated with a command word, the wielder and all adjacent creatures gain a +10 bonus on their next attack roll. The rod is usable three times per day. Moderate divination; CL 7th; Craft Permanent Item, true strike; Price 4,000 gp; Weight 3 lb. Wondrous Items: Bracelets of Spell Sharing These twin thin bracelets allow spell energies to be equally distributed between two wearers. Continuously active, when any spell with a range of personal and a target of you is cast on one of the wearers, both wearers benefit equally from the effect when they are within 60 feet of each other, with a halved duration on each wearer. The bracelets can share only one spell at a time. Moderate transmutation; CL 10th; Craft Permanent Item, share spell ability or shield other; Price 60,000 gp; Cost 30,000 gp (for pair), 2,400 XP, 60 days. Elixir of Reckoning A character that consumes this magical bottled liquid is assuming the worse—death. This dangerous magical mixture provides a last chance for retribution when the imbiber falls in combat. If the imbiber is slain (falling to -10 hit points) within 1 hour of drinking the elixir, the unstable energy explodes the body, dealing damage (5d6 if it is a minor elixir, 10d6 if major) to every creature and object within 20 feet. Targets in the area can attempt a DC 14 Reflex save to halve the damage. Remnants of the imbiber's body survive in the blast radius. Faith (minor) or moderate (major) abjuration; CL 5th; Craft Single-Use Item, glyph of warding; Price 825 gp (minor), 1650 gp (major); Cost 413 gp (minor) or 825 gp (major), 33 XP, 1 day. Ghost Gauntlet This magical gauntlet allows you to attack spiritual and other immaterial creatures. When worn, it conveys several benefits. Any weapon gripped by your gauntleted hand gains the ghost touch special ability. The gauntlet also has the ability to make part of itself (and the wearer's hand) incorporeal, granting a +5 competence bonus on Disable Device and Open Lock checks. In addition, a ghost gauntlet can be used to transport an object you touch with it to a distant location on the Spirit Plane, as though by the teleport object spell. This ability is usable once per day. Strong conjuration; CL 13th; Craft Permanent Item, plane shift, teleport object; Price 68,782 gp; Weight 1 lb.; Cost 34,391 gp, 2,751 XP, 35 days; Lenses of Pain These slightly green-cast lenses, when worn, allow the wearer to devastate enemies with a focused glance. Activating the lens is a standard action that is a gaze attack (see page 309 of the Monster Manual for a full description of gaze attacks), and can be active for a total of 10 rounds every 24 hours. Turning them off is a swift action. When active, each creature within 30 feet of the wearer must succeed on a DC 15 Will save every round or take 2d6 points of damage and become sickened. A successful save negates half the damage and the sickened effect. A target that successfully saves becomes immune to the effect of the lenses for 24 hours. An opponent can avoid the effect altogether by averting its eyes and accepting a 50% miss chance on attacks against the wearer. Alternatively, as a standard action, the wearer can focus his gaze on a single creature while the lenses are active. The target creature must immediately make a Will save to avoid the damage and the sickened effect, even if averting its eyes at the time. The wearer can focus his gaze in this manner even on a creature that has already become immune to the general effect. Moderate necromancy; CL 9th; Craft Permanent Item, symbol of pain; Price 19,000 gp; Cost 9,500 gp, 760 XP, 19 days. Mantle of Second Chances The brilliant blue, silky mantle of second chances allows the wearer to gain one extra use of his luck score each day. The wearer can still access the mantle's benefits even if he already has a similar ability from another source (for example, the granted power of the Luck domain). Moderate divination; CL 10th; Craft Permanent Item, 3,000 gp, 240 XP, 8 days; Price 6,000 gp; Cost 3,000 gp, 240 XP, 8 days. Quill of Rapid Scrivening This black magical quill, marvelous in appearance, is beneficial in several ways. To claim its chief benefit, the user must touch it to a blank page in a spellbook, then use it to trace the runes of a spell scroll that he has successfully deciphered and understood, taking 10 full minutes of effort. Once the user has traced the runes of the desires scroll with the quill, the scroll turns black, and the spell that was on it is automatically transferred onto the previously blank page in the spellbook. Only spells on the sorcerer spell list can be copied in this manner. Because it is so responsive and easy to write with, a quill of rapid scrivening is also a boon to forgers, conveying a +10 competence bonus on Forgery checks made to forge documents. Moderate transmutation; CL 10th; Craft Permenent Item, arcane mark, read magic, fabricate; Price 27,000 gp; Cost 13,500 gp, 1,080 XP, 27 days. Riding Boots These boots allow the wearer to ride beasts of burden like the most experienced cavalier. Whenever mounted on a riding animal, the boots bring out the best behavior in any mount. Almost without wearer input, they react and make corrections to the animal. While mounted, the rider gains a +4 bonus on Ride checks made during combat, plus the benefit of the Ride-By Attack feat (even of lacking the prerequisite). In addition, if any wearer has the Spirited Charge feat, any charge attacks she makes while mounted and wielding the lance deal x4 damage on a critical hit, instead of the normal x3. Moderate transmutation; CL 10th; Craft Permanent Item, cat's grace; Price 12,000 gp; Weight 2 lb.; Cost 6,000 gp, 480 XP, 12 days. Rogue's Vest Any rogue that finds one of these supple black vests counts himself among the most fortunate of scoundrels. When worn, the vest continuously grants its wearer a +2 competence bonus on Hide and Move Silently checks and a +2 bonus on Reflex saves. In addition, if the wearer has the sneak attack ability as a class feature or a special ability, his sneak attack damage increases by 1d6 as long as he wears the vest. A character without the sneak attack ability doesn't gain the benefit of this increase. Strong illusion; CL 13th; Craft Permanent Item, cat's grace, invisibility, true strike; Price 29,600 gp; 1 lb.; Cost 14,800 gp, 1,184 XP, 30 days. Scarab of Stabilization A powerful ally to any adventurer, the scarab of stabilization can prevent a creature that finds itself at death's door from bleeding to death. The scarab is solid gold and appears decorative, giving off a low, barely audible hum if the wearer fall unconscious due to injury. If the wearer's hit points drop below 0 but she is still alive (above -10 hit points), the scarab automatically stabilizes her. She is still unconscious, but need not continue to make a stabilization check each round to prevent further hit point loss. If another wound lowers her hit points (to between 0 and -9), the scarab automatically stabilizes her again, If a wound would drop the wearer to -10 hit points or lower, the secondary power activates. The wearer does not die, but her hit point total becomes -9, and she automatically stabilizes. This power functions only once, expunging every ounce of power that the scarab possesses, making the wearer's hit point total -9 and causing her to stabilize, and causing the scarab to crumble into dust as soon as this ability is used. Strong conjuration; CL 1th; Craft Permanent Item, contingency, cure light wounds; Price 92,400 gp; Cost 46,200 gp, 3,696 XP, 93 days. Slippers of Battledancing These supple, comfortable open-toed slippers imbue the wearer with a shocking grace and deadly fluidity of movement. While these slippers are worn, the wearer moves with unnatural grace and alacrity, gaining an enhancement bonus of +10 feet to his land speed. The slippers also grant him a +5 competence bonus on Tumble checks. A wearer who has at least 5 ranks in Perform (dance) accesses the greatest benefits of the slippers of battledancing. As long as he uses his base land speed to move (a fly, swim, vurrowing, or climb speed), he gains a +2 insight bonus on initiative checks, If he moves at least ten feet as part of a move action, he can use his Reputability modifier instead of his Strength or Dexterity modifier for attack rolls and damage rolls with one-handed or light weapons (both melee and ranged). Moderate transmutation; CL 7th; Craft Permanent Item, 5 ranks in Perform (dance), longstrider, cat's grace, eagle's splendor; Price 33,750 gp; Weight 1 lb.; Cost 16,875 gp, 1,350 XP, 33 days. Vestments of Divinity Any character who has access to clerical domains can use these fine silken vestments to access an additional domain. A good-aligned wearer with access to cleric domains gains access to the Good domain, and an evil-aligned wearer gains access to the Evil domain. The wearer casts spells with the appropriate alignment descriptor at +1 caster level, and can cast spell points from the new domain, although still limited by his daily allotment of bonus spell points usable only for domain spells. If the wearer already has access to the domain granted by the vestments, he instead casts spells with the appropriate alignment descriptor at +2 caster level. Morally neutral wearers gain no benefits from the vestments of divinity. Moderate conjuration; CL 9th; Craft Permanent Item, access to Good or Evil domain; Price 30,000 gp; Weight 2 lb.; Cost 15,000 gp, 1,200 XP, 30 days. Omitted/Changed Magic Items: Armor/Shields: Reflecting shield descriptor, wild armor/shield descriptor, dwarven plate, elven chain, winged shield. Weapons: Ki focus descriptor, adamantine battleaxe, adamantine dagger, dwarven thrower, holy avenger, luck blade, oathbow, shifter's sorrow. Rings: Ring of elemental command, ring of djinni calling, ring of meld into stone, ring of x-ray vision. The rings of wizardry grant bonus spell points: I—6, II—18, III—30, IV—42. Rods: Python rod, viper rod, rod of wonder. Staffs: Staff of size alteration. Staff of transmutation has spell changes: Baleful polymorph replaced by fabricate, alter self replaced by levitate, and polymorph replaced by stone shape. Wondrous Items: Apparatus of kwalish, bag of tricks, belt of dwarvenkind renamed to belt of slithkind, boat, folding, boccob's blessed book renamed to magnificent spellbook, boots of elvenkind renamed to boots of goblinlkind, cloak of the bat, cloak of elvenkind renamed to cloak of nephilkind, cloak of the manta ray, daern's instant fortress, druid's vestment, figurines of wondrous power, heward's hand haversack renamed to handy haversack, horn of valhalla, iron flask, keoghtom's ointment renamed to restorative ointment, mirror of life trapping, mirror of opposition, murlynd's spoon renamed to sustaining spoon, nolzur's marvelous pigments, quaal's feather token, quiver of elhonna renamed to quiver of the nephilim ancients, stone horse, stone salve. New Cursed Items: Cursed items in the Avernum series play a more prominent role than they do in the standard Dungeons & Dragons settings. Several of the cursed items in the Dungeon Master's Guide closely replicate the effects of one of the cursed items found in the Avernum series. Other distinct cursed items in the series have no approximate equivalents within the core rules. Some of these are provided here. Magnetic Ring This silvery ring is actually cursed. It causes incoming objects and attacks to veer into the one donning it. As long as it is worn, the wearer suffers a -6 penalty to Armor Class. Moderate abjuration; CL 10th; Craft Permanent Item, bestow curse; Price 1,800 gp. Ring of Exposure This iron ring appears identical to a ring of energy resistance, but is actually cursed and produces the exact opposite effect; rather than dull the effects of certain forms of energy, the ring acts as a conductor for them, making them more volatile and fierce. The ring continually makes the wearer particularly vulnerable to damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). The wearer has vulnerability to that type of energy, taking half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. Faint abjuration; CL 7th; Craft Permanent Item, bestow curse, resistance to energy; Price 4,000 gp. Sticky Charm This tiny charm, which appears lovely and valuable, is actually a cursed item. One minute after being stored on a creature's person, the item activates an effect that cripples and hampers the affected creature's litheness and mobility, causing a -4 penalty to Dexterity and the effects of the slow spell. The item itself firmly clings to the one carrying it. Removing it requires a DC 15 Strength check as a full-round action, removal of the container in which it is stored from the body, or a freedom of movement or freedom spell. Moderate enchantment; CL 9th; Craft Permanent Item, hold monster, slow; Price 6,000 gp. Artifacts: An artifact is an extremely powerful magic item hailing from an ancient age. The Cult of the Sacred Item is particularly obsessed with obtaining and securing artifacts. An individual artifact's legacy is the stuff of legend; an artifact could easily have been possessed by dozens of owners and organizations, often changing possessors through violent means). Though this list is by no means comprehensive, the most famous artifacts in Ermarian are detailed here. From Core Rules: Book of infinite spells, hammer of thunderbolts, sphere of annihilation, staff of the magi, talisman of pure good, talisman of the sphere, talisman of ultimate evil. New Artifacts: The Black Halberd The legendary black halberd is a massively enchanted halberd, casting no reflection and completely black in hue. It is a +5 defending vicious mithral halberd of wounding. Any creature struck by it must succeed on a DC 29 Will save or become frightened. Demonslayer Demonslayer is a famed broadsword, its primary function as clear as its name. It was brought down to Exile in the First Expedition, wielded by Karzoth (whose name literally means "Demon-Slayer" in a debased version of Soruharva). When the First Visitation failed, Karzoth was slain by a Haakai, and Demonslayer broke into three parts. The hilt was taken by the Nepharim, the blade by the Dark Slithzerikai, and the tip by the lich Drath to his crypt in the west. After the Kingdom of Avernum was established, the three pieces were eventually found again and reforged. It was used by adventurers to defeat Adze-Haakai and to finally banish the power of Grah-Hoth. It also figured in a prominent role in both the assault on Garzahd during the Empire-Avernum War and the assault on Rentar-Ihrno during the Vahnatai retribution. The Demonslayer is a +4 keen demon-bane vorpal cold iron greatsword. The wielder can detect evil an unlimited number of times per day at caster level 20th. The Fury Crossbow The Fury Crossbow was a powerfully enchanted crossbow buried in Valorim in the tomb of one Sairios. The tomb eventually became part of the Pit of the Wyrm. The crossbow was retrieved from the pit by the Surface Explorers. The artifact is a +5 seeking distance crossbow of speed that functions as though it has the bane property against every target that it strikes (effectively adding an extra 2d6 damage to all attacks). The Jade Halberd The legendary Jade Halberd is a halberd with a blade carved from jade and covered in runes. Due to these characteristics, it is sometimes called the Runed Halberd. It is magically enchanted to exude copious and powerful acid, making it a powerful melee weapon. The Jade Halberd was brought to Exile by the First Expedition, later recovered by Hawthorne's Assassins in 817 IE. It then came to be passed along various times, eventually ending up on Valorim. In 833 IE the Surface Explorers reclaimed the artifact. It disappeared again after their retirement. It last surfaced in the possession of Khester, a member of the Darkside Loyalists who was slain by adventurers in 860 IE. The artifact is a +3 keen corrosive burst mithral halberd. It has a special and powerful ability: an arcane spellcaster that casts a spell with a range of touch can touch the artifact, storing its energies in the weapon. The Jade Halberd can store one such spell at a time in this way. The effects of the spell (all saving throws and spell resistance still apply) are automatically conveyed on any successful melee attacks with the Black Halberd an unlimited number of times until the spell is released or another touch spell is stored. A successful targeted dispel magic removes the stored spell from the halberd. The Onyx Scepter The onyx scepter was one of the many magical items the the First Expedition brought with them to Exile. For years, no one knew its purpose. It was brought to the Tower of Magi and experimented on. Linda used the scepter as bait when she summoned the haakai Adze and lured him to the Tower. The scepter was taken by Hawthorne's Assassins after they killed the demon. They returned it to Sulfras the dragon along with the silver circlet in return for access to the last remaining exit out of the caves. It wasn't until Mahdavi came into the Triad and researched the Empire's mass teleporter that it was discovered what power the scepter had. The scepter's power was to to heal broken space. Mahdavi had a plan to use it against the Empire portal. After many tribulations, the Empire War Heroes recovered the scepter, discovered how to use it, and were able to destroy the mass teleporter and mend the ensuing rift in space using the scepter. During the Retribution, the scepter was discovered to also bear the enchantments of a control rod and was used to assist in the removal of the Black Shades. The onyx scepter is a rod with the power to repair all breaches in the fabric of space, and pursuant to this, the power to devastate portals and teleportation magic. As a full-round action, the scepter can mend the fabric of space around itself, effectively functioning as a mage's disjunction spell, but working only on spells with the Conjuration [teleportation] descriptor. Any Conjuration [teleportation] spell cast within a 60-foot radius of the scepter, such as plane shift, must have the caster succeed on a DC 20 Concentration check or have the spell automatically fail. When used as a +1 light mace, it deals an additional 3d6 points of damage on any successful attack made against a summoned creature. Orb of Thralni The Orb of Thralni is a legendary artifact that grants its bearer the power of flight; its appearance is a bronze sphere chased with silver, about five inches in diameter. However, the sphere weighs far less than it appears, and can be held between two fingers easily. Its origins are unknown, but it was used by the famous adventurer Thralni during the First Expedition. After his death, it was passed to various groups over the years including Fort Emergence in Upper Avernum and the Cult of the Sacred Item. The orb's power is activated by rubbing it with one's hand (a standard action). It will act on the bearer and anyone they are in physical contact with, giving them a fly speed that double their land speed with perfect maneuverability. The spell's effect can lift up to six people touching the activator, and lasts for 10 minutes. The effect then ends immediately, whether or not affected creatures are still in the air, making the artifact dangerous for beginners. The effect can then be re-activated as soon as it ends, an unlimited number of times. Phoenix Eggs Phoenix eggs are powerful vahnatai artifacts, each that have the power to defeat and capture the energy of quickfire. The Empire has had no success in creating them. As a standard action the owner of a Phoenix Egg can make a caster level check against all active quickfire within 60 ft. (using the artifact’s CL 18), ending the spell immediately if successful. The effects of the quickfire spell cease to function within 10 feet of a Pheonix Egg, as if in an antimagic field. Strong transmutation; CL 18th;Weight 1 lb. Plate Mail of Pachtar The Plate Mail of Pachtar was a legendary suit of plate mail worn by the epic hero Pachtar. He was slain by drakes near the Isle of Bigail, and the plate mail remained with his corpse until it was retrieved by the Surface Explorers. The artifact is a suit of +3 mithral full plate of heavy fortification and invulnerability. The wearer is automatically immune to all fear effects. |
| Theskippingman05-01-07, 08:55 PM | Creature Listing: Alien Beast: Alien beasts are extremely dangerous, magically augmented psuedo-mammalian canine creatures, generally warped versions of wolves. They have six legs and extremely muscular bodies. Their necks and jaws in particular are able to twitch extremely quickly, which allows them to quickly shred soft tissues with ease. Alien beasts can't survive as a species without magical and intelligent aid, because they can't breed and require special habitats. The strongest beasts fight for to lead the pack, and are often seen at the front when hunting. Rentar-Ihrno engineered a particularly devastating strain of alien beast to quickly and totally defeat the human forces in Footracer Province. Had Empress Prazac not ordered the whole of Footracer Province surrounded by a stone wall, the alien beasts would have spread outward and consumed all of Valorim. They were exterminated after the Surface Explorers entered the Keep of Rentar-Ihrno. However, many survived and had to be killed or captured by special squads of mages and soldiers. Several years later, secret Empire experiments, a century old, were exposed in the Skylark School of Magery. The mages there had obtained several specimens and were trying to breed weaker versions that they could control. When the school was closed, these altered beasts were not properly contained and escaped. They ran rampant through the caverns deep below the School of Magery despite the toxic atmosphere. Large Aberration Hit Dice: 6d8+18 (45 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 14 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +4/+15 Attack: Bite +11 melee (1d8+10) Full Attack: Bite +11 melee (1d8+10) and 2 claws +7 melee (1d6+5) Space/Reach: 10 ft./5 ft. Special Attacks: Rend 2d4+5, Trip Special Qualities: Damage reduction 5/magic +1, fast healing 1, low-light vision, scent, spell resistance 14 Saves: Fort +5, Ref +5, Will +7 Abilities: Str 25, Dex 17, Har 17, Int 2, Cun 12, Rep 10, Lck 13 Skills: Hide +1, Listen +7, Move Silently +5, Spot +7, Survival +2* Feats: Alertness, Run, Track(B), Weapon Focus (bite) Environment: Underground Organization: Solitary or pack (5–8) Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 7–18 HD (Large) Level Adjustment: — Alien beasts about 9 feet long and weigh some 800 pounds. Combat Alien beasts prefer to attack in packs, surrounding and flanking a foe when they can. An alien beast's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Fast Healing (Ex): Each round, an alien beast heals 1 point of damage. Rend (Ex): If an alien beast hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+5 points of damage. Trip (Ex): An alien beast that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the alien beast. Skills: An alien beast has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent. Angel: Angels are powerful metaphysical spirit beings that exemplify all the principals of virtue and righteousness. They are conjectured to be the principal antitheses of demons, and like them, exist in service to various deities in the Astral Realms. They appear even more rarely than demons to humanoid creatures except when temporarily summoned or called. Angels can be of any good alignment, and sometimes vary widely in virtuous principals. Like the depravity of demons, the goodness of angels generally surpasses that of almost any mortal being. All angels appear comely, but their appearances vary widely. Angels speak Celestial, Daemonic, and Dragon, although they can speak with almost all creatures because of their tongues ability. Same as angel (http://www.d20srd.org/srd/monsters/angel.htm) on pages 10-13 of the Monster Manual. Animated Dead: Animated dead are those undead that are the the corpses of formerly living creatures re-animated by necromantic magic; they are not incorporeal spirits such as ghosts and wraiths. Powerful magic is required to pervert the relationship between body and spirit in such a way that corporeal undead are produced. Skeletons and zombies are the simplest, weakest, most numerous animated dead, commonly created in large numbers by megalomanaical mages and liches. A supply of corpses is needed for their creation. The simple difference between skeletons and zombies, both mindless magical automatons that bend precisely to the will of the animator, are that zombies were recent corpses, and skeletons are only the bones. They perform no function whatsoever when without this command. Skeletons and zombies are often augmented with magical enhancements to make them stronger. A vahnatai that has been reanimated this way is called a vahnavoi. Ghouls and ghasts are vicious malevolent deformed undead humanoids, whose former identity and abilities become utterly erased in the transformation. They attack life on sight, tearing it to pieces with claws. Their touch paralyzes and corrupts their victims. Ghasts are like ghouls, but stronger. The most fearful type of ghast is the quickghast, which is like other ghasts but but moves at frightening speeds, all the while paralyzing their victims. The greatest of the animated dead are the wights. They suck life out of all living things, and can obliterate a victim's memory and skills. They can multiply themselves quickly, and in groups are devastating. Unlike other animated dead, wights retain their abilities from life and some of their identity, and not all are humanoids. Skeletons and zombies are identical to the skeleton (http://www.d20srd.org/srd/monsters/skeleton.htm) and zombie (http://www.d20srd.org/srd/monsters/zombie.htm) template on pages 225-227 and 265-267 of the Monster Manual, respectively. Ghouls and ghasts are identical to the ghoul/ghast (http://www.d20srd.org/srd/monsters/ghoul.htm) on pages 118-119 of the Monster Manual. A quickghast is constantly affected as if by the haste spell (caster level equal to HD), which can be re-activated as a free action if dispelled. Its CR is 4 instead of 3. Wight is a new template. "Wight" is an acquired template that can be added to any aberration, dragon, giant, humanoid, magical beast, or monstrous humanoid that has a skeletal system (hereafter referred to as the base creature). A wight uses all the base creature's statistics and special abilities except as noted here. Size and Type: The creature's type changes to undead (augmented [creature type]). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase all current and future Hit Dice to d12s. Speed: All speeds remain the same same as that of the base creature. Armor Class: The base creature's natural armor bonus improves by +4. Attack: A wight retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. Damage: Wights have slam attacks. If the base creature does not have this attack form, use the damage values listed here: Fine/Diminutive 1 pt; Tiny 1d2; Small 1d3; Medium 1d4; Large 1d6; Huge 1d8; Gargantuan 2d6; Colossal 2d8. Creatures with natural attacks retain their old damage ratings or use the values listed above, whichever is better. Special Attacks: A wight retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + ½ the wight’s HD + wight’s Cha modifier. Energy Drain (Su): Living creatures hit by a wight’s slam attack receive one negative level. A Fortitude save 24 hours later prevents it from becoming permanent. Create Spawn (Su): Any aberration, dragon, giant, humanoid, magical beast, or monstrous humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. Abilities: Increase from the base creature as follows: Str +2, Dex +2, Wis +2, Cha +4. As undead creatures, wights have no Con score. Skills: Wights gain a +8 racial bonus to Move Silently checks. Otherwise same as the base creature. Feats: Wights gain the Blind-Fight feat, assuming the base creature doesn’t already have this feat. Environment: Any, usually same as base creature. Organization: Solitary, gang (2-5), or pack (6-11) Treasure: Same as the base creature. Alignment: Always lawful evil. Advancement: By character class. Animated Object: Animated objects are formerly inanimate objects that have become malleable constructs due to spells such as animate objects or similar supernatural abilities. Same as animated object (http://www.d20srd.org/srd/monsters/animatedObject.htm) on pages 13-14 of the Monster Manual. Aranea:The evolution of the Aranea is a miraculous marvel. Far surpassing the capabilities and sentience of the GIFTS, the aranea have mastered arcane lore to an astonishing degree, able to cast most of the basic combat spells and some even of a medium level, besting an apprentice up to his third or fourth year. The aranea, as far as explorers have determined, are governed by a council composed of Elder Aranea. These are distinguishable from the others by their fur, size, and greater cunning. The Elder Aranea possess more arcane skills than their lesser brethren; two to three of the beasts can be a match even for a mighty wizard. Same as aranea (http://www.d20srd.org/srd/monsters/aranea.htm) on pages 15-16 of the Monster Manual, but without the Change Shape ability, lowering its CR to 3 and its LA to +3. An Elder Aranea is is an aranea with at least 5 sorcerer levels. Basilisk: The rarest variety of giant lizard is the fearful basilisk. Basilisks are as slow and as stupid as any giant lizard, but they bear one of the most potent magical abilities of any creature: a gaze that petrifies other creatures. A basilisk advanced enough HD to become Large in size is an ur-basilisk. They often lead colonies of basilisks and are notoriously hard to control. The crocolisk is an amphibious relative of the basilisk, at home in streams, ponds, and other small bodies of water. It has a swim speed of 30 feet and is only able to use its +4 bonus to Hide checks in natural environments when mostly underwater. Same as basilisk (http://www.d20srd.org/srd/monsters/basilisk.htm) on pages 23-24 of the Monster Manual. Chaos Beast: These horrific monsters are mutable and ever-changing spirit beings that exist virtually exclusively in the Astral Realms. They constantly shift from one form to another. Though not actually evil, chaos beasts are alien and dangerous. The average weight is about 200 pounds. Chaos beasts do not speak. Same as chaos beast (http://www.d20srd.org/srd/monsters/chaosBeast.htm) on page 33 of the Monster Manual. Chitrach: The enormous low-cave native insects live in dens throughout the caves and kill and eat whatever creatures they find, and which almost all other creatures consider a hazard. When the Vahnatai Resting ended and the Vahnatai began to drive the chitrachs away, the creatures began to appear in Exile and even on the surface in a few cases. Chitrachs mature rapidly, so there are few eggs, larvae, and pupae to find. However, they are laid in prolific amounts. An adult chitrach has powerful mandibles, serrated portions of skin on the forearms, and an ability to ensnare its prey in web-like goo. They are slow-moving when compared to smaller insects, although still competent. This is because of their especially thick chitinous exteriors, which generally requires good piercing weaponry to overcome. Chitrachs are highly social insects, resting in colonies. On the hunt and defense, chitrachs can communicate in a kind of chittering language. They will live in almost any present structure, and dig new ones if unavailable. Some varieties of chitrach build small nests within their larger colonies. These nests are made out of anything available; items such as shields and paper have been known to form a part of the nests when chitrachs move into an abandoned settlement. Chitrachs are bold enough to attack any creature which enters their territory, as their large bodies and larger numbers guarantee a beneficial outcome against almost any enemy. Chitrach populations replenish by a very small number of queens, usually one per colony. However, the eggs are laid constantly and a many survive. When colonies overgrow, a group of adults may leave and begin anew, distant from the original. If they survive a period of time and have food, a chitrach will somehow be selected out of the horde and be fed a special liquid. This liquid interferes with the worker's chemistry, causing it to change its anatomy and chemical makeup. It will then begin egg-laying and eventually be indistinguishable from any other queen chitrach. Effectively, chitrach societies don't need mating or males to function. Chitrachs are statistically identical to monstrous centipede (http://www.d20srd.org/srd/monsters/monstrousCentipede.htm) vermin on pages 286-287 of the Monster Manual. Newly hatched larvae begin as Tiny, and develop until reaching mature adulthood at Large. Queens generally begin as Large adult larve and then become Huge specimens upon transformation into a colony queen, and the average queen is Gargantuan. In extremely rare cases, a queen to grow to utterly immense proportions and become Colossal. One highly unusual variety of chitrach is the null bug. These magical vermin are nearly identical to the common chitrach, but once per day they can project the exact effect of an antimagic field as a spell-like ability at CL 12th. Null bugs have a CR 1 higher than common chitrachs at the equivelant HD. Cockroach, Giant: Giant roaches are essentially huge and dangerous cockroaches. Giant cockroaches formed one of the Plagues which swept Valorim in 832 IE. The cockroach plague consisted of many unusual types of magically created roach, including giant roaches, mung roaches and guardian roaches. These unusual roaches were created in the Filth Factory, and there haven't been sitings since the factory's destruction. Same as giant stag beetle (http://www.d20srd.org/srd/monsters/giantStagBeetle.htm) vermin on page 285 of the Monster Manual. Demons: Demons are evil, supernatural beings of intelligence, wit, and immense power. They do not normally interact with living creatures except to torment and kill them, and even when bound magically, are not easily led to divulge their secrets. Demons physically tend toward bulkiness and extreme muscle. The most powerful demons are truly gigantic, twenty feet in height or more. Some demons are winged. Most have red skin. Although most demons appear masculine and many refer to themselves as masculine, they are essentially genderless. Certainly, they do not mate or reproduce in the manner of living things. Demons have stronger and faster than any normal humanoid. They are inherently magical, and they are extremely resistant to most magic. They are ageless. There are two great centers of demonic activity in Exile: the sulfurous flats south of the Honeycomb, where the demon fortress of Akhronath was built, and the volcanic lands north of the Abyss, where Grah-Hoth made his second stand against the Kingdom of Avernum. Like undead, their physical form can be savagely disrupted by holy energy. Except where otherwise noted, demons speak Celestial and Daemonic. There are three major tiers of demonic races, each of the greater two in command of the tier below it. Imps and their cousins the hordlings are the smallest and lowliest demons. They are the servants and foot soldiers of demonkind. Their schemes are small and petty. Imps are statistically identical to the imp (http://www.d20srd.org/srd/monsters/devil.htm#imp) on page 56 of the Monster Manual. Hordling-imps are statistically identical to the quasit (http://www.d20srd.org/srd/monsters/demon.htm#quasit) on page 46 of the Monster Manual. Full demons are the captains and thinkers who prevent the imp hordes from dissolving into chaos. Full demons are statistically identical to the black devil (http://www.d20srd.org/srd/monsters/devil.htm#hornedDevilCornugon) on page 55 of the Monster Manual, but with the summon devil ability changed to "once per day a full demon can attempt to summon 2d6 imps with a 50% chance of success, or another full demon with a 20% chance of success. This ability is the equivalent of a 6th-level spell." Haakai are the lords of the demons. They have dominion over all demonkind and employ many to serve them. The greatest of the haakai are called haakai lords. They command magical forces beyond those of the greatest humanoid archmagi. Haakai are statistically identical to the pit fiend (http://www.d20srd.org/srd/monsters/devil.htm#pitFiend) on pages 57-58 of the Monster Manual, but with the summon devil ability changed to "Twice per day a haakai can automatically summon 3 imps or 1 full demon. This ability is the equivalent of an 8th-level spell. Dire Animal: Dire animals are larger, tougher, more aggressively dangerous versions of ordinary animals. All dire animals are relatively rare and remote compared to their common counterparts. Some dire animal species are more evolved than their common counterparts, whereas others are the rare surviving specimens of a prehistoric version of the animal. The majority of dire animals in Ermarian are either apes, badgers, bats, bears, bison, boars, elephants, hippopotamuses, lions, mooses, rats, sharks, tigers, weasels, wolfs, and wolverines. From Necromancer Games (http://necromancergames.com/errata/toh_errata.pdf) dire animal template. “Dire” is an inherited template that can be added to any animal that is not already Dire (referred to hereafter as the “base animal”). The animal’s type does not change, and it gains Dire subtype. It uses all the base animal’s statistics and abilities except as noted here. Size: If the base animal is Tiny or smaller increase its size to Small. Otherwise, increase its size by one size category. The dire animal gains all the benefits and detriments that arise from increased size (see the MM). Type: A dire animal has the Dire subtype, which provides the ability score and saving throw benefits of this template. Rebels can choose Animal (Dire) specifically as a favored enemy. Hit Dice: If the dire animal is Small, it has 1 HD or the HD of the base animal +1, whichever is greater. If the dire animal is Medium or larger, its HD is equal to the minimum listed value for its size category in the base animal’s advancement +2. If a Small or larger base animal has no advancement or its size normally does not increase with advancement, the dire animal’s HD is equal to the maximum HD given for the base animal +2. Speed: Same as the base animal +10 ft. Armor Class: Natural armor increases by +2. If the base animal has no natural armor bonus, it gains a natural armor bonus of +2. This bonus stacks with the bonus gained from the increase in size. Special Attacks: A dire animal retains all the base animal’s special attacks. The damage of its special attacks is adjusted upwards for the increased size and ability scores, where applicable. Special Qualities: A dire animal retains all the base animal’s special qualities. These special qualities are adjusted upwards for the increased size and ability scores, where applicable. Saves: All saves are good for a dire animal. The base value for each save is equal to (½ HD) + 2. Abilities: Dire animals gain the following ability score increases: Str +4, Dex +2, and Har +2. These bonuses stack with any bonuses or penalties gained from a size increase (see the MM). Skills: A dire animal receives skill points equal to (2 + Intelligence bonus [minimum 1]) × HD +3. Any skill given in the statistics block of the base animal is a class skill for the dire animal. Feats: Same as base animal, with additional feats gained through the usual means from the increase in HD. If the base animal has Weapon Finesse and the feat would become useless after its increase in HD and Strength, then it may trade Weapon Finesse for Weapon Focus with one of its natural attacks. Challenge Rating: Follow the CR adjustment rules for an increase in a creature’s size in the MM, and add +1 to the result. Advancement: Dire animals can advance to three times their new HD. They increase in size once after advancing to double their new HD. Level Adjustment: — Doomguard: A doomguard is a very rare magical golem-like construct made of mostly steel and complex machinery powered by crystals. The main reason that mages create doomguards is to act as bodyguards and provide brute physical assistance. A great danger lies in their brute strength and almost impenetrable armor that makes up their body and protects the mechanisms within. They are most feared for the magical mechanism that causes them to magically re-duplicate and repair themselves quickly, due to complex internal magical processes. Same as shield guardian (http://www.d20srd.org/srd/monsters/shieldGuardian.htm) on pages 223-224 of the Monster Manual. Dragon: Dragons are solitary, winged and tailed scaly reptiles with unmatched might, great knowledge, and lives that span many centuries. They were hunted by the Empire and are now nearly extinct. A dragon's stature varies with its age, power, and the size of its hoard. The most powerful dragons have grown to heights and lengths of dozens of feet. Dragons are covered in scales, generally of green and red hue. The scales of a fully-grown dragon are very resilient, and can withstand extreme temperatures and strong magical forces. They lay eggs to produce offspring. Dragons are capable of projecting terror and confusion, and generally clouding the minds of any lesser creatures who approach them. This clouding is probably responsible for the fact that the same dragon is often reported to be different sizes and genders by each human who encounters him or her. Fiery breath is the most celebrated and most feared ability of dragonkind. Few creatures can survive the flames. Dragons can naturally manipulate the arcane magic. Their most powerful magic is innate, and cannot be taught. Such dragon magic is usually used more subtly than humanoid magery, fitting the introverted nature of the dragon. One area in which dragon magic is uniquely strong is scrying. Dragons can practice clairvoyance and clairaudience at distances untenable to even the greatest of mages. Despite their size and predatorial prowess, dragons aren't active predators. Indeed, they usually prefer seclusion. They will sometimes keep fire lizards or other reptiles as pets, but most prefer to avoid sentient beings. All dragons are proud. Their intelligence rarely lets their pride compromise their continued existence. But many are champion grudge-holders, and love revenge. With such long lives, they can afford patience Dragons were once prevalent across surface Ermarian. However, the Empire began exterminating magical creatures and dragons quickly became primary targets, due to their power and uncontainability. The campaign literally decimated their rarely mating population. Perhaps fewer than 20 dragons survived it, using their magic to conceal themselves underground. Around 830 IE, Athron mothered a brood of hatchlings on the surface of Valorim. This is believed to be the only new brood in many centuries. There were five dragons, all from the same brood, who dwelt in Exile and nearby caverns for many centuries. The dragons had been around since time immemorial. The five dragons were Motrax the kindly, Sulfras the strong, Pyrog the cruel, Khoth the wise, and Athron the reclusive. All distrust humans and hate the Empire for its crusades against them. Pyrog was slain and Motrax mortally wounded in human attacks, and Sulfras and Khoth tricked and enslaved by archmage and commander Garzahd. During the first century after humans began to live in the caves, each of the surviving dragons fled the area. Athron mothered a new brood, while Sulfras and Khoth plotted revenge against the Empire. All dragons speak Dragon. Size/Type: Dragon (Fire) Environment: Warm mountains Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring) Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26 Treasure: Triple standard Alignment: Any Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD Level Adjustment: Wyrmling +4; very young +5; young +6; others — Small wyrmling scales are bright and glossy green, so it stays underground and does not venture outside until it is more able to take care of itself. As the dragon grows older, the scales become large, dull, thick, and as strong as metal. The neck frill and wings are an reddish-gray toward the edges, becoming darker with age. The pupils of a dragon fade as it ages, and the olds dragons' eyes resemble glowing orbs. Dragons by Age: BaB/ Breath Age Size Hit Dice (hp) Str Dex Har Int Cun Rep Grapple Atk F/R/W Saves Weapon (DC) FP Wyrmling M 7d12+14 (59) 17 10 15 10 11 10 +7/+10 +10 +7/+5/+5 2d10 (15) — Very Young L 10d12+30 (95) 21 10 17 12 13 12 +10/+19 +14 +10/+7/+8 4d10 (18) — Young L 13d12+39 (123) 25 10 17 12 13 12 +13/+24 +19 +11/+8/+9 6d10 (19) — Juvenile L 16d12+64 (168) 29 10 19 14 15 14 +16/+29 +24 +14/+10/+12 8d10 (22) — Young Adult H 19d12+95 (218) 31 10 21 14 15 14 +19/+37 +27 +16/+11/+13 10d10 (24) 21 Adult H 22d12+110 (253) 33 10 21 16 19 16 +22/+41 +31 +18/+13/+17 12d10 (26) 24 Mature Adult H 25d12+150 (312) 33 10 23 18 19 18 +25/+44 +34 +20/+14/+18 14d10 (28) 26 Old G 28d12+196 (378) 35 10 25 20 21 20 +28/+52 +36 +23/+16/+21 16d10 (31) 29 Very Old G 31d12+248 (449) 37 10 27 22 23 22 +31/+56 +40 +25/+17/+23 18d10 (33) 31 Ancient G 34d12+306 (527) 39 10 29 24 25 24 +34/+60 +44 +28/+19/+26 20d10 (36) 34 Wyrm G 37d12+370 (610) 41 10 31 24 25 24 +37/+64 +48 +30/+20/+27 22d10 (38) 35 Greatwyrm C 40d12+400 (660) 45 10 31 26 27 26 +40/+73 +49 +32/+22/+30 24d10 (40) 38 Dragons have a bonus to their Luck score proportional to their age category. At wyrmling stage, this bonus is +1, at very young it is +2, at young it is +3, and so on. Dragon Abilities by Age: Age Speed Init AC Special Ability CL SR Wyrmling 40 ft., fly 150 ft. (poor) +0 16 (+6 natural) Fire immunity, — — cold vuln. Very Young 40 ft., fly 150 ft. (poor) +0 18 (-1 size, +9 natural) — — Young 40 ft., fly 150 ft. (poor) +0 21 (-1 size, +12 natural) 1st — Juvenile 40 ft., fly 150 ft. (poor) +0 24 (-1 size, +15 natural) Locate object 3rd — Young Adult 40 ft., fly 150 ft. (poor) +0 26 (-2 size, +18 natural) DR 5/magic +1 5th 19 Adult 40 ft., fly 150 ft. (poor) +0 29 (-2 size, +21 natural) 7th 21 Mature Adult 40 ft., fly 150 ft. (poor) +0 32 (-2 size, +24 natural) DR 10/magic +2 9th 23 Old 40 ft., fly 200 ft. (clumsy) +0 33 (-4 size, +27 natural) Suggestion 11th 24 Very Old 40 ft., fly 200 ft. (clumsy) +0 36 (-4 size, +30 natural) DR 15/magic +3 13th 26 Ancient 40 ft., fly 200 ft. (clumsy) +0 39 (-4 size, +33 natural) Find the path 15th 28 Wyrm 40 ft., fly 200 ft. (clumsy) +0 42 (-4 size, +36 natural) DR 20/magic +4 17th 30 Greatwyrm 40 ft., fly 200 ft. (clumsy) +0 41 (-8 size, +39 natural) Discern location 19th 32 * Can also cast cleric spells and those from three domains of its choice as arcane spells. Combat A dragon will attempt to size up adversaries quickly when sensing a possible threat, and root out the strongest threats first. They will deliver bites and claw attacks to the smaller and weak creatures, and attempt to traps stronger foes, with magic whenever possible, into a good cluster before loosing its fiery breath weapon. They may prefer disabling rather than obliterating foes that carry sizable amounts of treasure, so as not to destroy the goods. Breath Weapon (Su): A dragon has one type of breath weapon, a cone of fire. Locate Object (Sp): A juvenile or older dragon can use this ability as the spell of the same name, once per day per age category. Other Spell-Like Abilities: 3/day—suggestion (old or older); 1/day—find the path (ancient or older), discern location (greatwyrm). Skills: Appraise, Bluff, and Jump are considered class skills for dragons. Drakes: Drakes are the lesser cousins of dragons. They can live for over a century, and can grow to massive proportions. Like dragons, they are intelligent, capable at magic, and often maintain treasure hoards. Unlike dragons, they are sociable creatures who compete fiercely with their fellows and may even live alongside groups of lesser lizards. Also unlike dragons, drakes are not on the verge of extinction. Most drakes breath fire. A few, however, breath ice, and are known as ice drakes. In some areas, powerful elder drakes are called drake lords, a title they must earn by completing a series of tests. Except for frightful presence and blindsense (both of which drakes do not have) and age categories, drakes share all the common dragon traits on Monster Manual pages 68-70. Drake Age Categories: Category Age (Years) 1 Infant 0-5 2 Youngling 6-15 3 Adolescent 16-30 4 Adult 31-150 5 Elder 151 or more Size/Type: Dragon (Fire)* Environment: Warm mountains** Organization: Infant, youngling, and adolescent: solitary or clutch (2-5); adult or elder: solitary, pair, or family (1-2, 2-5 offspring, and 1d10 fire lizards) Challenge Rating: Infant 2; youngling 6; adolescent 9; adult 12; elder 16 Treasure: Double standard Alignment: Usually neutral evil Advancement: Infant 5-11 HD, Youngling 12-16 HD, Adolescent 17-20 HD, Adult 21-23 HD, Elder 24+ HD Level Adjustment: Infant +2; youngling +3; others — * Cold subtype if the drake is an ice drake **Cold mountains if the drake is an ice drake Drake skin is very resilient and mildly magical. Young drakes mature and grow rapidly, but lack the magical ability, intellect, and strength of equivalently aged dragons. Drakes prefer to make residence in very warm, closed-off areas, such as steam and lava vents. They may keep fire lizards as pets and stock guard creatures. Drakes by Age: Age Speed Init AC Special Ability CL SR Infant 60 ft., fly 150 ft. (average) +0 16 (+6 natural) Fire immunity, — — cold vuln.* Youngling 60 ft., fly 200 ft. (poor) +0 18 (-1 size, +9 natural) DR 5/magic +1 — — Adolescent 60 ft., fly 200 ft. (poor) +0 21 (-1 size, +12 natural) Suggestion 1st 17 Adult 60 ft., fly 200 ft. (poor) +0 24 (-1 size, +15 natural) Charm monster 3rd 20 Elder 60 ft., fly 250 ft. (clumsy) +0 26 (-2 size, +18 natural) DR 10/magic +2 5th 22 *If the drake is an ice drake, it has immunity to cold and vulnerability to fire instead. Drake Abilities by Age: Age Speed Init AC Special Ability CL SR Infant 60 ft., fly 150 ft. (average) +0 16 (+6 natural) Fire immunity, — — cold vuln.* Youngling 60 ft., fly 200 ft. (poor) +0 18 (-1 size, +9 natural) DR 5/magic +1 — — Adolescent 60 ft., fly 200 ft. (poor) +0 21 (-1 size, +12 natural) Suggestion 1st 17 Adult 60 ft., fly 200 ft. (poor) +0 24 (-1 size, +15 natural) Charm monster 3rd 20 Elder 60 ft., fly 250 ft. (clumsy) +0 26 (-2 size, +18 natural) DR 10/magic +2 5th 22 *If the drake is an ice drake, it has immunity to cold and vulnerability to fire instead. Combat Drakes prefer to avoid combat when there is foreseeable danger. They prefer the traps, lizards, and natural landscape of their l lairs to kill off or scare intruders. In combat, the common drake tactic is merciless assaults of bite and claw attacks and copious use of the breath weapon. Breath Weapon (Su): A drake has one type of breath weapon, a line of fire. If the drake is an ice drace, it breathes a line of cold instead. Other Spell-Like Abilities: 3/day—suggestion (adolescent or older), charm monster (adult or older). Skills: Bluff, Hide, and Move Silently are considered class skills for drakes. Dryad: Dryads are mysterious, secretive female humanoid-like beings with a special connection to trees. Every dryad is linked to a particular area of the woods, like a grove or glade. They feel the lives (and deaths) of every tree and animal in their woods as if it is part of their own body. If are away from their forest for long, they will die. As part of this connection, have certain magical powers tied to the grove's protection. There is an ancient enmity between dryads and hill giants. Ogres have also been known to harass the creatures. Although not overtly hostile to others, dryads consort with few being. Generally, the only ones allowed into their groves are gremlins. Same as dryad (http://www.d20srd.org/srd/monsters/dryad.htm) on page 90 of the Monster Manual. Efreet: Efreeti (singular: efreet) are unpredictable, oppressive beings with fiery forms and spectacular magical powers. Efreeti are spirit beings that are humanoid in appearance. They are very tall, generally reaching heights of eight to ten feet, although their lower half seems to dissolve into mist and float above the ground. They are well-muscled, and have shimmering red skin. For this reason, they resemble many demons, and are often mistaken for them. While similar in some ways to them, efreeti are clearly their own race and they are elemental in essence. Heat is essential to efreeti; flame sustains their bodies. For this reason, they tend to reside near fumaroles, volcanoes, and other large natural heat sources. Efreeti magic is comparable to that of other powerful creatures, such as demons and liches, and is quite versatile. One area in which it is preeminent is in magical weaponsmithing. Efreeti are renowned for their prowess in creating flaming weapons. Efreeti society and culture are a mystery to outsiders. Two related concepts, however, are foremost in the mind of an efreet: honor and acquisition. Efreeti are born traders, always looking to attain more wealth, more power, and most of all more honor. They use their magical skills to further these goals. The efreet known as Kimzahn reportedly explained the concept of honor as follows: "The concept of honor to beings such as I is sure to be alien to you, and hard to understand. For example, when my kind decides to grant one of yours a wish, it is our way of amassing honor for our race. When we grant a human a wish, it shows that the things you desire most are things that we can freely discard. Thus, we feel our race has gained honor. What else would an efreet need?" Efreeti names are also part of this concept. They are exceedingly long, and contain history, and respectful details of lineage. When interacting with lesser creatures, they will normally take on a simpler name. Mages occasionally attempt to enslave efreeti in order to harness their considerable power. Such binding is very different than, but as difficult as, binding demons, and just as likely to result in the bound creature's wrath, should it escape. Same as efreeti (http://www.d20srd.org/srd/monsters/genie.htm#efreeti) on pages 115-116 of the Monster Manual, but without the change size ability, and replace 1/day polymorph with shadow conjuration. Also, all weapons that an efreet holds or uses are automatically treated as though they had the flaming property. Elemental: Elementals are golem-like in some ways, their forms magically comprised mostly out of one substance, but they are also spirit beings with intelligence and society. They exist in distant extraplanar elemental realms and are only encountered on the earth when magically summoned or called. Same as elemental (http://www.d20srd.org/srd/monsters/elemental.htm) on pages 95-101 of the Monster Manual. Eye Monster: Eyebeasts and gazers are intelligent, powerful fleshy masses feared by humanoids for their malevolent schemes. The two races are very similar and often cooperate. They are distinguished by their spherical bodies, from which protrude numerous eyestalks that are able to shoot powerful magical rays, one huge central eye, a massive toothed mouth, a lot of tough rose-hued flesh and they move by means of levitation. Their anatomy is highly aberrant. The central eye of a gazer can project an antimagic field. Eyebeasts are identical to guaths on page 26 of the Monster Manual, and gazers are identical to beholders on pages 26-27 of the Monster Manual. Giant Lizard: The creatures are much larger relatives of the common lizard, typically growing to about 10 feet long from head to tail. They are found everywhere in the caves of Ermarian, and in smaller numbers on the surface. They exude a characteristic smell, or a stink according to some, which can be overpowering in the presence of many lizards. Some giant lizards are comfortable in water, but they are not amphibians. Giant lizards are violent, irritable, unresponsive, lazy, and not good for domestication. However, they are the only beast of burden that flourishes in the caves, and are commonly used as livestock by almost every humanoid race in the caves. Their meat is famously bad-tasting, but it also last longer underground than cow and deer meat. Because it is nearly impossible to restrain the beasts' urges to eat things, farmers typically file down their teeth and claws, and keep them chained. Interestingly enough, the primary commercial use for giant lizards is as transportation. Many Avernite merchants use the lizards to pull cargo wagons. Though not the fastest movers, they are strong enough to pull large loads long distances without tiring. Every merchant watches over their lizards closely, however, since none of them trust their lizards to be peaceful when unrestrained. Every attempt to bring horses and mules to Exile has failed, so giant lizards are the next best thing. There are some that train and ride lizards into battle. Most are Slithzerikai, but a few are human as well. Giant lizards are also valued for their tough hides, which are the primary source of leather below ground. Large Magical Beast Hit Dice: 6d10+30 (65 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14 Base Attack/Grapple: +6/+16 Attack: Bite +12 melee (1d10+6) Full Attack: Bite +12 melee (1d10+6) and 2 claws +7 melee (1d6+3) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +10, Ref +6, Will +3 Abilities: Str 23, Dex 11, Har 20, Int 2, Cun 12, Rep 2, Lck 6 Skills: +7 Climb, Hide +6, Listen +3, Move Silently +5, Spot +3, Survival +2. Feats: Alertness, Great Fortitude, Endurance Environment: Underground Organization: Solitary, pair, or grouping (4-12) Challenge Rating: 4 Treasure: 1/10 coins, 50% goods, 50% items Alignment: Always neutral Advancement: 7-12 HD (Large) Level Adjustment: — Giant lizards grow to about 10 feet in length at adulthood, and weight several hundred pounds. Combat Giant lizards aggressively attack threats or trespassers of territory with their powerful jaws to tear at prey or enemies. A giant lizard that has its teeth or claws filed down only deals a single point of damage with a successful bite or claw attack. Skills: Giant lizards have a +4 bonus on Hide and Move Silently checks. Training a Giant Lizard A giant lizard requires training before it can bear a rider in combat. Training a giant lizard requires six weeks of work and a DC 25 Handle Animal check. Riding a giant lizard requires an exotic saddle. A giant lizard can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Giant lizard eggs are worth 100 gp apiece on the open market, while young are worth 300 gp each. Professional trainers charge 800 gp to rear or train a giant lizard. Carrying Capacity: A light load for a giant lizard is up to 600 pounds; a medium load, 601-1200 pounds; and a heavy load, 1201-1800 pounds. Fire lizards, slightly larger than regular giant lizards, who often live amongst drakes and salamanders, have the fire subtype. Ice lizards, more rarely found in large groups, have the cold subtype. Salamanders, dangerous cousins of the first lizard, have the fire subtype and a 3d6 15-foot cone breath weapon, usable once ever 1d4 rounds. Each natural attack they make deals an additional 1d4 points of fire damage. Their CR is 5 instead of 4. Fungal Monster: The so-called fungal monsters are giant mobile magical fungi. They most often resemble giant, anthropomorphic mushrooms. The creatures tend to live in and around swampy areas, both in the caves and on the surface. Poison fungi are the same as the violet fungus (http://www.d20srd.org/srd/monsters/fungus.htm) on page 113 of the Monster Manual. Spore beasts are the same as poison fungi, but instead of poison cause a disease called red ache (Injury contact, DC 15 , 1d3 days incubation, 1d6 Str damage). Shamblers are the same as the shambling mound (http://www.d20srd.org/srd/monsters/shamblingMound.htm) on pages 222-223 of the Monster Manual, except that they have an Int score of Ø instead of 7. GIFTS (Giant Intelligent Friendly Talking Spider): An intelligent mutant form of more common huge monstrous spiders somewhat similar to the aranea. The GIFTS converses fluently in common speech in a high-pitched voice, showing little maturity and intellect. They are observed to talk endlessly about basic concerns like food, mating, and protecting young. The GIFTS psychology is remarkable in many ways. Though individualistic, they insist on calling all of each other "Spider". The way in which their species interacts, and minute features such as smell, allows them to identify other members of their species with precision that makes names seemingly superfluous. Unlike the aranea, the GIFTS lacks magical abilities. The Friendly Spiders have a community-oriented social structure a single Chief Spider's leadership. They worship the Spider Goddess. GIFTS are the same as other monstrous spiders, but they have an average Intelligence score of 7, rather than Ø. Though vermin, the fact that they are intelligent means that mind-affecting spells influence them normally. Giant: Giants are a huge and primitive humanoid race. Once populating all of Aizo and parts of Pralgad, the giants were driven from their homes and put to the sword by the Empire. Known for dimness and brute strength, giants are remarkably similar to humans, moreso than any other sentient race. Giants are more than twice as tall as humans, and several times as heavy. They often carry large wooden or stone clubs and wear tattered patches of clothing made from animal skins. From a distance, they are indistinguishable from a primitive human. Giants are technologically and agriculturally primitive. They have basic literary abilities, and a few revered shamans. Giants' rigid tribal structure emphasizes leadership by force. Strong chiefs and shamans dictate tribal life. The common giant male is a warrior. Above them are the smiths and forgers, who create the weapons that the warriors use. Still above them are the chiefs, one per tribe, the strongest or most cunning warrior. Giant women seldom hold prominent positions. Giant religion is seldom studied. Shamans pray to various gods and idols, with varying results. Often the name of a clan will indicate its religion, and giant temples are evil places, usually offering sacrifices to demons or other beasts of the netherworld. The greatest enemies of the giants are the troglodytes, followed by humans. Giants are frequently at odds with other humanoids and each other. There are two distinct cultures of giant, distinguished largely by their habitat. Hill Giants are from the surface, and Cave Giants from Exile. Same as hill giant (http://www.d20srd.org/srd/monsters/giant.htm#hillGiant) on pages 123-124 of the Monster Manual. The differences between hill and cave giants are cultural and environmental (temperate hills and underground, respectively), not physical. |
| Theskippingman05-01-07, 08:55 PM | To be edited |
| Theskippingman05-04-07, 09:14 PM | All races are up, and, barring any potential grammatical errors anyone may find, completed. If those familiar with the setting know of any other good suggestions for races (5 is a bit bare, I admit), make your suggestion. Classes next. See you within over a day. |
| tryco05-05-07, 10:47 AM | cool, i'll definatly be following this. i don't think i can help, because the last time i played Avernum was IIRC part 4 (rebellion?) and ended up in the caves north of Formello (it was a demo). before that i played avernum 3 and was roaming the country side on the surface. but i would love to see this coming to a nice campaign setting. |
| tryco05-06-07, 06:22 AM | i know avernum is the main thing on this thread, but i just want to add that in Avernum 3 you vissit the surface world. here's a map that i found. http://www.sitemouse.com/users/drakefyre/valorim.gif another thing: in Avernum 3 you start in IIRC Upper Avernum. a cave complex closer to the surface world. maybe i can find a map or something for it. also what might help is the FR supplement Underdark. there are some tips there that might work for underground adventures and campaigns. also: what adventure and campaign ideas would work in Avernum. i've got some basic ideas (like: go to the caves up north and figure out why those worms are acting weird). but what big adventures would work. EDIT: even though it's from Exile it's not much diffrent from Avernum: Here's Upper Avernum (you might try to enlarge it) http://es.geocities.com/falcata2/maps/map/uppexil2.png and here's a site that might help alot: http://encyclopedia.ermarian.net/wiki/Main_Page |
| Theskippingman05-06-07, 04:03 PM | Thanks a lot, tryco! You're being a big help. The wiki is definitely going into my bookmarks, and will be wonderful reading. It seems to be an invaluable source for information. Thank you tremendously for providing that surface map. It's going into the intro section. Advice for adventures and general game mastering strategies will be saved for the last section of this Avernum d20 conversion, "Game Mastering an Avernum Campaign." Classes are coming very soon. Theskippingman |
| Theskippingman05-13-07, 12:32 AM | All classes are up (and, presumably, done). Eight in total. I deliberately excluded 'hedge wizard', as I judged it to be too damned superfluous and without direction. On to skills. Theskippingman |
| KillFrenzy05-13-07, 01:52 AM | Honestly man this is by far the most excellent way i could imagine anyone engineering avernum into a d&d setting i love avernum great job man i defenatly going to play this one |
| Theskippingman05-13-07, 12:03 PM | Thanks! And I also fixed a slight boo-boo (no starting gold table for the archer) If I work at a decent pace, I can get the skills section all done by the end of today. |
| Theskippingman05-13-07, 04:45 PM | Check the skill section: I think it's probably done. I didn't add much, because not much really needed to be added. Feats are up next, and it'll be a doozy I can promise. |
| Theskippingman05-14-07, 10:32 PM | Feat errata is done. Now I'll add lots of new feats. |
| Theskippingman05-16-07, 11:46 PM | All feats are up. The Description section is next. I'm very happy about the rate and consistency of my updates for this project. It should all be finished in a finalized state soon. Theskippingman |
| Theskippingman05-22-07, 08:57 PM | The description section is all done, and the Equipment section's next! Please, guys, give me any feedback or comments that you can. I put hours into this, and so far there have only been a very limited number of replies. I'm especially concerned about the character traits; they're an inherent part of the videogames, so there's no removing them, but I want to be sure that they're balanced. Theskippingman |
| tryco05-23-07, 02:37 PM | really nice work here. i would love to give you some feedback, but like i said: it has been a while since i played only the demo, and i only know a little bit about Avernum 3 and 4. and i can't recall religion in Avernum (maybe because i haven't played much:P). i'm thinking of buying the games (#3 & 4) so maybe i can help in the future. |
| Theskippingman05-27-07, 05:11 PM | Items & Equipment section is done!...good progress! |
| Theskippingman05-29-07, 09:31 PM | The Adventuring section is, unless I forgot something, done. The magic, spells, and magic items section, which will be sizeable, is coming along steadily! Please, reply and provide any feedback, readers! Theskippingman |
| tryco06-02-07, 04:48 PM | Still following this, love the spell points. makes it more Avernum. i'll give you feedback when i got Avernum 3 (and maybe 4). but i love it, really good stuff. what else are you putting in? |
| Theskippingman06-03-07, 03:29 PM | Still following this, love the spell points. makes it more Avernum. i'll give you feedback when i got Avernum 3 (and maybe 4). but i love it, really good stuff. what else are you putting in? I'm glad you asked! Things still in the works are: Complete the Spell section by adding all the spell lists for each class and appropriate domain changes (probably by the end of today), and information for all the new/changed magic items and artifacts, and the quickfire spell Complete the Bestiary section by providing full description and stats/MM reference for each creature existent in the campaign setting Complete the "Game Mastering an Avernum Campaign" section by providing a wealth of basic information for all GM's concerning the setting, its history, cosmology, major characters and nations, and environments; most of this information will be a direct paraphrase from the Encyclopedia Ermariana, as this project attempts complete fidelity to canon Immediately after completion of the above three points, assemble everything into a free, downloadable .PDF file made freely available! Theskippingman |
| Theskippingman06-08-07, 09:31 PM | The entire magic, spells, and magic items section is done! On the the bestiary! Theskippingman |
| Theskippingman06-11-07, 06:49 PM | :bump: |
| tryco06-22-07, 05:51 PM | i still love this. are you going to make some oozes, they're in Avernum 3. i don't know all of them (some split, some grow others, some shoot fire, and there some more). they could be a mayor (sp?) threat. mostly they look like jelly's or pudding. |
| Theskippingman06-25-07, 04:08 PM | Everything listed in the Encyclopedia Ermariana is going in here. Btw, I just added giant slugs today. Steady progress continues on unto the eventual release of the PDF. :D |
| Theskippingman06-28-07, 07:36 PM | Update: Wizards Community's strict 50,000 characters per post limit means I'll be finishing the rest of the bestiary without being able to display it in the post. Steady progress continues on the bestiary, however, and I'm over half-way through. Steady work continues every day. You just wont be able to see any of it here until the .PDF comes out, because the site won't allow any more content on the bestiary post. After finishing that, all that's left to release is the setting/cosmology information for the GM. Again, wait for the .PDF version of this that I will be releasing shortly. You will not want to miss it. The most likely date for it to come out is within the next few weeks. Theskippingman |