2/10/07

Transcription

2/10/07
Campaign Sourcebook
February 10, 2007
597 CY
Table of Contents
CHAPTER 1 INTRODUCTION ...................................4
CHAPTER 2 CHARACTER CREATION ..................5
1. ABILITY SCORES .........................................................5
2. RACE ...........................................................................5
3. LANGUAGES ................................................................7
4. CLASS ..........................................................................7
5. ALIGNMENT ................................................................9
6. HIT POINTS ..................................................................9
7. SKILLS .........................................................................9
8. FEATS ..........................................................................9
9. EQUIPMENT .................................................................9
10. HOME REGION ..........................................................9
FUTURE CHANGES ..........................................................9
CHAPTER 3 PRESTIGE CLASSES ......................... 10
OPEN PRESTIGE CLASSES ............................................ 10
OPEN PRESTIGE CLASSES WITH ADDITIONAL
REQUIREMENTS ............................................................ 10
CLOSED PRESTIGE CLASSES ........................................ 11
CLARIFICATIONS .......................................................... 11
CHAPTER 4 SKILLS................................................... 13
APPRAISE (INT) ........................................................... 13
BALANCE (DEX; ARMOR CHECK PENALTY) ............. 13
BLUFF (CHA)............................................................... 14
CLIMB (STR; ARMOR CHECK PENALTY).................... 14
CONCENTRATION (CON)............................................. 15
CRAFT (INT) ................................................................ 16
DECIPHER SCRIPT (INT; TRAINED ONLY) .................. 16
DIPLOMACY (CHA) ..................................................... 17
DISABLE D EVICE (INT; TRAINED ONLY) ................... 17
DISGUISE (CHA) .......................................................... 17
ESCAPE ARTIST (DEX; ARMOR CHECK PENALTY).... 18
FORGERY (INT) ........................................................... 18
GATHER INFORMATION (CHA) ................................... 18
HANDLE ANIMAL (CHA; TRAINED ONLY)................. 19
HEAL (WIS) ................................................................. 20
HIDE (DEX; ARMOR CHECK PENALTY) ..................... 20
INTIMIDATE (CHA)...................................................... 21
JUMP (STR; ARMOR CHECK PENALTY)...................... 21
KNOWLEDGE (INT; TRAINED ONLY).......................... 21
LISTEN (WIS) ............................................................... 23
MOVE SILENTLY (DEX; ARMOR CHECK PENALTY) .. 24
OPEN LOCK (DEX; TRAINED ONLY) .......................... 24
PERFORM (CHA).......................................................... 24
PROFESSION (WIS; TRAINED ONLY) .......................... 25
RIDE (DEX).................................................................. 25
SEARCH (INT) .............................................................. 26
SENSE MOTIVE (WIS).................................................. 26
SLEIGHT OF HAND (DEX; TRAINED ONLY; ARMOR
CHECK PENALTY) ........................................................ 26
SPEAK LANGUAGE (NONE; TRAINED ONLY).............. 26
SPELLCRAFT (INT; TRAINED ONLY) .......................... 27
SPOT (WIS) .................................................................. 28
SURVIVAL (WIS) ......................................................... 28
SWIM (STR; ARMOR CHECK PENALTY) ..................... 29
TUMBLE (DEX; TRAINED ONLY)................................ 29
USE MAGIC D EVICE (CHA; TRAINED ONLY) ............ 30
USE ROPE (DEX) ......................................................... 30
CHAPTER 5 FEATS .................................................... 31
REGIONAL FEATS EXPLAINED ..................................... 31
OPEN FEATS ................................................................. 37
CLOSED FEATS ............................................................. 41
CHAPTER 6 DESCRIPTION..................................... 43
PATRON GODS OF SASSERINE...................................... 43
SHRINES OF SASSERINE................................................ 43
CHAPTER 7 EQUIPMENT ........................................ 46
COINAGE ...................................................................... 46
WEAPON DESCRIPTIONS .............................................. 46
GEAR ............................................................................ 47
PURCHASING MAGIC ITEMS ........................................ 49
CREATING MAGIC ITEMS ............................................. 49
REPAIRING MAGIC I TEMS ............................................ 49
CHAPTER 8 COMBAT ............................................... 51
ACTIONS DURING COMBAT ......................................... 51
INJURY AND D EATH ..................................................... 51
CHAPTER 9 ADVENTURING .................................. 52
CARRYING CAPACITY .................................................. 52
ON THE WATER AND UNDERWATER........................... 52
HEAT............................................................................. 52
AFFILIATIONS ............................................................... 52
CHAPTER 10 SPELLS ................................................ 53
OPEN SPELLS ................................................................ 53
CLOSED SPELLS............................................................ 55
CLARIFICATIONS .......................................................... 57
CHAPTER 11 GREYHAWK GODS ......................... 58
CORE PC GODS ............................................................ 58
CORE NPC & MONSTER GODS ................................... 59
DWARF GODS ............................................................... 60
ELF GODS ..................................................................... 61
GNOME GODS ............................................................... 63
HALFLING GODS .......................................................... 64
HUMAN GODS .............................................................. 65
BAKLUNISH HUMAN GODS .......................................... 66
FLAN HUMAN GODS .................................................... 67
OERIDIAN H UMAN GODS ............................................. 68
OLMAN HUMAN GODS ................................................. 70
SUEL HUMAN GODS ..................................................... 71
TOUV HUMAN GODS .................................................... 72
CHAPTER 12 OUT-OF-PLAY SPELLS .................. 73
3
Chapter 1 Introduction
The Savage Tide Adventure Path is a series of 12
adventures that are designed as a complete campaign,
which will take characters from 1st through 20th level.
Adventure 1: There Is No Honor
Adventure 2: The Bullywug Gambit
Adventure 3: The Sea Wyvern’s Wake
Adventure 4: Here There Be Monsters
Adventure 5: Tides of Dread
Adventure 6: The Lightless Depths
Adventure 7: City of Broken Idols
Adventure 8: The Serpents of Scuttlecove
Adventure 9: Into the Maw
Adventure 10: The Wells of Darkness
Adventure 11: Enemies of My Enemy
Adventure 12: ??? (To Be Revealed Later)
Savage Tide is set in the World of Greyhawk, the
original campaign world of First Edition Advanced
Dungeons & Dragons. Remember those classic modules
like A1: Slave Pits of the Undercity, L1: The Secret of
Bone Hill, or S1: Tomb of Horrors? This is that world,
and Savage Tide brings back many of those archetypal
locations.
This campaign makes extensive use of material from
the following sources:
• Player’s Handbook v3.5 (PH)
• Dungeon Master’s Guide v3.5 (DMG)
• Monster Manual v3.5 (MM)
• Complete Adventurer (CAd)
• Complete Arcane (CAr)
• Complete Divine (CD)
• Complete Warrior (CW)
• Living Greyhawk Gazetteer (LGG)
• Races of Destiny (RD)
• Races of Stone (RS)
• Races of the Wild (RW)
• Spell Compendium (SpC)
• Stormwrack (Sto)
Access to these books would be very helpful for
players in this game. Additional material used in Savage
Tide comes from the Book of Exalted Deeds (BE),
Miniatures Handbook (MH), Dragon Magazine (D#),
and the Living Greyhawk Journal (LGJ#)—originally
published as stand-alone magazines, later appearing in
Dragon Magazine, then Dungeon Magazine, and now
only appear on the RPGA website.
4
This is a very nautical campaign full of swashbuckling
adventure on the high seas. The characters start out in the
tropical port city of Sasserine but before too long they
find themselves “off the map” and beyond the edge of
the known world. Characters oriented towards the
outdoors like barbarians, druids, rangers & scouts will
find many chances to shine; though the core classes of
clerics, fighters, rogues & wizards will be just as useful
as they are in any campaign. It is strongly recommended
that the party contain a least one full divine spellcaster,
and one full arcane spellcaster.
Please keep in mind that although there will be
opportunities to walk the fine line between being a
scoundrel and being evil if you desire, Savage Tide is
ultimately a heroic quest-based campaign. The fate of the
world will rest in your hands so Han Solo is a better role
model than Anakin Skywalker.
Many books, television shows and movies are good
sources of inspiration and background for this campaign,
including: Lost, Master & Commander: The Far Side of
the World, Raiders of the Lost Ark, King Kong, and the
Pirates of the Caribbean movies.
Chapter 2 Character Creation
All players of the Savage Tide Adventure Path need a
copy of Player’s Handbook v3.5, a set of RPG dice and
the latest version of this document. Additionally, a copy
of Spell Compendium is recommended for spell casters.
Please use the latest version of Kevin’s Exel-based
character sheet for your character. The digital file must
be emailed to the DM prior to the start of the first game,
and an updated file must be emailed to the DM as your
character advances to each successive level.
Table 2-1: Ability Costs
Cost
—
—
0
1
2
3
4
5
6
8
10
13
16
—
—
Score
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Modifier
-2
-2
-1
-1
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Apply racial adjustments to ability adjustments after
the base scores are determined. Humans will have ability
scores in the range of 8-18, while nonhumans will have
scores from 6-20. The point cost chart is included here to
your convenience. (Table 2-1: Ability Costs)
2. Race
You may choose any race from the PH, gray elf, wood
elf, mountain dwarf, tallfellow halfling, or deep halfling.
Human PCs should choose one of the subraces of
humanity, as explain in Chapter 2 of the Living
Greyhawk Gazetteer. These subraces include Baklunish,
Flan, Oeridian, Olman, Rhennee, Suloise and Touv.
While very few humans are purebred, most do have a
dominant ancestry that shows. (Table 2-2: Allowed
Races and Subraces)
A PC may begin play at any age, height, or weight
allowed for their race by page 109 of the PH. Age
adjustments to ability scores are not used.
Human
Humans are the most prevalent race in the Flanaess.
You may choose to be a mixed-blood human with
without a dominant subrace. You would not have any
kind of strong cultural background and you would only
have access to regional feats based on your actual home
region, not based on race. In all other ways you would be
identical to the humans listed in the PH.
1. Ability Scores
The Savage Tide Adventure Path uses the standard
point buy (25 points) method for ability scores (DMG
169).
Table 2-2: Allowed Races and Subraces
Race
Human
Human, Baklunish
Human, Flan
Human, Oeridian
Human, Olman
Human, Rhennee
Human, Suel
Human, Touv
Dwarf, Hill
Dwarf, Mountain
Elf, High
Elf, Gray
Elf, Wood
Gnome, Rock
Half-Elf
Half-Orc
Halfling, Lightfoot
Halfling, Tallfellow
Halfling, Stout (Deep)
Ability Adjustments
None
None
None
None
None
None
None
None
+2 Con, -2 Chr
+2 Con, -2 Chr
+2 Dex, -2 Con
-2 Str, +2 Dex, -2 Con, +2 Int
+2 Str, +2 Dex, -2 Con, -2 Int
+2 Con, -2 Str
None
+2 Str, -2 Int, -2 Chr
+2 Dex, -2 Str
+2 Dex, -2 Str
+2 Dex, -2 Str
Favored Class
Any
Any
Any
Any
Any
Any
Any
Any
Fighter
Fighter
Wizard
Wizard
Ranger
Bard
Any
Barbarian
Rogue
Rogue
Rogue
Trait Change
As human (PH 12)
As human (PH 12)
As human (PH 12)
As human (PH 12)
As human (PH 12)
As human (PH 12)
As human (PH 12)
As human (PH 12)
As dwarf (PH 14)
As dwarf (PH 14)
As elf (PH 15)
As elf (PH 15)
As elf (PH 15)
As gnome (PH 16)
As half-elf (PH 18)
As half-orc (PH 18)
As halfling (PH 19)
Yes (MM 149)
Yes (MM 150)
5
Human, Baklunish
The Baklunish are an ancient race whose empire was
destroyed by the Invoked Devastation. The closest realworld equivalent to the Baklunish would be Arabs. They
are most numerous in the northwestern area of the
Flanaess. They are quite rare in Sasserine. They are
known as a very mercantile culture so there are certainly
some in the city. More information on the Baklunish can
found in the Living Greyhawk Gazetteer on page 5.
water-based gypsies. They predominantly inhabit the
lakes and rives of the central Flanaess so they are
extremely rare in Sasserine. The Living Greyhawk
Gazetteer has additional information on page 7. The
Living Greyhawk Journal #2 has a good write up on
them on pages 12-19.
Human, Suel
The Flan are the oldest race of humans in the Flanaess.
There is no perfect real-world match to the Flan, though
perhaps ancient nomadic cultures like Native Americans
of the Pacific Northwest, the Eskimos, or the Aborigines
of Australia might be the closest. Most pure Flan were
pushed to the far corners of the Flanaess during the early
migrations of the Suloise and Oeridians and are therefore
somewhat rare. However, the Scarlet Brotherhood makes
use of a sizable Flan population as slave labor, which
would be one possible explanation for their presence in
Sasserine. Additional information on the Flan can be
found in the Living Greyhawk Gazetter on page 5.
The Suel had one of the most powerful empires on
Oerik until the Baklunish with the Rain of Colorless Fire
destroyed it. Being predominantly blonde-haired and
blue-eyed with pale skin, they closely resemble the
Scandanavian people of the real world. However, their
wicked and cruel empire of ancient times and the Scarlet
Brotherhood of today are probably closer to the Nazi
ideal of the Aryan race. The vast majority of Suel are
normal people just like everyone else. Sasserine was
founded in -124 CY by migrating Suel and so they make
up the majority of the human population today. There
are also uncivilized Suel living in primative villages in
the jungle—decendents of the initial refugees from the
Rain of Colorless Fire. The Living Greyhawk Gazetteer
has additional information on page 8. The Scarlet
Brotherhood also has information on pages 2-35. Most of
it is specific to that organization though there is some
general information on the Suel.
Human, Oeridian
Human, Touv
The Oeridians are a largely warrior-based culture that
moved into the Flanaess long after the original Suloise
and Baklunish migrations, and quickly dominated much
of the region. The ancient Romans would probably be
the closest real-world parallel to the Oeridians. Oeridians
are a distant second-most-common subrace in Sasserine.
The Living Greyhawk Gazetter has more information on
the Oeridians on page 6.
The Touv are the dark-skinned natives of
Hepmonaland. They most closely resemble Africans in
the real world. Like the Olman and the uncivilized Suel,
they live primative lives in small villages. They are fairly
rare in Sasserine. Hepmonaland has opened up somewhat
due to the dimished power of the Scarlet Brotherhood
following the Greyhawk Wars. Touv are becoming very
slightly more common in the area due to this. More
information can be found in The Scarlet Brotherhood on
pages 36-61.
Human, Flan
Human, Olman
Thousands of years ago the Olman were masters of the
area of Sasserine, the Amedio Jungle, the Tivalnot
Peninsula, Hepmonaland and farther south. Their
civilization collapsed one thousand years ago, and the
coming of the Suel and Oeridians into the region further
marginalized them. Today most live primative lives in
jungle villages, though some have “found civilization”
and now make up some of the population in Sasserine.
The Olman are very similar to the Aztecs, Maya and
other pre-Columbian Mesoamerican cultures. The Living
Greyhawk Gazetteer page 6 and The Scarlet Brotherhood
pages 36-71 are good places to find more information
about the Olman.
Human, Rhennee
The Rhennee are relative newcomers to the Flanaess.
In fact their legends say they come from another
dimension or planet called Rhop. They are essentially
6
Dwarf, Hill or Mountain
Information on dwarves can be found in the Monster
Manual pgs. 91-93, Living Greyhawk Gazetteer pg. 9
and of course Races of Stone pgs. 5-30.
Dwarves may choose any of the cleric, fighter or
sorcerer racial substitution levels from Races of Stone.
Dwarf clerics that take the level 1 racial substitution
level may not substitute giant smiting attempts for other
powers granted by feats that use a turn attempt such as
Divine Vigor. Dwarf clerics that take a prestige class that
grants the turn undead ability like Sacred Exorcist do not
gain additional smite giant attempts with each PrC level.
They gain turn undead attempts. Unlike smite giant
attempts, the turn undead attempts from a PrC may be
substituted for a granted power from a feat such as
Divine Vigor.
Elf, High, Gray or Wood
Information on elves can be found in the Monster
Manual pgs. 101-104, Living Greyhawk Gazetteer pgs.
8-9, and Races of the Wild pgs. 5-36.
Elves may choose any of the paladin, ranger or wizard
racial substitution levels from Races of the Wild. Elf
paladins must take the level 1 racial substitution level to
gain ranged smite evil. If they take that level, they only
have ranged smite evil. They do not have a normal smite
evil. Every level after that when they would gain another
instance of smite evil, they gain ranged smite evil
instead.
Gnome, Rock
Information on gnomes can be found in the Monster
Manual pgs. 131-133, Living Greyhawk Gazetteer pgs.
9-10 and Races of Stone pgs. 31-52.
Gnomes may choose any of the bard, illusionist or
ranger racial substitution levels from Races of Stone.
Gnome illusionists do gain the Scribe Scroll bonus feat at
1st level.
Half-Elf
Information on half-elves can be found in the Monster
Manual pgs. 102-103, Living Greyhawk Gazetteer pg. 9
and Races of Destiny pgs. 33-42.
Half-Elves may choose any of the bard, fighter or
ranger racial substitution levels from Races of Destiny.
Half-Orc
Information on half-orcs can be found in the Monster
Manual pg. 204, Living Greyhawk Gazetteer pg. 11 and
Races of Destiny pgs. 42-50.
Half-Orcs may choose any of the barbarian, druid or
paladin racial substitution levels from Races of Destiny.
Halfling, Lightfoot, Tallfellow or
Stout
Information on halflings can be found in the Monster
Manual pgs. 149-150, Living Greyhawk Gazetteer pgs.
10-11 and Races of the Wild pgs. 37-64.
Halflings may choose any of the druid, monk or rogue
racial substitution levels from Races of the Wild.
Halfling rogues must take the level 1 racial substitution
level to gain the sling and thrown weapon ranged sneak
attack bonus and melee sneak attack penalty. A bonus of
+1d6 is added to their standard ranged sneak attack when
using a sling or thrown weapon and a penalty of -1d6 is
added to their standard sneak attack. This means that at
1st level, a halfling rogue does +2d6 ranged sneak attack
with a sling or thrown weapon, +1d6 ranged sneak attack
with other ranged weapons and +0 melee sneak attack. A
3rd level halfling rogue does +3d6 ranged sneak attack
with a sling or thrown weapon, +2d6 ranged sneak attack
with other ranged weapons and +1d6 melee sneak attack.
3. Languages
In addition to languages normally allowed for your
race, the following dialects are Open for all PCs: Ancient
Baklunish, Flan, Old Oeridian, Ancient Suloise and
Touv. Rhopan is Open for Rhennee. See the Speak
Language skill in Chapter 4 for more information.
Ancient Flan and Flan are the same language; Ur-Flan
is a unique language. Ancient Suloise and Suloise are the
same language. Ancient Baklunish and Baklunish are the
same language. Learning Druidic (for non-druids),
Lendorian Elven, Rhopan or Ur-Flan requires permission
from the DM.
4. Class
You may choose any of the following as a base class:
barbarian, bard, cleric, druid, favored soul, fighter,
hexblade, marshal, monk, paladin, ranger, rogue, scout,
sorcerer, swashbuckler, warmage, or wizard.
A PC may have no more than 3 base classes total.
None of the alternate class features from PH2 are
allowed.
Barbarian
Since Sasserine is surrounded by a vast wilderness,
barbarians are common. Flan, Olman, uncivilized Suel
and wood elves are the most common races for
barbarians. Their use of light or medium armor is very
ship and jungle-friendly.
Bard
The bard’s extensive knowledge of legends, rumors &
stories will come in very handy in a campaign that is
often beyond the edge of the known world.
Cleric
A cleric must serve a specific non-evil deity from
among the patrons of Sasserine, the shrines of Sasserine
or any other appropriate deity of the Flanaess. Clerics
may face certain restrictions dictated by their deity. See
Chapter 6 and Appendix 1 for more on Greyhawk
deities. Olman clerics are the only exception to the nonevil deity rule. An Olman cleric may serve an evil deity
as long as the cleric herself is not evil.
A cleric may add 2 spells per level from Open Spells
in Chapter 10 to her spell list. She may also swap core
PH spells for spells from the Open Spells list. Once they
are chosen, the Open Spells may not be changed later.
7
A strong healer is always important in any campaign.
Their typical reliance on heavy armor leaves them a big
disadvantage on the deck of ship. This can probably be
offset with wisely chosen utility spells.
Druid
A druid of the Flanaess often serves a specific nonevil deity, though it is not required. Druids are typically
Flan, Olman, uncivilized Suel or wood elves, though any
race may be a druid.
A druid may add 2 spells per level from Open Spells
in Chapter 10 to her spell list. She may also swap core
PH spells for spells from the Open Spells list. Once they
are chosen, the Open Spells may not be changed later.
An animal companion may be chosen from the list on
page 41 of PH2 with the exception of any dinosaurs. The
druid’s animal companion is a wild animal that will not
wear barding nor work as a pack animal.
A druid is an excellent choice for this campaign. They
will have many, many chances to make full use of their
powers.
Favored Soul
A favored soul must serve a specific non-evil deity
just as the cleric. They too may face certain restrictions
from their deity. Chapter 6 and Appendix 1 have more
information on Greyhawk deities. Olman favored souls
may serve an evil deity as long as the favored soul is not
evil.
Paladin
A paladin of the Flanaess often serves a specific nonevil deity, though it is not required. Paladins who do
serve specific deities are described in LGJ#20 &
LGJ#23. Some gain access to additional feats in Open
Feats.
A paladin may add 2 spells per level from Open Spells
in Chapter 10 to her spell list. She may also swap core
PH spells for spells from the Open Spells list. Once they
are chosen, the Open Spells may not be changed later.
A paladin will definitely find Savage Tide a
challenging campaign; though it will hopefully be a fun
challenge.
Ranger
Rangers are very common in Sasserine. Their
wilderness abilities make them an excellent choice for
the Savage Tide campaign.
A ranger may add 2 spells per level from Open Spells
in Chapter 10 to her spell list. She may also swap core
PH spells for spells from the Open Spells list. Once they
are chosen, the Open Spells may not be changed later.
An animal companion may be chosen from the list on
page 41 of PH2 with the exception of any dinosaurs. The
ranger’s animal companion is a wild animal that will not
wear barding nor work as a pack animal.
Rogue
Much like the cleric, a favored soul will find heavy
armor is hinderance in the nautical areas of the
campaign.
Sasserine is full of rogues of all types. A rogue will
find their many skills put to use often in this campaign.
Fighter
Scouts are common in Sasserine though perhaps not as
common as rangers. Much like rangers, their wilderness
abilities make them a good choice for this campaign.
Fighters are very common in Sasserine as they are in
all cities of the Flanaess. Light-armored fighters are more
common than heavy-armored ones.
Hexblade
A hexblade may not add additional spells to her spell
list.
Marshal
A marshal’s auras may be active at any time—not just
during combat.
Monk
Monks are more common among the Olman and
members of the Scarlet Brotherhood than other races and
affiliations.
8
Scout
Sorcerer
A sorcerer in Savage Tide will not face the issues that
a wizard will of having to find scrolls and spellbooks to
increase her number of known spells. However, her few
spells will mean she does not have many utility spells.
Swashbuckler
The swashbuckler is probably the quintessential class
for the Savage Tide campaign. The light acrobatic fighter
is equally at home on the deck of ship or in the jungles of
a mysterious island.
Warmage
A warmage may only use her advanced learning to
add additional spells to her spell list from Open Spells.
Wizard
A wizard will find that a campaign that takes place
predominantly off the map, like Savage Tide, will be a
bit more of a challenge than an urban campaign. There
will be access to spells but probably not as many as one
may wish.
5. Alignment
You must choose a non-evil alignment that meets all
requirements for your character’s class. Divine casters
that do not require the worship of a specific deity, but
that choose to worship a deity, must be within one step
of their deity’s alignment. Olman characters may
worship an evil deity as long as the character is not evil.
Alignment is extremely important in this game. Your
actions can easily cause your alignment to shift. Even
though evil alignments are forbidden in Savage Tide, evil
acts are not forbidden. However, by committing an evil
act your PC risks becoming evil. If your PC ever
becomes evil, your PC immediately becomes an NPC
and can never again be played as a PC.
If you voluntarily attack another PC with the intent to
do serious or permanent harm, without the other player’s
permission, your alignment is automatically shifted to
evil. You are allowed to defend yourself as necessary,
such as if another PC is dominated, but you may not use
lethal force unless unavoidable, at the DM’s discretion.
6. Hit Points
At first level, you receive maximum hit points for
your class. For each additional level, you receive half the
maximum value for your new class +1 +/- CON
modifier. For example, a PC with a 10 Con adds 3 hit
points upon gaining a new level in the Sorcerer class.
7. Skills
Characters spend their starting skill points on skills
listed in the PH taking into account the changes noted in
Chapter 4.
Please note that skills will be very important in Savage
Tide. There will definitely be times when challenges will
only be overcome through the use of skills.
8. Feats
You can choose any feat from the PH or from Open
Feats in Chapter 5 for which your PC meets the
requirements. PCs of particular races, regions, districts of
Sasserine or affliliations have access to additional feat
options. See Chapter 5 for more details.
9. Equipment
During character creation, you purchase character
equipment from the trade goods, weapons (small &
medium sized), armor, and goods and services sections
of Chapter 7 in the PH. You may also purchase
equipment listed in Chapter 7 of this document.
The carrying capacity rule is used so track what your
character is carrying and how much it weighs.
Table 2-3: Starting Gold By Class
Class
Barbarian
Bard
Cleric
Druid
Favored Soul
Fighter
Hexblade
Marshal
Monk
Paladin
Ranger
Rogue
Scout
Sorcerer
Swashbuckler
Warmage
Wizard
Starting
Gold
160 gp
160 gp
200 gp
80 gp
200 gp
240 gp
240 gp
200 gp
20 gp
240 gp
240 gp
200 gp
200 gp
120 gp
240 gp
120 gp
120 gp
Source
PH 24
PH 26
PH 30
PH 33
CD 6
PH 37
CW 5
MH 11
PH 39
PH 42
PH 46
PH 49
CAd 10
PH 51
CW 11
CAr 10
PH 55
10. Home Region
All PCs start out in Sasserine. They may have
originally come from some other place, but they have
lived in Sasserine long enough that it is considered their
home region.
Sasserine is a city rich in cultural diversity. It is a
large city of 15,650 people (77% human, 6% half-elf, 5%
Halfling, 4% gnome, 4% dwarf, 2% elf, 1% half-orc, 1%
other). The area has a cultural distribution similar to the
Sheldomar Valley—Keoland and the Sea Princes in
particular—stemming from the time when Keoland was
the dominant naval power in Jeklea Bay. The human
population breaks down like this: 74% Suel, 15%
Oeridian, 5% Olman, 4% Flan, 1% Baklunish, 0.5%
Rhennee, 0.5% Touv.
Future Changes
As the campaign progresses new options for races,
skills, feats and spells will open up. If a PC dies and it is
either not possible to bring the PC back or the player
decides to not return her to life, a new PC can be created
using the revised rules. The DM will determine the
appropriate level, starting gold and available equipment
for the new PC.
PCs receive maximum gold pieces for their starting
class. (Table 2-3: Starting Gold By Class)
9
Chapter 3 Prestige Classes
Whenever your character meets the requirements, you
may choose to take one of the prestige classes listed
below. Anything on the Open Prestige Class list is
available with no questions asked. It would be nice to
work the attainment of that prestige class into the
storyline of the campaign, but it is not required.
Prestige classes on the Additional Requirements list
are allowed in the game but the player MUST inform the
DM many levels prior to actual qualification of his or her
intention to take the class. These prestige classes are
special and the attainment of them will be worked into
the storyline of the campaign. There could also be
additional requirements beyond those listed in the source
book.
Any prestige class on the Closed list will never be
allowed in the game. Please don’t ask.
There are a few prestige classes from allowed source
books such as the Complete series that are not on any
list. These may or may not be added into the game at a
later point in time. The safe assumption is that they will
not be.
There is always the possibility that additional special
prestige classes will be added to the game at a later point
in time. A player that would like to take one of these
prestige classes and whose character does not qualify for
the requirements should speak with the DM to see if
arrangements can be made for qualification.
A PC must take all levels of a given prestige class
before adding another prestige class. The same rules
above apply to prestige classes beyond the first.
Open Prestige Classes
Arcane Archer (DMG 176)
Archmage (DMG 178)
Duelist (DMG 185)
Dwarven Defender (DMG 186)
Exotic Weapon Master (CW 30)
Gnome Giant-Slayer (CW 36)
Halfling Outrider (CW 38)
Highland Stalker (CAd 54) [Jungle Stalker, Zelkarune’s
Horns only]
Menacing Brute (RD 123)
Outcast Champion (RD 126)
Thief-Acrobat (CAd 83)
Open Prestige Classes With
Additional Requirements
Alienist (CAr 21)
Animal Lord (CAd 22) [Olman, Touv, Wild Suel, Wood
Elf only]
Arcane Trickster (DMG 177)
10
Argent Savant (CAr 24)
Battlesmith (RS 97)
Bear Warrior (CW 16) [Touv]
Beastmaster (CAd 26)
Blade Bravo (RS 99)
Bladesinger (CW 17)
Bloodhound (CAd 28)
Cavalier (CW 19)
Champion Of Correllon Larethian (RW 113)
Champion of Gwynharwf (BE 56)
Consecrated Harrier (CD 28)
Contemplative (CD 30)
Cragtop Archer (RS 101)
Daggerspell Mage (CAd 31)
Daggerspell Shaper (CAd 36)
Dark Hunter (CW 20)†
Darkhagard (LGJ#2 13) [Male Rhennee only]
Darkwood Stalker (CW 23)
Deepwarden (RS 105)
Dervish (CW 25) [Rhennee only]
Divine Crusader (CD 33)
Divine Oracle (CD 34)
Divine Prankster (RD 107)
Dragon Disciple (DMG 183)
Dread Pirate (CAd 39) [honorable only]
Drunken Master (CW 27)
Dungeon Delver (CAd 42)
Earth Dreamer (RS 110)
Eldritch Knight (DMG 187)
Elemental Savant (CAr 32)
Enlightened Fist (CAr 34) [Scarlet Brotherhood]
Exemplar (CAd 44)
Fatespinner (CAr 37)
Fochlucan Lyricist (CAd 47)
Geomancer (CD 41)
Geometer (CAr 39)
Hierophant (DMG 188)
Holy Liberator (CD 45)
Horizon Walker (DMG 189)
Hospitaler (CD 48)
Hunter Of The Dead (CW 42)
Invisible Blade (CW 44) [Zelkarune’s Horns]
Justicar (CW 47)
Knight Of Furyondy (LG PrC)
Knight Of The Chase (LGJ#13 3)
Knight Of The Chalice (CW 53)
Knight Of The High Forest (LG PrC)
Knight Of The Holy Shielding (LGJ#26 4)
Knight Of Veluna (LG PrC)
Knight Protector (CW 55)
Loremaster (DMG 191) [Seekers]
Mage Of The Arcane Order (CAr 48) [Witchwardens]
Mask Of Johydee (LGJ#18 4)
Master Of The Unseen Hand (CW 60)
Master Thrower (CW 58)
Mindspy (CW 62)
Mystic Theurge (DMG 192)
Nature’s Warrior (CW 63)
Nightsong Enforcer (CAd 60) [Scarlet Brotherhood
only]†
Nightsong Infiltrator (CAd 62) [Scarlet Brotherhood
only]†
Ollam (CAd 66)
Order Of The Bow Initiate (CW 68)
Pious Templar (CD 50) [St. Cuthbert?]
Radiant Servant Of Pelor (CD 52)
Rage Mage (CW 72)
Rainbow Servant (CD 54) [Quetzalcouatl]
Reaping Mauler (CW 75) [Zelkarune’s Horns]
Ruathar (RW 122)
Sacred Exorcist (CD 56)
Sacred Fist (CD 59)
Sea Witch (Sto 68)
Seeker Of The Misty Isle (CD 61)
Seeker Of The Song (CAr 56)
Shadow Dancer (DMG 194)
Shadowbane Inquisitor (CAd 68) [Pholtus]
Shadowbane Stalker (CAd 70) [Pholtus]
Shadowcraft Mage (RS 120)
Shining Blade of Heironeous (CD 63)
Silent One (LGJ#4 18) [NOT Scarlet Brotherhood or
Seekers]
Spellsword (CW 79)
Spymaster (CAd 76) [Scarlet Brotherhood only]
Streetfighter (CAd 79)†
Stonelord (CW 81)
Stormcaster (Sto 72)
Stormlord (CD 65) [Procan, Hurakon]
Tattooed Monk (CW 82) [Olman]
Tempest (CAd 81) [Church of the Whirling Fury]
Temple Raider Of Olidammara (CD 67)
Veth (LGJ#2 16) [Female Rhennee only]
Vigilante (CAd 85) [Bounty Hunter]†
Virtuoso (CAd 89)
War Chanter (CW 87)
Warpriest (CD 74)
Wayfarer Guide (CAr 65)
Whisperknife (RW 135)
Wild Mage (CAr 68)
Wild Plains Outrider (CAd 92) [Zelkarune’s Horns]
Wildrunner (RW 139) [Wood Elf]
Closed Prestige Classes
Acolyte Of The Skin (CAr 19)
Arcane Hierophant (RW 108)
Assassin (DMG 180)
Black Flame Zealot (CD 21)
Blackguard (DMG 181)
Blighter (CD 23)
Blood Magus (CAr 26)
Chameleon (RD 111)
Church Inquisitor (CD 26)
Dawncaller (RS 103)
Effigy Master (CAr 30)
Entropomancer (CD 36)
Evangelist (CD 39)
Eye Of Gruumsh (CW 31)
Frenzied Berserker (CW 34)
Ghost-Faced Killer (CAd 51)
Goliath Liberator (RS 112)
Green Star Adept (CAr 41)
Hulking Hurler (CW 40)
Initiate Of The Sevenfold Veil (CAr 44)
Iron Mind (RS 114)
Kensai (CW 49)
Knight Of The Pearl (Sto 52)
Legendary Captain (Sto 56)
Leviathan Hunter (Sto 61)
Loredelver (RD 117)
Luckstealer (RW 118)
Maester (CAd 56)
Master of Many Forms (CAd 58)
Master Transmogrifist (CAr 51)
Mindbender (CAr 54)
Occult Slayer (CW 66)
Peregrine Runner (RS 116)
Purple Dragon Knight (CW 70)
Ravager (CW 73)
Red Wizard (DMG 193)
Ronin (CW 77)
Runesmith (RS 118)
Scar Enforcer (RD 130)
Scarlet Corsair (Sto 65)
Shadow Sentinel (RD 137)
Shadowmind (CAd 74)
Skypledged (RW 126)
Stoneblessed (RS 122)
Stonedeath Assassin (RS 124)
Stonespeaker Guardian (RS 127)
Stormtalon (RW 131)
Sublime Chord (CAr 60)
Suel Archanamach (CAr 63)
Thaumaturgist (DMG 196)
Thayan Knight (CW 85)
Ur-Priest (CD 70)
Urban Soul (RD 141)
Void Disciple (CD 72)
Warshaper (CW 89)
Wavekeeper (Sto 76)
Clarifications
Darkhagard: Under class skills, replace Intuit
Direction and Knowledge (navigation) with Knowledge
(geography) and Survival. Change the Uncanny Swim
ability to, "Uncanny Swim (Ex): On a successful Swim
check, a Darkhagard may swim his full speed (as a fullround action) or one half of his speed (as a move action),
failure indicating no progress. Furthermore, members of
the Darkhagard suffer normal armor check and
encumbrance penalties to their Swim checks, rather than
the double penalty most swimmers face."
11
Mask of Johydee: Replace the class skills Innuendo
and Read Lips with Sense Motive. Replace the spell
change self with disguise self.
Silent Ones: Replace change self with disguise self.
Veth: Under requirements, replace Scry 8 ranks with
Spellcraft 8 ranks. Under class skills, replace Innuendo,
Knowledge (Nyr Dyv), and Scry with Bluff, Sense
Motive, Knowledge (geography), and Knowledge
(arcana). Remove all mention of the scry ability or scry
checks; the base chance of success on the reading is 70%
+1% per caster level, to a maximum of 90%.
12
Chapter 4 Skills
The following rules are used:
•
•
Individual events (CAd 96)
Aid another expansion (CAd 96) [does not include attacks or AC in combat]
Appraise (INT)
Appraise a performance (RS 129)
Item (Examples)
Identify dwarvencraft or dwarven manufacture (RS 130)
Common
Trade good (spices, food stuffs, raw materials, etc), mundane items, livestock
Quick Appraise Common (CAd 97)
Rare
Fine clothing, precious metals (unworked), gems, artwork
Quick Appraise Rare (CAd 97)
Exotic
Unusual gems (strange colorings, unusual to the region, unusually large or pure), spell components,
jewelry, obscure religious items
Quick Appraise Exotic (CAd 97)
Unique
Masterpiece artwork, royal jewels, crowns, or other adornments
Quick Appraise Unique (CAd 97)
Detect Magic
DC
10
12
15
15
20
20
25
25+
30+
50
Balance (DEX; Armor Check Penalty)
Resist Trip (CAd 97)
Surface
Narrow surface 7-12 inches wide
Grease spell
Uneven flagstone
Hewn stone floor
Sloped or angled floor
Move through trees – dense forest (RW 145)
Unstable surface – loose gravel or wobbly bricks or stones (RW 146)
Heeling deck (Sto 83)
Sargasso, heavy mat (Sto 83)
Surf, light (Sto 83)
Narrow surface 2-6 inches wide
Move through trees – medium forest (RW 145)
Unstable surface – awning, dune face or snowdrift (RW 146)
Roll, heavy (Sto 83)
Surf, heavy (Sto 83)
Yardarm (Sto 83)
Unstable surface – top of vehicle taveling over a fairly smooth road (RW 146)
Narrow surface 1-2 inches wide
Unstable surface – top of vehicle traveling over a rough road (RW 146)
Green water (Sto 83)
Unstable surface – top of vehicle traveling over a poor road, trail, or unimproved surface (RW 146)
Move through trees – sparse forest (RW 145)
Unstable surface – ship’s deck in a storm, galloping horse, or top of a vehicle traving over rocks,
potholes, logs or rubble (RW 146)
Sargasso, light mat (Sto 83)
Narrow surface up to 1 inch wide
1
DC
10
10
2
10
2
10
2
10
2
10
2
10
10
10
10
15
15
15
15
15
15
18
20
20
20
22
25
25
30
40
13
Hair-thin narrow surface
60
3
Liquid
90
Cloud
120
1. Add modifiers below as appropriate.
2. Only if running or charging. Failure by 4 or less means the character can’t run or charge, but may
otherwise act normally.
3. Includes any other surface that couldn’t support the character’s weight, such as a fragile branch.
Condition
Underwater (Sto 84)
Two-handed brace (Sto 84)
One-handed brace (Sto 84)
Body brace (Sto 84)
Narrow, lightly obstructed
Narrow, lightly slippery
Narrow, sloped or angled
Moss, fungi, or slightly wet (RW 146)
Wet deck (Sto 84)
High winds (Sto 84)
Narrow, severely obstructed
Narrow, severely slippery
Move at full speed (per move action)
Snow or ice (RW 146)
Icy deck (Sto 84)
Severe motion (Sto 84)
Run on narrow surface (CAd 97)
DC
-10
-10
-7
-5
+2
+2
+2
+2
+2
+2
+5
+5
+5
+5
+5
+5
+20
Bluff (CHA)
Heckle a performance (RS 130)
Uses
Deliver simple secret message
Deliver complex secret message
Display false alignment
Disguise surface thoughts
DC
15
20
70
100
Bluff DC Modifiers
Circumstance
The target wants to believe you.
The bluff is believable and doesn’t affect the target much.
The bluff is a little hard to believe or puts the target at some risk.
The bluff is hard to believe or puts the target at significant risk.
The bluff is way out there, almost too incredible to consider.
Instill suggestion in target
DC
-5
+0
+5
+10
+20
+50
Climb (STR; Armor Check Penalty)
Surface or Activity
A slope too steep to walk up, or a knotted rope with a wall to brace against.
Grasping nearby branches to move along a branch too narrow or too steeply angled for normal walking.
(RW 146)
A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
Anchor chain (Sto 84)
Ship’s rigging (Sto 84)
Climbing a tree with plenty of sturdy branches for handholds and footholds. (RW 146)
14
DC
0
0
5
5
5
5
A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.
Rappel down a wall (RS 130)
Climbing a tree with few or fairly weak branches. (RW 146)
Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural
rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
Climbing a tree trunk with no branches but small enough to clasp with the arms. (RW 146)
An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or
ruins.
Rappel with nothing to brace against (RS 130)
Ship’s hull (Sto 84)
Climbing a tree trunk with no branches and too large to clasp with the arms. (RW 146)
A rough surface, such as a natural rock wall or a brick wall.
An overhang or ceiling with handholds but no footholds.
A perfectly smooth, flat, vertical surface.
A perfectly smooth, flat, overhang or ceiling
10
10
10
15
15
20
20
20
20
25
25
70
100
Climb DC Modifiers
Condition
Climbing a chimney (artificial or natural) or other location where you can brace against two opposite
walls (reduces DC by 10).
Climbing a corner where you can brace against perpendicular walls (reduces DC by 5).
Surface is slippery (increases DC by 5).
Accelerated climbing – half speed
Catch yourself or another when falling out of a tree (RW 146)
Catch yourself when falling on a slope
Catch a falling person while climbing
Accelerated climbing – full speed (CAd 97)
Catch yourself when falling on a wall
Retain Dex bonus to AC (CAd 97)
1. These modifiers are cumulative; use any that apply.
DC
-10
1
-5
+5
+5
+5
+10
+10
+20
+20
+20
Concentration (CON)
Resist heckling (RS 130)
1
Distraction
2
Damaged during the action.
3
Taking continuous damage during the action.
4
Distracted by nondamaging spell.
4
Weather caused by a spell, such as storm of vengeance.
Weather is a high wind carrying blinding rain or sleet.
Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in rough
water, belowdecks in a stormtossed ship).
Weather is wind-driven hail, dust, or debris.
Defensively cast a spell
Entangled.
Violent motion (on a galloping horse, taking a very rough wagon ride, in a small boat in rapids,
on the deck of a storm-tossed ship).
Extraordinarily violent motion (earthquake).
Grappling or pinned. (You can cast only spells without somatic components for which you have
any required material component in hand.)
Cast spell with somatic component while grappled.
DC
10 + dmg
10 + 1/2 dmg
Save DC
Save DC
5
10
10
15
15
15
20
20
50
15
1. If you are trying to cast, concentrate on, or direct a spell when the distraction occurs, add the level of
the spell to the indicated DC.
2. Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an
activity that takes more than a single full-round action (such as Disable Device). Also, damage
stemming from an attack of opportunity or readied attack made in response to the spell being cast (for
spells with a casting time of 1 standard action) or the action being taken (for activities requiring no more
than a full-round action).
3. Such as from acid arrow.
4. If the spell allows no save, use the save DC it would have if it did allow a save.
Craft (INT)
You must have at least 1 rank in a given Craft skill to be considered trained and to be able to practice your trade and
make money based on the rules in PH.
PCs may craft their own starting equipment if they have at least 1 rank in the required Craft skill and a set of appropriate
artisan’s tools. You may take 10 on the check.
Many craft skills are required to fabricate various parts of a ship—carpentry for the hull and masts, blacksmithing for the
iron fittings and nails, sailmaking for the sails, even ropemaking for the thousands of feet of hawsers, stays, and line
necessary to rig the ship correctly. However, small craft such as canoes, rafts, and skiffs are all covered under Craft
(boatbuilding).
Repair a damaged ship. (Sto 32)
Item
Acid
Alchemist’s fire, smokestick, or tindertwig
Antitoxin, sunrod, tanglefoot bag, or thunderstone
Armor or shield
Crude raft (Sto 84)
Dugout canoe (Sto 84)
Coracle (Sto 84)
Well-made raft (Sto 84)
Skiff (Sto 84)
Launch (Sto 84)
War canoe (Sto 84)
Pinnace (Sto 84)
Longbow or shortbow
Composite longbow or composite shortbow
Composite longbow or composite shortbow with high strength
rating
Crossbow
Simple melee or thrown weapon
Martial melee or thrown weapon
Exotic melee or thrown weapon
Mechanical trap
Very simple item (wooden spoon)
Typical item (iron pot)
High-quality item (bell)
Complex or superior item (lock)
Quick creation (CAd 97)
1. You must be a spellcaster to craft any of these items.
2. Traps have their own rules for construction.
Craft Skill
1
Alchemy
1
Alchemy
1
Alchemy
Armorsmithing
Boatbuilding
Boatbuilding
Boatbuilding
Boatbuilding
Boatbuilding
Boatbuilding
Boatbuilding
Boatbuilding
Bowmaking
Bowmaking
Bowmaking
Craft DC
15
20
25
10 + AC bonus
5
8
10
10
12
15
18
20
12
15
15 + (2 × rating)
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
Trapmaking
Varies
Varies
Varies
Varies
All
15
12
15
18
2
Varies
5
10
15
20
+10 or more
Decipher Script (INT; Trained Only)
Usage
Decoding a private cipher. (CAd 98)
16
DC
10 + skill modifier
Decipher simple message
Write a simple message in secret code. (RD 147)
Decipher standard text
Write a standard message in secret code. (RD 147)
Decipher intricate, exotic or very old writing
Write a long or complex message in secret code. (RD 147)
Decipher a written spell without read magic. One try per day.
20
20
25
25
30+
30
50 + (5 x spell level)
Diplomacy (CHA)
Mediation (CAd 99)
Initial
Attitude
Hostile
Unfriendly
Indifferent
Friendly
Helpful
Attitude
Hostile
Unfriendly
Indifferent
Friendly
Helpful
Fanatic
Hostile
Less than 20
Less than 5
—
—
—
Unfriendly
20
5
Less than 1
—
—
Means
Will take risks to hurt you
Wishes you ill
Doesn’t much care
Wishes you well
Will take risks to help you
Will give life to serve you
New Attitude (DC to achieve)
Indifferent
Friendly
25
35
15
25
1
15
Less than 1
1
—
Less than 1
Helpful
50
40
30
20
1
Fanatic
150
120
90
60
50
Possible Actions
Attack, interfere, berate, flee
Mislead, gossip, avoid, watch suspiciously, insult
Socially expected interaction
Chat, advise, offer limited help, advocate
Protect, back up, heal, aid
Fight to the death against overwhelming odds, throw self in front of
onrushing dragon
Disable Device (INT; Trained Only)
1
Device Time
Disable Device DC
Example
Simple
1 round
10
Jam a lock
Tricky
1d4 rounds 15
Sabotage a wagon wheel
Difficult 2d4 rounds 20
Disarm a trap, reset a trap
Wicked 2d4 rounds 25
Disarm a complex trap, cleverly sabotage a clockwork device
1. If you attempt to leave behind no trace of your tampering, add 5 to the DC.
Condition
Bypass a trap (CAd 99)
Rush disable – 1 round
Rush disable – move-equivalent action
Rush disable – free action
DC Modifier
+10
+20
+50
+100
Disguise (CHA)
Disguise an object’s function. (RD 147)
Disguise
Minor details only
1
Disguised as different gender
1
Disguised as different race
1
Disguised as different age category
Change height and/or weight 11% to 25%
Change height and/or weight 26% to 50%
Modifier
+5
-2
-2
2
-2
3
-25
3
-50
17
1. These modifiers are cumulative; use any that
apply.
2. Per step of difference between your actual age
category and your disguised age category. The
steps are: young (younger than adulthood),
adulthood, middle age, old, and venerable.
3. Can be negated by any effect that can duplicate
a height and/or weight change of this degree.
Familiarity
Recognizes on sight
Friends or associates
Close friends
Intimate
Viewer’s Spot
Check Bonus
+4
+6
+8
+10
Escape Artist (DEX; Armor Check Penalty)
Restraint
Ropes
Net, animate rope spell, command plants spell, control
plants spell, or entangle spell
Snare spell
Manacles
Tight space
Masterwork manacles
Grappler
Extremely tight space
Pass through wall of force
Quick escape (CAd 100)
DC
Binder’s Use Rope check at +10
20
23
30
30
35
Grappler’s grapple check result
80
120
+10
Forgery (INT)
Common forged documents (Sto 84)
Condition
Type of document unknown to reader
Type of document somewhat known to reader
Type of document well known to reader
Handwriting not known to reader
Handwriting somewhat known to reader
Handwriting intimately known to reader
Reader only casually reviews the document
Forge document without sample
Reader’s Forgery
Check Modifier
-2
+0
+2
-2
+0
+2
-2
+50
Gather Information (CHA)
Type
General idea of a city’s major news items
Specific rumor, specific item, obtain a map, etc
Avoid suspicion
Gain information about an organization (RD 148)
Organization
18
DC
Examples
DC
10
15-25+
+20
Public
Private
Exclusive
Secretive
Unknown
10
15
20
25
30
Local governement, local guild
Private club, military
Invitation-only club, local criminals
Espionage group, criminal cartel
Shadow government, underground cult
Handle Animal (CHA; Trained Only)
Task
Handle an animal
“Push” an animal
Rear a wild animal
Teach trick: Ambush (RW 146)
Teach trick: Assist Attack (CAd 100)
Teach trick: Assist Defend (CAd 100)
Teach trick: Assist Track (CAd 100)
Teach trick: Attack
Teach trick: Bull Rush (RW 146)
Teach trick: Come
Teach trick: Defend
Teach trick: Disarm (RW 146)
Teach trick: Dive (Sto 84)
Teach trick: Down
Teach trick: Fetch
Teach trick: Guard
Teach trick: Heel
Teach trick: Hold (CAd 100)
Teach trick: Hunt (CAd 100)
Teach trick: Jump (Sto 85)
Teach trick: Mark (RW 147)
Teach trick: Overrun (RW 147)
Teach trick: Perform
Teach trick: Scent Fighting (RS 131)
Teach trick: Seek
Teach trick: Special Movement (RS 132)
Teach trick: Stalk (CAd 100)
Teach trick: Stay
Teach trick: Steal (CAd 100)
Teach trick: Subdue (CAd 100)
Teach trick: Swim (Sto 85)
Teach trick: Track
Teach trick: Warn (CAd 101)
Teach trick: Work
Train for purpose: Advanced Fighting (CAd 101)
Train for purpose: Combat riding
Train for purpose: Defensive Guarding (CAd 101)
Train for purpose: Fighting
Train for purpose: Fishing (Sto 85)
Train for purpose: Guarding
Train for purpose: Heavy labor
Train for purpose: Helpmate (RW 147)
Train for purpose: Herding (RW 147)
Train for purpose: Hunting
Train for purpose: Messanger (Sto 85)
Train for purpose: Performance
Train for purpose: Rescue (RW 147)
Train for purpose: Rescue, Water (Sto 85)
DC
10
25
15 + HD of animal
20
20
20
20
20
20
15
20
20
15
15
15
20
15
20
15
15
20
20
15
20
15
20
20
15
20
20
15
20
20
15
20
20
20
20
20
20
15
20
20
20
15
15
15
20
19
Train for purpose: Riding
Train for purpose: Thievery (CAd 101)
Train for purpose: Underground Fighting (RS 132)
Reduce Teaching/Training to…
1 month
1 day
1 hour
1 minute
DC Modifier
+25
+50
+75
+100
Task
Rear magical beast
Train magical beast
Rear vermin
Train vermin
Rear other creature
Train other creature
DC
30 + HD
40 + HD
35 + HD
50 + HD
40 + HD
60 + HD
Time
1 year
2 months
6 months
2 months
Varies
2 months
15
20
20
of magical beast
of magical beast
of vermin
of vermin
of creature
of creature
Heal (WIS)
Task
First aid
Long-term care
Treat wound from caltrop, spike growth, or spike stones
Quicken recovery
Perfect recovery
Treat poison
Treat disease
Determine cause of death (CAd 101)
Cause of Death
Physical Wounds
Environmental (fire, suffocation, etc.)
Spell with visible effects
Poison
Spell with no visible effects
DC
0
5
10
15
20
Hide (DEX; Armor Check Penalty)
Blend into a crowd (CAd 101)
Move between cover (CA 101)
Tail someone (CA 102)
Modifier
Hiding after sniping
While attacking, running or charging
Size: Colossal
Size: Gargantuan
Size: Huge
Greater than ½ but less than normal speed
Size: Large
Up to ½ normal speed
Size: Medium
Size: Small
Size: Tiny
20
DC
-20
-20
-16
-12
-8
-5
-4
+0
+0
+4
+8
DC
15
15
15
50
100
Poison’s save DC
Disease’s save DC
Size: Diminutive
Size: Fine
Invisible and moving
Hide another
Invisible and unmoving
+12
+16
+20
+30
+40
Intimidate (CHA)
The DC to intimidate any creature whose attitude is fanatic is increased by +20.
Jump (STR; Armor Check Penalty)
Swimming Long Jump (Sto 85)
Swimming High Jump (Sto 85)
Launch into Air (Sto 85)
1
Long Jump Distance
DC
5 feet
5
10 feet
10
15 feet
15
20 feet
20
25 feet
25
30 feet
30
1. Requires a 20-foot
running start. Without a
running start, double the
DC.
1
2
High Jump Distance
DC
1 foot
4
2 feet
8
3 feet
12
4 feet
16
5 feet
20
6 feet
24
7 feet
28
8 feet
32
1. Not including vertical
reach; see below.
2. Requires a 20-foot
running start. Without a
running start, double the
DC.
Creature Size
Colossal
Gargantuan
Huge
Large
Medium
Small
Tiny
Diminutive
Fine
Vertical Reach
128 ft.
64 ft.
32 ft.
16 ft.
8 ft.
4 ft.
2 ft.
1 ft.
½ ft.
Knowledge (INT; Trained Only)
Below are listed typical fields of study.
21
Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
Architecture and engineering (buildings, aqueducts, bridges, fortifications)
Dungeoneering (aberrations, caverns, oozes, spelunking)
Geography (lands, terrain, climate, people)
History (royalty, wars, colonies, migrations, founding of cities)
Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic
related to the planes)
Information
DC
Really easy question
10
Basic question
15
Really tough question
20 to 30
Identify monster
10 + monster’s HD
•
•
•
•
•
•
•
•
•
•
Knowledge (architecture and engineering) is the skill used to build ships of Gargantuan or Colossal size. (Sto 85) If you
have a good vantage point to view an enemy stronghold, a DC 20 Knowledge (architectre and engineering) check reveals a
weak aspect of the defense. (CW 122)
Knowledge (geography) is used for navigation and piloting a ship. (Sto 86)
Course Setting
Close and very familiar
Distant and very familiar
Close and studied carefully
Distant and studied carefully
Close and seen once
Distant and seen once
Close but uncertain
Distant and uncertain
Mythical or legendary
DC
5
10
10
15
20
25
25
30
35
Modifier
Excellent chart
Start point well known
Poor chart
Start point uncertain
Extremely poor chart
Start point only guessed at
False chart
Start point completely unknown
DC
-2
+0
+2
+5
+5
+10
+10
+20
Piloting
Very familiar coast in sight
Coast studied carefully in sight
Coast seen once in sight
Unknown coast in sight
Open ocean, clear weather
Open ocean, poor visibility
Open ocean, stormy weather
Open ocean, gale or hurricane
DC
5
8
13
15
17
25
30
40
Modifier
One previous missed check
Two previous missed checks
22
DC
+2
+5
Knowledge (history)
Information
Basic army organization (CW 122)
Details of a historic battle in the vicinity. (CW 122)
DC
15
20
Knowledge (local) is divided into many geographic areas. Every 2 ranks in Knowledge (local) give you an additional
area assuming you have visited that area, or have some other means of gaining the knowledge. Knowledge (local) checks
for identifying humanoids use the total of all of your Knowledge (local) ranks.
The following geographic areas are available to starting characters. Additional regions will become available as the game
progresses.
• Amedio Jungle (includes Olman Islands)
• Hepmonaland
• Keoland
• Sasserine (includes Cauldron, Hellfurnance Mountains, and Jeklea Bay)
• Scarlet Brotherhood (includes Tilvanot Peninsula)
• Sea Princes
A DC 10 Knowledge (local) check is sufficient to indentify a military unit or noble’s family by its heraldry in the
geographic areas with which you are familiar. (CW 122)
Knowledge (nobility and royalty) can tell you about the heraldry of far-off lands.
Information
Identify part of world, down to province or city, that heraldry is from (CW 122)
Indentify name of military unit or noble family by heraldry (CW 122)
DC
25
30
Listen (WIS)
Sound
DC
A battle
-10
1
People talking
0
A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise.
5
An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise
10
A 1st-level rogue using Move Silently to sneak past the listener
15
1
People whispering
15
A cat stalking
19
Determine distance underground from echoes (RS 132)
25
An owl gliding in for a kill
30
Defeat illusion with auditory component
80
1. If you beat the DC by 10 or more, you can make out what’s being said, assuming that you
understand the language.
Condition
Per 10 feet of distance
Per 20 feet of distance over water (Sto 87)
Per 30 feet of distance underwater (Sto 87)
Next booth in a tavern (RD 149)
Through a door
Listener distracted
Listener or sound in light sea or moderate river (Sto 87)
Bustling city street corner (RD 149)
Listener is asleep
Land creature underwater (Sto 87)
Listener or sound in light surf, moderate sea, or loud river (Sto 87)
Understant a conversation near you, but not at you (RD 149)
Listen DC Modifier
+1
+1
+1
+2
+5
+5
+5
+5
+10
+10
+10
+10
23
Busy tavern (RD 149)
Through a stone wall
Listener or sound in heavy surf or thundering river (Sto 87)
Crowded market place
Riot
Pinpoint an invisible creature
+10
+15
+15
+15
+20
+20
Move Silently (DEX; Armor Check Penalty)
Conditions
Noisy surface (scree, shallow or deep bog, undergrowth, dense rubble)
Very noisy surface (dense undergrowth, deep snow)
Up to ½ normal speed
Greater than ½ but less than normal speed
While attacking, running or charging
DC Modifiers
+2
+5
+0
+5
+20
Open Lock (DEX; Trained Only)
Lock
Very simple lock
Average lock
Good lock
Amazing lock
DC
20
25
30
40
Condition
Quick lockpick – move-equivalent action
Quick lockpick – free action
Modifier
+20
+50
Perform (CHA)
Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small list of
which is provided for each category below.
•
•
•
•
•
•
•
•
•
•
Act (comedy, drama, mime)
Comedy (buffoonery, limericks, joke-telling)
Dance (ballet, waltz, jig)
Keyboard instruments (harpsichord, piano, pipe organ)
Oratory (epic, ode, storytelling)
Percussion instruments (bells, chimes, drums, gong)
String instruments (fiddle, harp, lute, mandolin)
Sing (ballad, chant, melody)
Weapon drill (flashy movements of a weapon) [CW 121]
Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
Performance
Routine performance. Trying to earn money by playing in public is essentially begging. You can earn
1d10 cp/day.
Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day.
Great performance. In a prosperous city, you can earn 3d10 sp/day. In time, you may be invited to join a
professional troupe and may develop a regional reputation.
Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the
attention of noble patrons and develop a national reputation.
Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw
attention from distant potential patrons, or even from extraplanar beings.
24
DC
10
15
20
25
30
The character can sway an audience’s attitude with his or her performance.
Initial
Attitude
Hostile
Unfriendly
Indifferent
Friendly
Helpful
Hostile
Less than 20
Less than 5
—
—
—
New Attitude
Indifferent
Friendly
25
35
15
25
1
15
Less than 1
1
—
Less than 1
Unfriendly
20
5
Less than 1
—
—
Helpful
50
40
30
20
1
Fanatic
150
120
90
60
50
Profession (WIS; Trained Only)
Profession (sailor) [Sto 87]
Position
Deckhand
Petty officers, officers, or technical experts
Expert shiphandler
Ranks
1 or 2
3 to 7
8 or more
Steering a ship
Condition
Less than full watch section
Less than half watch section
Less than quarter watch section
Modifier
+5
+10
+15
Foundering
Condition
Strong winds or light surf
Severe winds
Windstorm/gale or heavy surf
Hurricane or very heavy surf
Dire gale
DC
5
10
15
20
28
Sailing in High Winds
Condition
Sail or row in severe winds
Sail or row in windstorm or gale
DC
20
30
Steering in Fast Currents
Condition
Steer in vigorous current
Steer in dangerous current
Steer in irresistible current
DC
8
18
28
Ride (DEX)
Task
Guide with knees
Stay in saddle
Fight with warhorse
Swim a horse (Sto 89)
Cover
Soft fall
Leap
DC
5
5
10
10
15
15
15
25
Spur mount
Leap into water (Sto 89)
Control mount in battle
Fast mount or dismount
Change horses in mid-stream (Sto 89)
Stand on mount
Unconscious control
Attack from cover
Ride aquatic mount underwater (Sto 89)
1. Armor check penalty applies.
15
15
20
1
20
25
40
50
60
+5
Search (INT)
Task
DC
Ransack a chest full of junk to find a certain item
10
Notice a typical secret door or a simple trap
20
1
Find a difficult nonmagical trap (rogue only)
21 or higher
1
Find a magic trap (rogue only)
25 + level of spell used to create trap
Notice a well-hidden secret door
30
Sense magic
60
2
Find a footprint
Varies
1. Dwarves (even if they are not rogues) can use Search to find traps built into or
out of stone.
2. A successful Search check can find a footprint or similar sign of a creature’s
passage, but it won’t let you find or follow a trail. See the Track feat for the
appropriate DC.
Sense Motive (WIS)
Assess opponent (CAd 102)
Task
Hunch
Sense enchantment
Discern partial alignment
Discern full alignment
Detect surface thoughts
Discern secret message
DC
20
25 or 15
60
80
100
Varies
Sleight Of Hand (DEX; Trained Only; Armor Check Penalty)
Dagger surprise in combat (CW 122)
Hide spellcasting (RS 133)
Task
Palm a coin-sized object, make a coin disappear
Lift a small object from a person
Lift a sheathed weapon from another creature and hide it on the character’s person.
Make an adjacent, willing creature or object “disappear” while in plain view.
DC
10
20
50
80
Speak Language (None; Trained Only)
Language
Abyssal
Aquan
Auran
Baklunish, Ancient
26
Typical Speakers
Demons, chaotic evil outsiders
Water-based creatures
Air-based creatures
Baklunish humans for religion, mythology, poetry, and government
Alphabet
Infernal
Elven
Draconic
Baklunish
Celestial
Common
Draconic
Druidic
Dwarven
Elven
Flan
Giant
Gnome
Goblin
Gnoll
Halfling
Ignan
Infernal
Oeridian, Old
Olman
Orc
Rhopan
Suloise, Ancient
Sylvan
Terran
Touv
Undercommon
Good outsiders
Humans, halflings, half-elves, half-orcs
Kobolds, troglodytes, lizardfolk, dragons
Druids (only)
Dwarves
Elves
Remote humans like Tenha and Rovers of the Barrens
Ogres, giants
Gnomes
Goblins, hobgoblins, bugbears
Gnolls
Halflings
Fire-based creatures
Devils, lawful evil outsiders
Old Great Kingdom, Keoland & Nyrond
Olman humans
Orcs
Rhennee humans (only)
Scarlet Brotherhood, Suel natives of Amedio Jungle, Ice, Snow, Frost
barbarians
Dryads, brownies, leprechauns
Xorns and other earth-based creatures
Touv humans
Drow
Celestial
Common
Draconic
Druidic
Dwarven
Elven
Flan
Dwarven
Dwarven
Dwarven
Common
Common
Draconic
Infernal
Common
Olman
Dwarven
Common
Suloise
Elven
Dwarven
Touv
Elven
Spellcraft (INT; Trained Only)
Task
Cast a spell underwater without the use of water breathing and freedom of movement.
When using read magic, identify a glyph of warding. No action required.
Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.)
No action required. No retry.
Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at
least 1 rank in Spellcraft (even if you find another source to try to learn the spell from).
Requires 8 hours.
Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time
required.
When casting detect magic, determine the school of magic involved in the aura of a single
item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster
level.) No action required.
When using read magic, identify a symbol. No action required.
Identify a spell that’s already in place and in effect. You must be able to see or detect the
effects of the spell. No action required. No retry.
Identify materials created or shaped by magic, such as noting that an iron wall is the result
of a wall of iron spell. No action required. No retry.
Decipher a written spell (such as a scroll) without using read magic. One try per day.
Requires a full-round action.
After rolling a saving throw against a spell targeted on you, determine what that spell was.
No action required. No retry.
Identify a potion. Requires 1 minute. No retry.
Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10
minutes. No retry. This check is made secretly so you do not know the result.
Understand a strange or unique magical effect, such as the effects of a magic stream. Time
required varies. No retry.
Quick identification of alchemical substances and potions
Identify basic property of magic item
Identify all properties of magic item
Spellcraft DC
10 + spell level
13
15 + spell level
15 + spell level
15 + spell level
15 + spell level
19
20 + spell level
20 + spell level
20 + spell level
25 + spell level
25
20
30 or higher
50
50 + caster level
70 + caster level
27
Spot (WIS)
Task
Read lips
Notice presence of active invisible creature
Notice vessal or object on water at base distance (Sto 89)
Notice presence of unmoving, living invisible creature
Notice presence of inanimate invisible object
Notice presence of unmoving, unliving invisible creature
Defeat illusion
Condition
Per 10 feet of distance
Spotter distracted
Pinpoint invisible creature
Read lips while moving at up to full speed
Pronounce unfamiliar language
Height of Eye
Swimming
Deck
Masthead
Flying
In Water
3d6 x 20 ft.
0.5 mile
1 mile
1 mile
DC
15
20
20
30
40
40
80
DC Modifier
+1
+5
+20
+20
+20
Small Boat
0.5 mile
2 miles
6 miles
12 miles
Object Observed
Sailing Ship
1 mile
6 miles
12 miles
25 miles
Hilltop or Peak
6 miles
12 miles
25 to 50 miles
100 miles
Survival (WIS)
Trailblazing (CAd 103)
Task
Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or
water supplies needed). You can provide food and water for one other person for every 2 points by
which your check result exceeds 10.
Get along in an urban setting without paying for food or services. You can provide relatively clean water
and fresh food for one other person for every 2 points by which your check results exceeds 10. (RD
149)
Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your
overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one
other character for every 1 point by which your Survival check result exceeds 15.
Keep from getting lost or avoid natural hazards, such as quicksand.
Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result
exceeds 15, you can predict the weather for one additional day in advance.
Locate a relatively warm and dry place to stay in for a 24-hour period. You must reroll this check every
day. (RD 149)
Keep from getting lost in confusing streets with which you are not familiar. (RD 149)
Get along on the sea without provisions. Provide food and water for one other person for every 2 points
by which your check result exceeds 20. (Sto 89)
Get along in the wild while moving at full speed. The character can provide food and water for one
other person for every 2 points by which the check result exceeds 40.
Automatically succeed on all Fortitude saves against severe weather. The character can extend this
benefit to one other character for every 2 points by which the check result exceeds 60.
Ignore overland movement penalties of terrain. The character and his or her mount can move at full
overland speed regardless of terrain. The character can extend this benefit to one other character for
every 5 points by which the check result exceeds 60.
1
Identify race/kind of creature(s) by tracks.
Follow tracks (see the Track feat).
1. Requires the Track feat
28
DC
10
10
15
15
15
15
15
20
40
60
60
60
Varies
Wherever the character is, he or she can determine the direction to a location on the same plane.
Familiarity with Location
Very familiar
Studied carefully
Seen casually
Viewed once
Description only
DC
40
60
80
100
120
Swim (STR; Armor Check Penalty)
Water
DC
Calm water
10
Rough water
15
Extra Breath (Sto 90)
15
1
Stormy water
20
Swim up waterfall
80
1. You can’t take 10 on a
Swim check in stormy
water, even if you aren’t
otherwise being threatened
or distracted.
Circumstance
Accelerated swimming up to half speed
Speed swimming up to full speed
Modifier DC
+10
+20
Diving (Sto 90)
Dive Height
Min. Safe Depth
10 ft.
10 ft.
20 ft.
10 ft.
30 ft.
10 ft.
40 ft.
20 ft.
50 ft.
20 ft.
60 ft.
20 ft.
70 ft.
30 ft.
80 ft.
30 ft.
90 ft.
30 ft.
100 ft.
30 ft.
110 ft.
30 ft.
120 ft.
30 ft.
160 ft.
30 ft.
210 ft.
30 ft.
240 ft.
30 ft.
1. Maximum falling damage
DC
15
15
15
15
20
20
20
20
20
20
25
25
30
35
35
Damage for Failed Dive
None
None
1d3 nonlethal
2d3 nonlethal
2d3 nonlethal + 1d6
2d3 nonlethal + 2d6
2d3 nonlethal + 3d6
2d3 nonlethal + 4d6
2d3 nonlethal + 5d6
2d3 nonlethal + 6d6
2d3 nonlethal + 7d6
2d3 nonlethal + 8d6
2d3 nonlethal + 12d6
2d3 nonlethal + 17d6
1
2d3 nonlethal + 20d6
Tumble (DEX; Trained Only)
Task
Treat a fall as if it were 10 feet shorter than it really is when determining damage.
DC
15
29
Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing
so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent
you move past, in the order in which you pass them (player’s choice of order in case of a tie). Each
additional enemy after the first adds +2 to the Tumble DC.
Tumble at one-half speed through an area occupied by an enemy (over, under, or around the
opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure
means you stop before entering the enemy-occupied area and provoke an attack of opportunity from
that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the
Tumble DC.
Treat a fall as if it were 20 feet shorter when determining damage.
Free stand.
Treat a fall as if it were 30 feet shorter when determining damage.
Climb vertical surface.
Treat a fall as if it were 40 feet shorter when determining damage.
Ignore falling damage.
Condition
1
Lightly obstructed (scree, light rubble, shallow bog , undergrowth)
Sloped or angled
Lightly slippery (wet floor)
Severely obstructed (natural cavern floor, dense rubble, dense undergrowth)
Severely slippery (ice sheet)
Accerated tumbling up to full speed.
Sprinting tumble while running. (CAd 103)
1. Tumbling is impossible in a deep bog.
DC Modifier
+2
+2
+2
+5
+5
+10
+20
Use Magic Device (CHA; Trained Only)
Task
Activate blindly
Decipher a written spell
Use a scroll
Use a wand
Emulate a class feature
Emulate an ability score
Emulate a race
Emulate an alignment
DC
25
25 + spell level
20 + caster level
20
20
See text
25
30
Use Rope (DEX)
Task
Tie a firm knot
Secure a grappling hook
Tie a special knot, such as one that slips, slides slowly, or loosens with a tug
Tie a rope around yourself one-handed
Splice two ropes together
Quick splicing
Tie unique knot
Animate held rope
Bind a character
1. Add 2 to the DC for every 10 feet the hook is thrown; see below.
Condition
Quick knot-tying
30
Modifier DC
+10
DC
10
1
10
15
15
15
50
60
80
Varies
15
25
30
35
45
50
60
100
Chapter 5 Feats
You may choose feats from Chapter 5 of PH or the
Open Feats listed below. You may use the Feats and
Weaponlike Spells rules from pages 72-73 of CAr.
Weaponlike spells are divided into Ranged Spells and
Touch Spells.
Regional Feats Explained
Characters may select regional feats appropriate to the
region in which they begin play, as outlined on the
Character Regions table. Characters also may select
regional feats associated with their race, but characters
can select racial feats associated with one race only. A
human with Suel and Olman blood must choose which
Table 5-1: Character Regions
Race/Region
Dwarf, hill
Dwarf, mountain
Elf, gray
Elf, high
Elf, wood
Gnome, rock
Half-elf
Half-orc
Halfling, lightfoot
Halfling, stout
Halfling, tallfellow
Human, Baklunish
Human, Flan
Human, Oeridian
Human, Olman
Human, Rhennee
Human, Suel
Human, Touv
Sasserine
racial strain is dominant, and cannot thereafter select
feats from the non-dominant racial strain.
As characters travel, they may learn regional feats
from new geographic regions. After 1st level, every 2
ranks in Knowledge (local) allow you to select feats from
another region. Racial feats cannot he gained in this
manner.
Since all characters come from Sasserine, they may
choose a district feat based on the district of the city they
are from: Water Rat, Arena Blood, Steadfast Loyalty,
Suspicious Eye, Merchant’s Tongue, Academy Graduate,
Knack For Magic, Child Of The Shadow, or Student Of
Nature. See Savage Tide Player’s Guide for details.
Feat
Dwarflore, Expert Dungeoneer, Mercantile Background, Mercenary Background,
Mountain Fighter
Deepseer, Dwarflore, Expert Dungeoneer, Mercantile Background, Mountain Fighter
Companion Guard Style, Elflore, Faerie Mysteries Initiate, Tested, Well Read
Ehlonna's Way, Elflore, Faerie Mysteries Initiate, Tested, Well Read
Ehlonna's Way, Faerie Mysteries Initiate, Tested
Gnomelore, Mercantile Background, Rapscallion, Rustic Charm
Elflore, Noble Soul, Rapscallion, Well Traveled
Badge of Bondage, Mercenary Background, Raider's Spirit, Rapscallion
Halfling Lore, Mercantile Background, Noble Soul, Well Traveled
Deepseer, Halfling Lore, Mercantile Background, Well Traveled
Elflore, Faerie Mysteries Initiate, Halfling Lore, Well Traveled
Elemental Focus, Horselore, Jinnbound, Tongue of Mouqol
Badge of Bondage, Horselore, Lays of the Northern Adepts
Blooded, Exercises of Arnd, Noble Soul
Atlan's Mark, Badge of Bondage, Jungle Fighter, Raider's Spirit
Rapscallion, Rhennlore, Second Sight, Well Traveled
Blood of Kord, Heir of Lendore, Pureblooded Suel, Well Read
Blooded, Jungle Fighter, Noble Soul
Badge of Bondage, Blooded, Great Fervor, Jungle Fighter, Landless Nobility, Mercantile
Background, Sea Fighter, Spirit of the Sea, World Weary
Atlan's Mark [General]
Badge of Bondage [General]
Every inch of your skin is covered in an elaborate
tattoo, a ritualistic marker of your status as chosen of the
Underworld.
Your experiences as a slave have made you more
resistant to torture and mental manipulation.
Region: Olman.
Benefit: You gain a +1 bonus on saving throws
against energy draining and death effects. When dying,
you have a 50% chance per round of becoming stable.
Your tribal tattoos immediately identify you to most
Olmans as a follower of Chitza-Atlan, evil undead
Olman god of the Gateway to the Underworld.
Normal: You have a 10% chance per round of
becoming stable when dying.
Prerequisite: Your body must bear some obvious sign
of your former bondage-whip scars on your back, an
owner's brand on the neck, or the like.
Regions: Ahlissa, Bandit Kingdoms, Flan, half-orc,
Ket, Lordship of the Isles, North Kingdom, Olman,
Onnwal, Pomarj, Sasserine, Scarlet Brotherhood, Sea
Barons, Sea Princes, Tiger Nomads, Wild Coast.
Yeomanry, Zeif.
Benefit: You receive a +1 insight bonus on all
Fortitude and Will saves. You also receive a +2
competence bonus on Bluff checks.
31
Blood of Kord [General]
You're distantly related to the Suel god Kord, who
often takes a mortal woman as his lover. While Kord's
immediate offspring develop a host of powers and
abilities, the effects upon your blood are much more
subtle.
Prerequisite: Ability to rage.
Region: Suel.
Benefit: When you rage, you gain a pool of 2 bonus
damage points per character level, to be added to the
damage of any successful melee attack made during your
rage. Bonus damage to a single attack may not exceed
half your character level (to a minimum of 1, even at 1st
level), but the damage may otherwise be doled out from
the pool in any increment of full damage points you
desire. This bonus damage is not multiplied on a critical
hit. Undesignated bonus damage is lost when your rage
ends. You must declare the addition of the bonus damage
after you hit but before damage is rolled.
Blooded [General]
You know what it means to fight for your life, and the
value of quick wits and quicker reactions when blades
are bared and deadly spells chanted. Enemies find it
difficult to catch you off guard.
Regions: Bandit Kingdoms, Bissel, Bone March,
Bright lands, Furyondy, Geoff, Gran March, luz, Ket,
Nyrond, Oeridian, Onnwal, Paynims, Pomarj, Rovers of
the Barrens, Sasserine, Scarlet Brotherhood, Sea Princes,
Shield lands, Sterich, Stonehold, Tenh, Touv, Wild
Coast, Wolf Nomads, Yeomanry.
Benefit: You get a +2 bonus on Initiative and a +2
bonus on all Spot checks.
Companion Guard Style [Fighter,
General]
You've been trained in the combat style of the gray
elven Companion Guard of Celene.
Prerequisites: Proficient with longsword, longspear,
and bows; base attack bonus +4.
Region: Celene, gray elf.
Benefit: When fighting with a longsword or
longspear, you may use your Dexterity modifier instead
of your Strength modifier on attack rolls. If you use a
shield, its armor check penalty applies to your attack
rolls. Additionally, you gain a +2 bonus on attack rolls
made to confirm a critical hit with any bow.
Deepseer [General]
You see exceptionally well underground.
Regions: Deep gnome, stout halfling, mountain dwarf.
32
Benefit: You gain darkvision with a range of 30 feet.
If you already have darkvision, add 30 feet to your
darkvision range.
Dwarflore [General]
You've memorized a litany of family histories, battle
records, and foundry lore sacred to the dwarven people.
Regions: Hill dwarf, Irongate, mountain dwarf, Ulek
States.
Benefit: You get a +1 bonus on all Knowledge skill
checks and on checks using one Craft skill of your
choice.
Ehlonna's Way [General]
You share an intimate bond with the transcendental
spirit of Oerth's woodlands.
Regions: Celene, high elf, Highfolk, wild elf, wood
elf.
Benefit: You get a +3 bonus on Hide and Survival
checks made in woodland areas. You get a +4 bonus on
attacks against enemies who have cover from trees or
plants (essentially invalidating the target's cover bonus).
You still cannot hit creatures with total cover.
Elemental Focus [General]
The Baklunish folk have always enjoyed a close
relationship with the elements, and your skill with
elemental spells continues a tradition that dates back
hundreds of years before the Invoked Devastation.
Region: Baklunish.
Benefit: Add +1 to the Difficulty Class of all saving
throws against spells you cast with the air, earth, fire, or
water descriptors. This bonus stacks with the similar
bonuses granted by the Spell Focus and Greater Spell
Focus feats. It does not stack with the bonuses from
Jinnbond.
Elflore [General]
You've memorized the epic poems, histories, and
songs of the elven people, gaining insight into Oerth's
history and magic.
Regions: Celene, gray elf, half-elf, high elf, Highfolk,
Lendore Isles, Sunndi, tallfellow halfling, Ulek States,
valley elf, Verbobonc.
Benefit: You get a +1 bonus on all Knowledge and
Spellcraft checks.
Exercises of Arnd [Fighter, General]
You follow the teachings of the legendary ancient
Oeridian general-priest Arnd of Tdon, practicing a
rigidly defined set of physical exercises every day to
maintain peak fighting effectiveness.
Prerequisite: Toughness.
Regions: Furyondy, Nyrond, Oeridian, Ratik.
Benefit: You practice a daily regimen of exercises
that grant you special bonuses in combat. You choose
which bonus you'd prefer before conducting your
exercise, modifying your regimen slightly to achieve the
desired effect. Granted effects last for 12 hours or until
the next time you perform the exercises of Arnd,
whichever is shorter.
Conducting exercises of Arnd require 8 hours of rest
to clear the mind. You do not have to slumber for every
minute of this time, but you must refrain from
movement, combat, spellcasting, skill use, conversation,
or any other fairly demanding physical or mental task
during the rest period. If your rest is interrupted, each
interruption adds 1 hour to the total amount of time you
must rest in order to clear your mind, and you must have
at least 1 hour of uninterrupted rest immediately prior to
conducting the exercises of Arnd. If you do not need to
sleep for some reason, you still must have 8 hours of
restful calm before conducting the exercises.
Rite of Battle: You get a +1 morale bonus on melee
attack rolls with a specific weapon you incorporate into
your exercise.
Rite of Calm: You get a +1 resistance bonus on all
saving throws.
Rite of Fitness: You gain +6 temporary hit points.
Expert Dungeoneer [General]
Your experience and study of dungeons have given
you insight on common trapsetting techniques.
Regions: Blackmoor, deep gnome, Greyhawk, hill
dwarf, mountain dwarf.
Benefit: You receive a +4 competence bonus on
saving throws made against the effects of mechanical
traps.
Faerie Mysteries Initiate [General]
You know the timeless secrets and rituals of the Faerie
Mysteries, self-improving rites of grace and passion that
have been handed down since the earliest days that form
a fundamental pillar of elven culture.
Regions: Celene, gray elf, high elf, Lendore Isles,
tallfellow halfling. Verbobonc, wild elf, wood elf.
Benefits: You and a partner with the Faerie Mysteries
Initiate feat practice a 15-minute regimen of cultural
rituals that grant you special bonuses on skill checks or
combat rolls. You choose which bonus you'd prefer
before conducting the exercise, modifying your regimen
slightly to achieve the desired effect. Both practitioners
must agree upon the rite to be performed and receive the
same bonus. Granted effects last for 12 hours or until the
next time you perform the Faerie Mysteries, whichever is
shorter.
The Faerie Mysteries require 4 hours of "trance" to
clear the mind. If your rest is interrupted, each
interruption adds 1 hour to the total amount of time you
must trance in order to clear your mind, and you must
have at least 1 hour of uninterrupted rest immediately
prior to conducting the Faerie Mysteries. If you do not
need to trance for some reason, you still must have 4
hours of restful calm before conducting the Mysteries.
Carols: You and your partner sing in beautiful
harmony of the triumph of Corellon Larethian over
Gruumsh One-Eye, extolling the virtues of elves and
enumerating the evils of orcs and goblins. When fighting
orcs or goblins, you gain a +1 competence bonus on
damage rolls with melee attacks and with ranged attacks
at ranges of up to 30 feet, and you act as if you had the
Improved Critical feat for the weapon you are using.
This benefit does not stack with the Improved Critical
feat or other effects that increase critical threat range.
Frolics: You and your partner engage in a carefree,
joyful gambol featuring hand claps and energetic kicks.
At the end of the ceremony, both partners receive a +4
insight bonus on Perform (dance) and Tumble checks.
Gyres: You join your partner in a delicate, deliberate
dance involving clasped hands and a rigidly timed orbit
around a living flower. You gain a +1 resistance bonus
on all saving throws.
Passions: You and your partner engage in an
exuberant sensual act. The ritual leaves both partners
invigorated, allowing you to use your Intelligence
modifier instead of your Constitution modifier to
determine bonus hit points.
Gnomelore [General]
You've memorized a staggering array of trivia, jokes,
bawdy stories, and legends collected throughout the ages
by gnomes and passed orally to each new generation.
Regions: Rock gnome, Ulek States, valley elf.
Benefit: You get a +1 bonus on all Perform checks
and Knowledge checks.
Great Fervor [General]
Your overwhelming religious zeal has caught the
attention of your deity. Sometimes, you seem to get a
second chance in the face of catastrophe.
Regions: Ekbir, Pale, Sasserine, Scarlet Brotherhood,
Tusmit, Veluna, Verbobonc.
33
Benefit: Once per day, you may reroll a failed saving
throw. Add your Wisdom modifier to the rerolled save.
You must accept the result of the second save, even if it
is lower than the original failed saving throw.
Halfling Lore [General]
You've memorized countless recipes, wives tales,
folktales, and legends honored by the halfling people.
Regions: Lightfoot halfling, stout halfling, tallfellow
halfling, Ulek States.
Benefit: You get a +2 bonus on all Knowledge (local)
and Knowledge (history) checks, and a +4 bonus on all
Profession (cook) checks.
Heir of Lendore [General]
You are a descendant of the legendary migrations-era
Suel archmage Lendore, predictor of the Invoked
Devastation, patron of The Lendore Isles, and creator of
the City of Glass. Your eyes are milky white and bear no
pupils, although you see normally.
Region: Suel.
Benefit: Add +2 to the Difficulty Class for all saving
throws against divination spells you cast. This bonus
stacks with those granted by the Spell Focus and Greater
Spell Focus feats.
Horselore [General]
You're good with horses.
Greater Spell Focus feats if the spell you cast is from
your chosen school.
Djinni: You receive a +4 bonus on saving throws
against air effects and the following spells: acid fog, call
lightning, cloudkill, stinking cloud, and storm of
vengeance. You also add +2 to the DC of saving throws
for any spells with the air descriptor that you cast as a
sorcerer. This benefit stacks with the Spell Focus and
Greater Spell Focus feats if the spell you cast is from
your chosen school.
Efreeti: You receive a + 4 bonus on saving throws
against fire effects. You also add +2 to the DC of saving
throws for any spells with the fire descriptor that you
cast as a sorcerer. This benefit stacks with the Spell
Focus and Greater Spell Focus feats if the spell you cast
is from your chosen school.
Marid: You receive a +4 bonus on saving throws
against water effects and the following spells: acid fog,
cone of cold, horrid wilting, ice storm, and sleet storm.
You receive a + 2 bonus on Constitution checks made to
resist drowning. You also add +2 to the DC of saving
throws for any spells with the water descriptor that you
cast as a sorcerer. This benefit stacks with the Spell
Focus and Greater Spell Focus feats if the spell you cast
is from your chosen school.
Special: You may only take this feat as a 1st-level
character. The bonuses do not stack with bonuses from
Elemental Focus.
Jungle Fighter [Fighter, General]
Regions: Baklunish, Flan, Paynims, Rovers of the
Barrens, Tiger Nomads, Wolf Nomads.
You know how to make the most of terrain-inspired
advantages when fighting in a jungle.
Benefit: You get a +3 bonus on Ride checks when
riding a horse and on Handle Animal checks when
dealing with horses. All horses have an initial attitude of
friendly toward you.
Regions: Bandit Kingdoms, Lordship of the Isles,
Olman, Sasserine, Scarlet Brotherhood, Sea Princes,
Touv.
Jinnbond [General]
You are descended from the genies summoned to
Oerth by the ancient Baklunish in the dying days of the
Suel-Baklunish wars. You might bear some physical or
psychological mark of your ancestry, such as a fiery
disposition thanks to an efreeti ancestor or uniformly
blue eyes from the blood of a marid.
Region: Baklunish.
Benefit: Select one type of genie: dao (earth), djinni
(air), efreeti (fire), or marid (water). The benefits of this
feat vary by the type of your genie ancestor.
Dao: You receive a +4 bonus on saving throws against
earth effects and Fortitude saves made to resist
petrification. You also add +2 to the DC of saving throws
for any spell with the earth descriptor that you cast as a
sorcerer. This benefit stacks with the Spell Focus and
34
Benefit: When fighting in jungle terrain, you gain a
+2 dodge bonus to AC.
Landless Nobility [General]
You belong to a noble line that has utterly lost its
homeland due to war, incompetence, politics, or fate.
Your status as a noble nonetheless grants you some
measure of financial comfort, despite your lack of land.
Regions: Bone March, Geoff, Sasserine, Sea Princes,
Shield Lands, Sterich, Tenh, Ulek States (Principality
only).
Benefit: You receive 50% more starting gold for your
class. (i.e. A fighter with the Landless Nobility feat
would start with 360 gp instead of the standard 240 gp.)
You also receive a +4 bonus on Charisma-based skill
checks made against residents of your homeland
(including expatriates).
Special: You can take this feat only at 1st level.
Lays of the Northern Adepts
[General]
You know the poems of ancient Ur-Flan sorcerers.
These poems contain lost secrets that strengthen your
protective magic.
Regions: Blackmoor, Flan.
Benefit: When someone attempts to dispel your
abjuration spells, the dispel check DC is 13 + the spell's
caster level.
Normal: The dispel check DC to dispel any spell is 11
+ the spell's caster level.
Mercantile Background [General]
You come from a family that excels at a particular
trade and knows well the value of any kind of trade good
or commodity.
Regions: Bissel, deep gnome, Dyvers, Ekbir, Gran
March, Greyhawk, Highfolk, hill dwarf, Irongate, Ket,
lightfoot halfling, Lordship of the Isles, mountain dwarf,
Onnwal, rock gnome, Sasserine, Sea Barons, Solnor
Compact, stout halfling, Tusmit, Ulek States, Urnst
States, Verbobonc.
Benefit: You gain a +2 bonus on all Appraise checks
and a +2 bonus on skill checks in the Craft or Profession
skill of your choice.
Mercenary Background [General]
You've traveled across the Flanaess as a hired
mercenary, learning a smattering of local flavor on every
mission in a foreign land. Because you've known so
many fellow mercenaries from distant lands, you have
little difficulty picking up foreign languages.
Regions: Bissel, half-orc, hill dwarf, Paynims,
Perrenland, Stonehold, Tenh, Tusmit, Ull.
Benefit: Speak Language is a class skill for you. You
receive a +2 bonus on all Knowledge (local) checks.
Mountain Fighter [Fighter, General]
You know how to make the most of terrain-inspired
advantages when fighting in mountainous terrain.
Regions: Frost Barbarians, Geoff, hill dwarf, Ice
Barbarians, Irongate, mountain dwarf, Perrenland,
Pomarj, Ratik, Snow Barbarians, Sterich, Stonehold,
Tusmit, Ulek States, Ull, Urnst States (Duchy only),
valley elf, Valley of the Mage, Yeomanry.
Benefit: When fighting in mountainous terrain, you
gain a +2 dodge bonus to AC.
Noble Soul [General]
Your strength of spirit and forthrightness bolsters your
resolve and draws others toward you.
Regions: Deep gnome, Furyondy, half-elf, lightfoot
halfling, Oeridian, Pale, Shield Lands, Touv, Ulek States,
Veluna, Yeomanry.
Benefit: You gain a +1 bonus on Will saves and a +2
bonus on Diplomacy checks.
Pureblooded Suel [General]
Undiluted Suloise blood flows through your veins,
hearkening back to ancient empires and making you an
attractive potential associate to pro-Suel Scarlet
Brotherhood racists.
Region: Suel.
Benefit: Your notoriously short temper grants you a
+1 bonus on Intimidate checks, while the resolve and
magical aptitude of your ancestors grants you a +1 bonus
on all saving throws against spells and spell-like effects.
You also receive a +2 bonus on Charisma-based skill
checks made against members of the Scarlet
Brotherhood.
Special: You may select this feat only at 1st level.
Raider's Spirit [General]
You're a fearless raider.
Regions: Bone March, Frost Barbarians, half-orc, Ice
Barbarians, luz, Olman, Paynims, Pomarj, Rovers of the
Barrens, Snow Barbarians, Stonehold, Tiger Nomads,
Ull, Wolf Nomads.
Benefit: You get a +4 bonus on saves against fear
effects and a +2 bonus on all Intimidate checks.
Rapscallion [General]
Your stunning wit improves the credulity of your
frequent lies.
Prerequisite: Int 13+.
Regions: Bandit Kingdoms, Dyvers, half-elf, half-orc,
Rhennee, rock gnome, Sea Barons, Urnst States (County
only), Wild Coast.
Benefit: In addition to your Charisma modifier, add
your Intelligence modifier on all Bluff checks.
Rhennlore [General]
You've memorized oral histories of the Rhennee
tribes, learning of the places they've visited and the
secrets they've uncovered. You've also trained in the
gymnastic cultural dance of the bargefolk.
Regions: Dyvers, Greyhawk, Rhennee.
35
Benefit: You get a +1 bonus on all Tumble checks
and on all Knowledge checks.
Rustic Charm [General]
Others tend to underestimate you due to your rural
upbringing.
Regions: Ahlissa, Furyondy, Keoland, Nyrond, rock
gnomes, Sunndi, Urnst States, Veluna.
Benefit: You suffer no penalties on Diplomacy checks
related to social class. Upper class NPCs tend to view
you as a charming rube-no threat to them whatsoever.
Others suffer a -2 penalty on Sense Motive checks made
against you.
Sea Fighter [Fighter, General]
You are used to holding your own in fights against (or
for) pirates on the high seas.
Regions: Bandit Kingdoms, Lordship of the Isles,
Sasserine, Scarlet Brotherhood, Sea Princes.
Benefit: When fighting on or in a ship, you gain a +2
dodge bonus to AC.
Second Sight [General]
You have the ancient gift of foresight, making you an
honored member of your bargefolk family.
Region: Rhennee.
Benefit: Once per day, you can cast augury as a 3rdlevel cleric. This is a spell-like ability.
Spirit of the Sea [General]
You're most alive on the deck of a ship at sea and
know all too well the dangers of open waters.
Regions: Ekbir, Lendore Isles, Lordship of the Isles,
Sasserine, Scarlet Brotherhood, Sea Barons, Sea Princes,
Wild Coast, Zeif.
Benefit: You get a +8 bonus on all Survival checks
made while aboard a boat or ship.
Tested [General]
You've passed through the Moonarch of Sehanine,
been tested by the gods, and have emerged with great
insight. The process has granted you intense inner calm
but it has instilled in you an aloofness many find offputting. You and other People of the Testing share a
desire to protect old forest lands, faerie folk, and areas
secret and precious to elves. You strive to keep hidden
evil banes, magic, and secrets. You see the world as it is
meant to be seen. You know the things that were meant
to be known, and your destiny is forevermore intertwined
with that of the elven race.
36
Prerequisites: Faerie Mysteries Initiate, character
level 10th.
Regions: Gray elf, high elf, wild elf, wood elf.
Benefits: You receive a +2 bonus on Charisma-based
skill checks made against elves. This bonus increases to
+4 on checks made against other elves with the Tested
feat. Additionally, your ordeal in the Moonarch of
Sehanine has granted you one of the following powers
(choose when you select this feat).
Gift of Prophesy: The elven deities encountered
during your Moonarch trial took an especial liking to you
and have granted you the ability to communicate with
their agents during your nightly trance. Once per day,
while in trance, you can cast the commune spell as a
10th-Ievel cleric. This is a supernatural ability.
Gift of Sight: Your experience has granted you the
ability to pierce magical obfuscation, seeing the world in
terms of absolute truth. Once per day, you can cast true
seeing as a 10th-level cleric. This is a spell-like ability.
Ye'Cind's Ear: Within the mysterious Moonarch, you
encountered the elven demigod Ye'Cind, who increased
your understanding of traditional elven music. Once per
day, you may add a +6 bonus to your effective bard level
for purposes of bardic music effects. For example, a
12th-level bard with Ye'Cind's ear and an 18 Charisma
could use her bardic music to make a suggestion. The
DC for the associated save would be 23 (DC 10 = 1/2
bard's level + bard's Cha modifier). The same bard
attempting a song of freedom would be considered an
18th-level bard for purposes of determining the efficacy
of the resulting break enchantment. This is a supernatural
ability.
Tongue of Mouqol [General]
You know your way around business negotiations.
Regions: Baklunish, Bissel, Ket.
Benefit: You receive a +3 bonus on Bluff checks and
Diplomacy checks related to business dealings.
Well Read [General]
Your readings have granted you extensive general
knowledge about a wide range of affairs.
Regions: Ahlissa, Celene, Dyvers, Ekbir, Furyondy,
gray elf, Greyhawk, high elf, Irongate, Keoland, Lendore
Isles, Lordship of the Isles, Nyrond, Solnor Compact,
Suel, Urnst States, Valley of the Mage, Veluna,
Verbobonc, Zeif.
Benefit: All Knowledge skills are considered class
skills for you.
Well Traveled [General]
Your travels across the Flanaess have given you a
strong depth of local knowledge and a broad repertoire of
far-flung tales.
Regions: Half-elf, lightfoot halfling, Rhennee, stout
halfling, tallfellow halfling.
Benefit: You gain 2 ranks in the Knowledge (local)
skill and can draw upon your experiences to influence
those willing to converse with you. When dealing with a
non-hostile creature that you can communicate with, you
can use your Knowledge (local) skill in place of your
Diplomacy skill.
World Weary [General]
Your crushed spirit makes you difficult to scare or
intimidate.
Regions: Ahlissa, Bandit Kingdoms, Bone March,
Geoff, Iuz, North Kingdom, Pomarj, Rovers of the
Barrens, Sasserine, Scarlet Brotherhood, Sea Princes,
Shield Lands, Sterich, Tenh.
Benefit: You receive a +4 competence bonus on saves
against fear. Treat fear conditions as one rank lower, so
an effect that would make you panicked instead makes
you frightened, while an effect that makes you frightened
merely leaves you shaken. Effects that make you shaken
affect you as normal.
Open Feats
Ability Focus (MM 303)
Able Sniper (RW 148)
Academy Graduate (STPG 10)
Acrobatic Strike (PH2 71) [Church of the Whirling Fury
only]
Active Shield Defense (PH2 71) [Seekers only]
Adaptable Flanker (PH2 71) [Scarlet Brotherhood only]
Aerial Reflexes (RW 148)
Aerial Superiority (RW 148)
Agile Athlete (RW 148)
Agile Shield Fighter (PH2 74) [Seekers only]
Ancestral Knowledge (RS 136)
Anvil of Thunder (CW 112)
Appraise Magic Value (CAd 103)
Aquatic Shot (Sto 90)
Arcane Accompaniment (PH2 74)
Arcane Consumption (PH2 74) [Witchwardens only]
Arcane Defense (CAr 73)
Arcane Disciple (CD 79)
Arcane Flourish (PH2 74)
Arcane Mastery (CAr 73)
Arcane Preparation (CAr 73)
Arcane Strike (CW 96)
Arcane Toughness (PH2 75)
Arena Blood (STPG 4)
Armor Specialization (PH2 75)
Arterial Strike (CW 96)
Ascetic Hunter (CAd 105)
Ascetic Knight (CAd 105)
Ascetic Mage (CAd 105)
Ascetic Rogue (CAd 106)
Atlan’s Mark
Augment Healing (CD 79)
Axespike (RS 137)
Axiomatic Strike (CW 96)
Badge of Bondage
Battle Caster (CAr 75)
Battle Casting (RW 148)
Battle Dancer (PH2 75)*
Battle Hardened (RS 137)
Bear Fang (CW 112)
Blistering Spell (PH2 91)
Blood of Kord
Blood-Spiked Charger (PH2 92)
Blooded
Boar’s Ferocity (CD 79)
Bonded Familiar (PH2 75)
Born Flyer (RW 148)
Born of Three Thunders (CAr 76)
Bounding Assault (PH2 75) [Church of the Whirling
Fury only]
Brachiation (CAd 106)
Brutal Strike (PH2 76) [Zelkarune’s Horns only]
Brutal Throw (CAd 106)
Burrow Friend (RS 137)
Cavalry Charge (CW 109)
Celestial Sorcerer Aura (PH2 90)
Celestial Sorcerer Heritage (PH2 90)
Celestial Sorcerer Lance (PH2 90)
Celestial Sorcerer Lore (PH2 90)
Celestial Sorcerer Wings (PH2 91)
Chain Spell (CAr 76)
Channeled Rage (RD 150)
Chant of Fortitude (CAd 113)
Cheetah’s Speed (CD 79)
Child of the Shadow (STPG 12)
Clever Wrestling (CW 97)
Climb Like an Ape (CAd 114)
Close-Quarters Fighting (CW 97)
Combat Acrobat (PH2 76) [Church of the Whirling Fury
only]
Combat Brute (CW 110)
Combat Cloak Expert (PH2 93)
Combat Familiar (PH2 76) [Witchwardens only]
Combat Intuition (CAd 106)
Combat Panache (PH2 93)
Combat Tactician (PH2 77) [Scarlet Brotherhood only]
Cometary Collision (PH2 77) [Zelkarune’s Horns only]
Communicator (CAr 76)
Complementary Insight (RD 150)
Companion Guard Style
Confound The Big Folk (RW 153)
Consecrate Spell (CD 79)
Cooperative Spell (CAr 76)
37
Coordinated Strike (RW 149)
Cougar’s Vision (CAd 114)
Craft Construct (MM 303)
Crescent Moon (CW 113)
Crossbow Sniper (PH2 77) [Seekers only]
Crowd Tactics (RD 156)
Crushing Strike (PH2 78) [Fighter only]
Cunning Evasion (PH2 78) [Scarlet Brotherhood only]
Curling Wave Strike (Sto 92)
Cuthbert’s Smite (LGJ#20 8)
Danger Sense (CAd 106)
Dash (CW 97)
Deadeye Shot (PH2 78) [Seekers only]
Death Blow (CAd 106)
Deepseer
Defensive Archery (RW 150)
Defensive Strike (CW 97)
Defensive Sweep (PH2 78) [Fighter only]
Defensive Throw (CW 97)
Deft Opportunist (CAd 106)
Deft Strike (CAd 106)
Delay Spell (CAr 77)
Destructive Rage (CW 97)
Devoted Inquisitor (CAd 107)
Devoted Performer (CAd 107)
Devoted Tracker (CAd 108)
Disciple of the Sun (CD 80)
Disguise Spell (CAd 108)
Dive For Cover (CAd 108)
Divine Armor (PH2 88)
Divine Cleansing (CW 106)
Divine Damage Reduction (RS 137)
Divine Justice (PH2 88)
Divine Might (CW 106)
Divine Resistance (CW 106)
Divine Shield (CW 106)
Divine Spellshield (RS 137)
Divine Vigor (CW 107)
Diving Charge (RW 150)
Domain Focus (CD 80)
Domain Spontaneity (CD 80)
Double Wand Wielder (CAr 77)
Draconic Breath (CAr 77) [Metallic Only]
Draconic Claw (CAr 77)
Draconic Flight (CAr 77)
Draconic Heritage (CAr 77) [Metallic Only]
Draconic Legacy (CAr 78) [Metallic Only]
Draconic Power (CAr 78) [Metallic Only]
Draconic Presence (CAr 78)
Draconic Resistance (CAr 78) [Metallic Only]
Draconic Skin (CAr 78)
Dual Strike (CAd 108)
Dwarflore
Eagle Claw Attack (CW 97)
Eagle’s Wings (CD 80)
Earth Adept (RS 138)
Earth Fist (RS 138)
Earth Master (RS 138)
38
Earth Sense (RS 138)
Earth Spell (RS 138)
Earth’s Embrace (CW 97)
Earth’s Warding (RS 139)
Ehlonna’s Way
Einhander (PH2 94)
Elemental Focus
Elemental Healing (CD 80)
Elemental Smiting (CD 81)
Elephant’s Hide (CD 81)
Elf Dilettante (RW 150)
Elflore
Elusive Target (CW 110)
Elven Spell Lore (PH2 78)
Empower Spell-like Ability (MM 303)
Empower Turning (CD 81)
Enchanting Song (RS 139)
Energy Admixture (CAr 78)
Energy Substitution (CAr 79)
Exercises of Arnd
Expeditious Dodge (RW 150)
Expert Dungeoneer
Expert Swimmer (Sto 92)
Expert Tactician (CAd 109)
Explosive Spell (CAr 79)
Extend Rage (CW 97)
Extra Edge (CAr 79)
Extra Music (CAd 109)
Extra Rage (CW 98)
Extra Slot (CAr 79)
Extra Smiting (CW 98)
Extra Spell (CAr 79)
Extra Stunning (CW 98)
Extra Wild Shape (CD 81)
Extraordinary Concentration (CAd 109)
Extraordinary Spell Aim (CAd 109)
Eyes in the Back of Your Head (CW 98)
Faerie Mysteries Initiate
Fast Wild Shape (CD 81)
Faster Healing (CW 98)
Favored Power Attack (CW 98)
Fiery Fist (PH2 79) [Scarlet Brotherhood only]
Fiery Ki Defense (PH2 79) [Scarlet Brotherhood only]
Fists of Iron (CW 99)
Flash Frost Spell (PH2 91)
Flay (PH2 79)
Fleet of Foot (CW 99)
Flick of the Wrist (CW 99 & RW 150)
Flying Fish Leap (Sto 92)
Flying Kick (CW 99)
Focused Mind (RW 151)
Force of Personality (CAd 109)
Formation Expert (CW 110)
Fortify Spell (CAr 80)
Freezing the Lifeblood (CW 99)
Giantbane (CW 111)
Glorious Weapons (CD 82)
Gnome Foe Killer (RS 140)
Gnomelore
Goad (CAd 109 & RS 140)
Great Fervor
Greater Heavy Armor Optimization (RS 141)
Greater Kiai Shout (CW 99)
Greater Resiliency (CW 99)
Greater Two-Weapon Defense (CW 100)
Green Ear (CAd 110)
Grenadier (PH2 79)
Grizzly’s Claws (CD 81)
Halfling Lore
Hammer’s Edge (CW 113)
Hamstring (CW 100)
Hawk’s Vision (CAd 114)
Hear the Unseen (CAd 110)
Heavy Armor Optimization (RS 141)
Heir of Lendore
High Sword Low Axe (CW 113)
Hindering Opportunist (PH2 79) [Scarlet Brotherhood
only]
Hold the Line (CW 100)
Horselore
Imbued Summoning (PH2 92)
Improved Buckler Defense (CW 100)
Improved Combat Expertise (CW 100)
Improved Diversion (CAd 110)
Improved Familiar (DMG 200 & CW 100)
Improved Favored Enemy (CW 101)
Improved Flight (CAd 110)
Improved Mounted Archery (CW 101)
Improved Natural Attack (MM 304)
Improved Rapid Shot (CW 101)
Improved Smiting (CD 82)
Improved Swimming (CAd 110)
Improved Toughness (CW 101)
Improved Two-Weapon Defense (CW 101)
Improved Weapon Familiarity (CW 101 & RS 141)
Indomitable Soul (PH2 80)
Innate Spell (CAr 80)
Insightful (CAr 80)
Insightful Reflexes (CAd 110)
Inspire Spellpower (RS 141)
Instantaneous Rage (CW 102)
Intimidating Rage (CW 102)
Intimidating Strike (PH2 79) [Zelkarune’s Horns only]
Invoke The Cup And Talisman (LGJ#23 2)
Ironskin Chant (CAd 113)
Jack of All Trades (CAd 110)
Jinnbond
Jungle Fighter
Karmic Strike (CW 102)
Kiai Shout (CW 102)
Knoack for Magic (STPG 10)
Knight of Stars (BE 44)
Landless Nobility
Lays of the Northern Adepts
Leap Of The Heavens (PH2 80) [Church of the Whirling
Fury only]
Lightfeet (RW 151)
Lightning Mace (CW 113)
Lingering Song (CAd 111)
Lion’s Pounce (CD 82)
Lunging Strike (PH2 80)
Lurking Familiar (PH2 80) [Witchwardens only]
Lyric Spell (CAd 113)
Mad Alchemist (PH2 94)
Mad Foam Rager (PH2 80) [Zelkarune’s Horns only]
Magic Of The Land (RW 152)
Mantle Of Freedom (LGJ#23 7)
Master Manipulator (PH2 80) [Dawn Council only]
Melee Evasion (PH2 81) [Scarlet Brotherhood only]
Melee Weapon Mastery (PH2 81)* [Fighter only]
Menacing Demeanor (RD 153)
Mercantile Background
Mercenary Background
Merchant’s Tongue (STPG 8)
Misleading Song (RS 142)
Mobile Spellcasting (CAd 111)
Monkey Grip (CW 103)
Moradin’s Smile (RS 142)
Mountain Fighter
Mountain Warrior (RS 142)
Natural Trickster (RS 143)
Necropolis Born (CAr 81)
Net and Trident (CW 114)
Night Haunt (CAr 81)
Noble Soul
Nonlethal Substitution (CAr 81)
Oaken Resilience (CD 82)
Obscure Lore (CAd 111)
Obtain Familiar (CAr 81)
Old Salt (Sto 93)
Open Minded (CAd 111)
Oversized Two-Weapon Fighting (CAd 111)
Overwhelming Assault (PH2 81) [Zelkarune’s Horns]
Pain Touch (CW 103)
Penetrating Shot (PH2 81) [Seekers only]
Phalanx Fighting (CW 103)
Pierce The Darkness (RS 143)
Piercing Sight (RS 143)
Pin Shield (CW 103)
Plunging Shot (RW 152)
Power Critical (CW 103)
Power Throw (CAd 111)
Practiced Spellcaster (CAr 82, CD 82)
Profane Boost (CD 84)
Prone Attack (CW 103)
Pureblooded Suel
Quick Reconnoiter (CAd 112)
Quick Staff (CW 114)
Quicken Spell-like Ability (MM 304)
Quicken Turning (CD 84)*
Raider’s Spirit
Ranged Disarm (CW 103)
Ranged Pin (CW 104)
Ranged Spell Specialization (CAr 82)
39
Ranged Sunder (CW 104)
Ranged Weapon Mastery (PH2 82)* [Fighter only]
Rapid Blitz (PH2 82) [Church of the Whirling Fury only]
Rapid Spell (CD 84)
Rapid Stunning (CW 104)
Rapscallion
Raptor School (CW 111)
Razing Strike (CAd 112)
Reach Spell (CD 84)
Reckless Rage (RS 143)
Reckless Wand Wielder (CAr 82)
Repeat Spell (CAr 82)
Rhennlore
Righteous Wrath (BE 45)
Roofwalker (RD 156)
Roots Of The Mountain (RS 143)
Roundabout Kick (CW 105)
Rustic Charm
Sacred Boost (CD 84)
Sacred Healing (CD 84)
Sacred Healing (PH2 89)
Sacred Radiance (PH2 89)
Sacred Steed (LGJ#23 3)
Sacred Vengeance (CW 108)
Sailor’s Balance (Sto 93)
Sanctum Spell (CAr 82)
Savage Grapple (CAd 114)
Scalding Faith Of The Sun (LGJ#20 6)
Sculpt Spell (CAr 83)
Sea Fighter
Sea Legs (Sto 93)
Second Sight
Serpent’s Venom (CD 84)
Shadow Striker (PH2 94)
Shared Fury (RW 152)
Sharp-shooting (CW 105)
Shield Charge (CW 105)
Shield Maiden’s Grace (LGJ#20 4)
Shield Slam (CW 105)
Shield Sling (PH2 82) [Seekers only]
Shield Specialization (PH2 82) [Seekers only]
Shield Ward (PH2 82) [Seekers only]
Shielded Axe (RS 144)
Shielded Casting (RS 144)
Ship’s Mage (Sto 93)
Shock Trooper (CW 112)
Short Haft (PH2 82)
Slashing Fury (PH2 82) [Fighter only]
Smatterings (RD 153)
Smiting Spell (PH2 92)
Sociable Personality (RD 153)
Soul of the North (CAr 83)
Spell Focus (Chaos, Evil, Good or Law) (CD 84)
Spell Hand (CAr 83)
Spellrazor (RS 144)
Spinning Halberd (CW 114)
Spirit of the Sea
Split Ray (CAr 83)
40
Spontaneous Healer (CD 84)
Spontaneous Summoner (CD 85)
Spontaneous Wounder (CD 85)
Staggering Strike (CAd 112)
Stalwart Defense (PH2 83) [Scarlet Brotherhood only]
Steadfast Loyalty (STPG 4)
Steady Concentration (RS 144)
Steady Mountaineer (RS 144)
Steam Magic (Sto 93)
Stone Form (RS 144)
Stone Rage (RS 144)
Stoneback (RS 144)
Storm Magic (Sto 94)
Student of Nature (STPG 14)
Subsonics (CAd 112)
Sun School (CW 112)
Sunken Song (Sto 94)
Suspicious Eye (STPG 6)
Swarmfighting (CW 105)
Swim Like a Fish (CD 85)
Tactile Trapsmith (CAd 112)
Tested
Three Mountains (CW 114)
Throw Anything (CW 105)
Titan Fighting (RS 145)
Tongue of Mouqol
Toothed Blow (Sto 94)
Touch Spell Specialization (CAr 83)
Transdimensional Spell (CAr 84, CD 85)
Trivial Knowledge (RS 145)
True Believer (CD 86)
Tumbling Feint (PH2 84) [Church of the Whirling Fury
only]
Tunnel Fighting (RS 145)
Tunnel Riding (RS 145)
Twin Spell (CAr 84)
Two-Weapon Pounce (PH2 84) [Church of the Whirling
Fury only]
Two-Weapon Rend (PH2 84) [Church of the Whirling
Fury only]
Underfoot Combat (RW 152)
Urban Stealth (RD 154)
Urban Tracking (RD 154)
Versatile Performer (CAd 112)
Vexing Flanker (PH2 85) [Scarlet Brotherhood only]
Wandstrike (CAr 84)
Water Rat (STPG 2)
Weakening Touch (CW 106)
Weapon Supremacy (PH2 85)
Well Read
Well Traveled
Woodland Archer (CW 154)
Wolfpack (RW 153)
Wolverine’s Rage (CD 86)
World Weary
Yondalla’s Sense (RW 152)
Zen Archery (CW 106)
Closed Feats
Able Learner (RD 150)
Apprentice (DMG2 176)
Arcane Thesis (PH2 74)
Auspicious Marking (RS 136)
Awesome Blow (MM 303)
Blackwater Invocation (Sto 91)
Blinding Wrath (LGJ#23 6)
Breathing Link (Sto 92)
Bright Sigil (RD 150)
Business Savvy (DMG2 184)
Catfolk Pounce (RW 148)
Centaur Trample (RW 148)
City Slicker (RD 150)
Collegiate Wizard (CAr 181)
Combat Awareness (PH2 86)
Combat Defense (PH2 87)
Combat Focus (PH2 87)
Combat Stability (PH2 87)
Combat Strike (PH2 87)
Combat Vigor (PH2 88)
Control Shape (MM 303)
Companion Spellbond (PH2 77)
Corrupt Spell (CD 79)
Craft Contingent Spell (CAr 77)
Dallah Thaun’s Luck (RW 149)
Dampen Spell (PH2 78)
Deep Vision (RS 137)
Deflective Armor (RS 137)
Diverse Background (RD 150)
Divine Fortune (PH2 88)
Divine Metamagic (CD 80)
Divine Spell Power (CD 80)
Divine Ward (PH2 88)
Dread Tyranny (RD 154)
Dwarven Armor Proficiency (RS 138)
Earth Power (RS 138)
Earthbound Spell (PH2 91)
Energize Armor (RS 139)
Enhanced Power Sigils (RD 152)
Exotic Armor Proficiency (RS 139)
Exotic Shield Proficiency (RS 139)
Extra Invocation (CAr 79)
Extra Silence (RS 139)
Extra Spell Secret (CAr 80)
Fade Into Violence (PH2 79)
Favored In Guild (DMG2 227)
Fling Ally (RS 139)
Fling Enemy (RS 140)
Flyby Attack (MM 303)
Focused Shield (RS 140)
Gnoll Ferocity (RW 151)
Great Capitan (Sto 92)
Guardian Spirit (CAr 80)
Guildmaster (DMG2 228)
Heavy Lithoderms (RS 141)
Hextor’s Rage (LGJ#23 5)
Hover (MM 304)
Human Heritage (RD 152)
Improved Natural Armor (MM 304)
Improved Rock Hurling (RS 141)
Improved Sigil (RD 152-153)
Indomitable Loyalty (LGJ#23 4)
Infernal Sorcerer Eyes (PH2 91)
Infernal Sorcerer Heritage (PH2 91)
Infernal Sorcerer Howl (PH2 91)
Infernal Sorcerer Resistance (PH2 91)
Inside Connection (RD 153)
Invest Armor (RS 141)
Keen-Eared Scout (PH2 80)
Ki Blast (PH2 80)
Killoren Ancient (RW 151)
Killoren Destroyer (RW 151)
Killoren Hunter (RW 151)
Knockback (RS 142)
Landwalker (Sto 92)
Leadership (DMG 106)
Leap Attack (CAd 110)
Mage Slayer (CAr 81)
Markings Of The Blessed (RS 142)
Markings Of The Hunter (RS 142)
Markings Of The Magi (RS 142)
Markings Of The Maker (RS 142)
Markings Of The Warrior (RS 142)
Mentor (DMG2 176)
Metamagic Song (RS 142)
Multiattack (MM 304)
Multiweapon Fighting (MM 304)
Persistent Spell (CAr 81)
Pierce Magical Concealment (CAr 81)
Pierce Magical Protection (CAr 82)
Pious Defense (CD 86)
Pious Soul (CD 86)
Pious Spellsurge (CD 87)
Powerful Wild Shape (RS 143)
Precocious Apprentice (CAr 181)
Profane Aura (PH2 89)
Rampaging Bull Rush (RS 143)
Rapid Swimming (Sto 93)
Resourceful Buyer (RD 153)
Ritual Blessing (PH2 86)
Ritual Blood Bonds (PH2 86)
Robilar’s Gambit (PH2 82)
Rock Hurling (RS 143)
Sacred Purification (PH2 89)
Sahuagin Flip (Sto 93)
Sanctify Water (Sto 93)
Secret Of The Firebrands (LGJ#20 5)
Serenity (LGJ#20 7)
Shielded Manifesting (RS 144)
Silencing Strike (RS 144)
Snatch (MM 304)
Spectral Skirmisher (PH2 83)
Steadfast Determination (PH2 83)
Subtle Sigil (RD 154)
Swim-By Attack (Sto 94)
41
Telling Blow (PH2 83)
Trophy Collector (PH2 83)
Truebond (DMG2 232)
Turtle Dart (RS 145)
Vatic Gaze (PH2 85)
Wanderer’s Diplomacy (PH2 85)
Water Adaptation (Sto 94)
Whispered Secrets (RD 155)
Winged Warrior (RW 153)
Wingover (MM 304)
42
lots of useful information that will help bring your
character to life, particularly non-human ones.
Chapter 6 Description
Human characters might be slightly easier to develop
backgrounds for, but how do the various cultures like
Baklunish and Suel figure into things? The Player’s
Guide to Greyhawk has a chapter called Roleplaying in
the Flanaess on pages 41 to 49 which cover many of the
human subraces.
Every PC must have a written background. It does not
need to be very long or indepth if you don’t want. One
paragraph will suffice. Try to answer the following
questions:
What is your PC like?
Who are her parents?
What significant events happened in your PC’s
past?
• Who were important people in her past?
• What drives your PC?
• What goals does she have for the future?
• How would you like to see your PC develop?
There are several sources to which you can refer to
help you develop your character. Chapter 5 of PH2,
Building You Identity, is an excellent source of ideas for
personality, background and goals for your PC. Races of
Destiny, Races of Stone and Races of the Wild all have
•
•
•
Chaos, Competition ,
1
Courage , Good, Luck,
1
Nobility , Strength
1
2
Celerity , Chaos, City ,
1
Luck, Mind , Trickery
I
CG
Greatsword
I
CN
Rapier
Law, Protection, Travel,
1
Water, Windstorm
1
Glory , Good, Healing,
1
1
Nobility , Purification ,
Strength, Sun
Animal, Chaos, Luck,
1
Storm , Travel, Water
L
LN
Trident
G
NG
Heavy Mace
I
CN
Trident
1
I
LG
Club, Mace
1
I
LN
Dagger
L
N
Trident
1
Procan
St. Cuthbert
Wee Jas
Xerbo
1.
2.
3.
•
•
•
•
•
•
Azure District – Azure Cathedral (Osprem,
Procan, Xerbo)
Champion’s District – Kord
Cudgel District – St. Cuthbert
Merchant’s District – Fharlanghn
Shadowshore – Olidammara
Sunrise District – Pelor
Noble District – Wee Jas
Favored
Weapon
Quarterstaff
Kord
Pelor
•
Align
N
Domains
1
Celerity , Luck, Protection,
1
Travel, Windstorm
Osprem
Each district of Sasserine has a patron deity.
Rank
I
Name
Fharlanghn
Olidammara
Patron Gods of Sasserine
Destruction, Domination ,
1
Good, Inquisition , Law,
Protection, Strength
1
Domination , Inquisition ,
1
Law, Magic, Mind ,
3
Repose
Animal, Knowledge,
1
1
Ocean , Pact , Water
Spell Compendium
Races of Destiny
Sandstorm
Portfolio
Horizons,
Distance, Travel,
Roads
Athletics, Sports,
Brawling,
Strength, Courage
Music, Revels,
Wine, Rogues,
Humor, Tricks
Sea Voyages,
Ships, Sailors
Sun, Light,
Strength, Healing
Worshipers
Humans
(Oeridians)*
Seas, Sea Life,
Salt, Sea
Weather,
Navigation
Common Sense,
Wisdom, Zeal,
Honesty, Truth,
Discipline
Magic, Death,
Vanity, Law
Humans
(Oeridians)*
Sea, Sailing,
Money, Business
* Other worshipers
Humans
(Suel)*
Humans
(Suel)*
Humans
(Oeridian)*
Humans
(Suel)*
Humans
(Flan)*
Humans*
Humans
(Suel)*
Shrines of Sasserine
43
Rank
L
Align
N
Favored
Weapon
Warhammer
G
N
Quarterstaff
I
N
Spear
H
N
Heavy Mace
Chaos, Good, Liberation ,
Protection, Travel,
Trickery
1
Community , Earth, Good,
1
Law, Mysticism ,
Protection
1
1
Community , Creation ,
1
Earth, Good, Liberation ,
Protection, Trickery
L
CG
Dagger
L
LG
Warhammer
G
NG
Greataxe
L
N
Spear
I
LG
Battleaxe,
Longsword
G
N
Net
Kelanen
Plant, Travel, Water,
1
Windstorm
1
1
Courage , Glory , Good,
1
1
Inquisition , Law, Nobility ,
War
1
2
Celerity , Chaos, Destiny ,
Knowledge, Law, Luck,
1
1
Mind , Oracle
Travel, War
H
N
Kuroth
Chaos, Luck, Trickery
H
CN
Any martial
sword
Dagger
Lendor
Destiny , Knowledge,
1
1
Law, Mind , Oracle ,
1
Protection, Rune
Chaos, Good, Knowledge,
1
1
Liberation , Magic, Rune ,
Travel
Animal, Chaos,
1
1
Competition , Courage ,
Strength
Good, Knowledge,
1
Liberation , Sun, Travel
I
LN
Greatsword
L
CG
Spear
Prose, Poetry,
Literature, Art
Humans
(Oeridians)*
L
CN
Battleaxe,
Longsword
Beasts, Strength
Humans
(Suel)*
L
NG
Spear
Humans
(Suel)*
D
LG
Bastard
Sword
Music,
Knowledge,
Daylight
Protection,
Justice, Valor
G
LG
Warhammer
L
NG
Shortbow,
Whip
Name
Bleredd
Domains
1
Creation , Earth, Fire,
Strength
Boccob
Force , Knowledge,
1
1
Magic, Mind , Oracle ,
1
Rune , Trickery
2
Destiny , Knowledge,
1
Oracle , Protection, Travel
Luck, Protection
Celestian
Charmalaine
Dalt
Fortubo
Garl
Glittergold
Geshtai
Heironeous
Istus
Lirr
Llerg
Lydia
1
1
2
1
Mayaheine
Good, Law, Nobility ,
Protection, War
Moradin
Creation , Earth, Fire,
Good, Law, Protection,
Strength, War
Mythiss
Community , Domination ,
Good, Healing, Protection
44
1
1
1
Portfolio
Metal, Mines,
Smiths
Magic, Arcane
Knowledge,
Foresight, Balance
Stars, Space,
Wanderers
Keen Senses,
Narrow Escapes
Portals, Doors,
Enclosures,
Locks, Keys
Stone, Metals,
Mountains,
Guardianship
Gnomes,
Protection, Humor,
Wit, Gemcutting,
Jewelrymaking,
Illusion
Lakes, Rivers,
Wells, Streams
Chivalry, Justice,
Honor, War,
Daring, Valor
Fate, Destiny,
Divination, Future,
Honesty
Swords, Sword
Skills, Balance
Theft & TreasureFinding
Time, Tedium,
Patience, Study
Dwarves,
Smithing,
Engineering,
Creation, War
Love, Romance,
Beauty
Worshipers
Humans
(Oeridians),
Dwarves,
Gnomes*
Humans*
Humans
(Oeridians)*
Halflings*
Humans
(Suel)*
Dwarves,
Humans
(Suel)
Gnomes
Humans
(Baklunish)*
Humans
(Oeridians)*
Humans
(Baklunish)*
Humans*
Humans
(Oeridians)*
Humans
(Suel)*
Humans
(Flan,
Oeridians)*
Dwarves
Humans
(Flan)*
Norebo
Ralishaz
Rao
Trithereon
Yondalla
Zilchus
1
Chaos, Competition ,
1
Courage , Luck, Trickery
Chaos, Destruction,
1
Liberation , Luck,
1
1
Madness , Oracle
1
1
Community , Glory ,
1
Good, Inquisition ,
1
Knowledge, Law, Mind ,
1
Pact
1
Chaos, Good, Liberation ,
1
Mysticism , Protection,
1
Strength, Summoner
1
Animal, Community ,
1
Creation , Good, Law,
1
Mysticism , Plant,
Protection
2
City , Knowledge, Law,
1
1
Mind , Pact , Trickery
1. Spell Compendium
2. Races of Destiny
3. Sandstorm
L
CN
Dagger
I
CN
Quarterstaff
G
LG
Light mace
I
CG
Spear
G
LG
Longsword,
Short Sword
I
LN
Dagger
Luck, Gambling,
Risks
Chance, Ill Luck,
Misfortune,
Insanity
Peace, Reason,
Serenity
Humans
(Suel)*
Humans*
Individuality,
Liberty,
Retribution, SelfDefense
Halflings,
Protection, Fertility
Humans*
Power, Prestige,
Money, Business,
Influence
* Other worshipers
Humans
(Oeridians)*
Humans
(Flan)*
Halflings
Hero-Gods – LGJ#3 pg 8-15
Gods of Oerth – LGJ#3 pg 16-19
45
Chapter 7 Equipment
While in Sasserine you may easily purchase anything
from the trade goods, weapons (small & medium sized),
armor (small & medium sized), and goods and services
sections of Chapter 7 in the PH. You may also purchase
any weapons, gear and magic items listed below.
Masterwork items, cold iron and alchemical silver are
also readily available.
Coinage
In the ten years since claiming its independence from
the rule of the Sea Princes, Sasserine has emulated many
of the practices of the Free City of Greyhawk. Sasserine
has adopted the standard Greyhawk coinage.
Simple Weapons
Cost Dmg (S) Dmg (M)
Ranged Weapons
Blowgun
1 gp
1
1
Needles, blowgun (20) 1 gp
—
—
Martial Weapons
Light Weapons
Cutlass
Exotic Weapons
Ranged Weapons
Darkha
Harpoon
• Plate (pp)
• Orb (gp)
• Noble (sp)
• Common (cp)
The older coins under the Sea Princes were as follows
Highlord (pp)
Gold Admiral (gp)
Silver (sp)
Common (cp) [This coin looks different from
the Greyhawk Common.]
Typically these names for coins are used when
referring to money rather than their type of metal. A
merchant is much more likely to say, “I can sell you this
fine longsword for a mere 15 orbs,” than he is to quote a
price of 15 gold pieces.
•
•
•
•
Critical
Range Increment
Weight
x2
—
10 ft.
—
2 lb.
—
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
15 gp
1d4
1d6
19-20/x2
—
3 lb.
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
4 gp
15 gp
1d6
1d8
1d8
1d10
Weapon Descriptions
Blowgun: This weapon is used to propel small
needles a long distance. It is silent, and its needles most
often are used to poison foes.
Type
Piercing
—
Type
Slashing
Type
x3
30 ft.
4 lb.
Piercing
x2
30 ft.
10 lb.
Piercing
by succeeding on an opposed Strength check while
holding it, the harpooned creature can move only within
the limits that the rope allows (the trailing rope is 30 feet
long). If the harpooned creature attempts to cast a spell,
it must succeed on a DC 15 Concentration check or lose
the spell.
Cutlass: A light slashing weapon especially favored
by pirates and other nautical raiders, the cutlass is a
heavy blade about 2 feet long with a curved edge. It is
easy to wield in close quarters and can deal vicious
gashes to an opponent. Its heavy basket hilt gives the
wielder a +2 circumstance bonus on any checks to resist
being disarmed.
The harpooned creature can pull the harpoon from its
wound if it has two free hands and takes a full-round
action to do so, but it deals damage to itself equal to the
initial damage the harpoon dealt. A character who
succeeds on a DC 15 Heal check can remove a harpoon
without further damage.
Darka: The darkha is a two-pronged harpoon
typically only used by the Rhennee. It is smaller and
lighter than a normal harpoon. In all other respects it
works exactly the same a harpoon below.
Needles, Blowgun: These 2-inch-long iron needles
are sold in small wooden cases of 20. A full case is so
light that its weight is negligible. The tips of the needles
are often coated with poison such as greenblood oil,
bloodroot, blue whinnis, shadow essence, or deathblade.
Harpoon: The harpoon is a broad-bladed spear forged
with barbs. The shaft of the harpoon has a trailing rope
attached, to control harpooned opponents. Though
designed for hunting whales and other large sea
creatures, the harpoon can be used on dry land.
If it deals damage, the harpoon lodges in an opponent
who fails a Reflex saving throw (DC 10 + the damage
dealt). A harpooned creature moves at only half speed
and cannot charge or run. If you control the trailing rope
46
Adventuring Gear
Backpack, Waterproof
Bandoleer
Banner/standard
Cage
Diminutive
Tiny
Small
Medium
Cost
30 gp
5 sp
30 gp+
Weight
4 lb.
½ lb.
10 lb.
10 gp
15 gp
25 gp
50 gp
13 lb.
25 lb.
75 lb.
100 lb.
Large
Fishing Tackle
Game board, portable
Hammock
Holy text
Keg
Hand keg
Cask
Leash and muzzle
Diminutive
Tiny
Small
Medium
Marbles
Money belt
Pouch, Waterproof
Scroll Organizer
Sheath, boot
Sheath, wrist
Slate board
Tarp
Twine, roll (50 ft.)
75 gp
20 gp
2 gp+
5 gp
10 gp+
200 lb.
5 lb.
1 lb.
1 lb.
3 lb.+
5 sp
1 gp
10 lb.
20 lb.
2 sp
4 sp
6 sp
8 sp
2 sp
4 gp
20 gp
5 gp
30 gp
20 gp
5 gp
5 gp
1 sp
—
—
—
—
2 lb.
—
1 lb.
½ lb.
—
—
1 lb.
30 lb.
—
Clothing
Hat, bicorne
Hat, tricorne
Cost
50 gp
15 gp
Weight
1 lb.
1 lb.
Tools and Skill Kits
Animal Training Kit
Camouflage Kit
Forgery Kit
Sextant
Waterproof Spellbook
Cost
75 gp
40 gp
40 gp
250 gp
+1000 gp
Weight
15 lb.
5 lb.
5 lb.
10 lb.
Cost
Weight
70 gp
18 gp
35 gp
25 lb.
15 lb.
25 lb.
210 gp
40 lb.
Mounts and Related
Gear
Saddle, flyer’s
Military
Pack
Riding
Saddle, masterwork
Military
Riding
180 gp
30 lb.
Gear
Animal Training Kit: This kit includes signal
whistles, a short hollow pole with a loop of rope threaded
through it, savory treats, and other well-made items
suited for the training of animals. This kit grants a +2
circumstance bonus on Handle Animal checks made for
teaching animals tricks, training animals for a purpose,
or rearing a wild animal. It does not grant a bonus for
other uses of the Handle Animal skill.
Backpack, Waterproof: This stiff and heavy
backpack holds as much as a standard backpack but it
has been alchemically treated to make it waterproof. It
has a special sealing flap, which keeps out water but also
makes it difficult to get things in and out of the
backpack. Removing an item from the backpack or
stowing an item is a full-round action that provokes an
attack of opportunity. The backpack will protect its
contents from water as long as it stays closed.
Bandoleer: This leather belt has loops or pouches for
carrying small items (up to dagger size). A pouch on the
bandoleer can fit a scroll of up to 6 spells in length or a
potion bottle. It is worn across the chest. It holds eight
items. Removing an item from a bandoleer is a move
action that does not provoke.
Banner/Standard: A banner is a large cloth
emblazoned with a heraldic device. It is used to display a
personal, family, or royal crest, or as identification on the
battlefield. The price given is for a simple banner made
from cotton and cheaper materials—the fancier the
banner, the higher the cost. A banner grants a +2
circumstance bonus on Spot checks to be seen from a
distance.
Cage: A typical cage consists of a solid metal or
wooden top and bottom, solid metal bars equally spaced
around the sides, and a door. It has a latch, but any lock
must be purchased separately. The table below shows
how many creatures can fit in each size of cage.
Number of Creatures
Cage Size Large
Med.
Small
Tiny
Dim.
Hardness
HP
1
1
Large
1
2
4
8
16
10
30
1
1
Medium
0
1
2
4
8
10
30
Small
0
0
1
2
4
10
30
Tiny
0
0
0
1
2
10
15
Diminutive
0
0
0
0
1
10
10
1
Creatures this size can move through the bars with no difficulty, unless the cage is designed with narrower bars.
Camouflage Kit: This bag contains face paints, dye,
colored cloth, and other accessories appropriate for
creating a camouflaged appearance. The kit is the perfect
tool for hiding and provides a +2 circumstance bonus on
Hide checks. Gaining this bonus requires 1 minute of
work. A camouflage kit is exhausted after ten uses.
47
Fishing Tackle: More than a mere fishhook, this set
includes birch poles, silk line, sinkers, hooks, lures, and
tackle box. It grants a +1 circumstance bonus on Survival
checks when gathering food around bodies of water that
contain fish.
flap, which keeps out water but also makes it difficult to
get things in and out of the pouch. Removing an item
from the pouch or stowing an item is a full-round action
that provokes an attack of opportunity. The pouch will
protect its contents from water as long as it stays closed.
Forgery Kit: This small case holds a broad selection
of paper types, pens, and several colors of ink. In
addition, the kit contains samples of prominent family
and national crests and the like. This kit is the perfect
tool for attempting a forgery and grants a +2
circumstance bonus on Forgery checks. A forgery kit is
exhausted after ten uses.
Saddle, Flyer’s: This specialized exotic saddle allows
a properly strapped-in rider to stay safely on the back of
a flying or climbing mount. The saddle includes a secure
system of straps and buckles that hold the rider in place
while minimizing the time it takes to get in and out of the
saddle. Buckling yourself into a flyer’s saddle is a fullround action that provokes attacks of opportunity.
Unbuckling the straps is a move action that does not
provoke attacks of opportunity.
Game Board, Portable: This is a small foldable
wooden board and pieces for games such as chess,
checkers, backgammon, go, and the like. Higher prices
indicate better quality for all the pieces.
Hammock: This portable sling is a favorite of sailors
and rangers. It is hung up between two posts or trees to
create a comfortable bed that is off the ground.
Hat, Bicorne: A bicorne is a semicircular hat usually
worn by captains and admirals. It is braided and showy,
the better to call out the high rank of its wearer.
Hat, Tricorne: A tricorne is the classic three-cornered
hat. It is generally worn by the upper classes and can be
both civilian and military garb. A tricorne can range
from a simple leather or felt version to a very fancy silk
item with feathers. The price given here is for a wellmade felt tricorne.
Holy Text: This is a nonmagical religious text,
containing scripture, stories, and teachings of a particular
faith. The price given is for a very simple copy, with
few, if any, illuminations. Fancier versions increase
drastically in price.
Marbles: About two dozen assorted glass, flawed
rock crystal, or clay spheres in a leather pouch. They are
commonly used as toys but are also useful for checking
the slope in a dungeon corridor (just set one down and
see which way it rolls), or as a non-damaging alternative
to caltrops. One bag covers an area 5 feet square.
Creatures moving through or fighting in the area must
make Balance checks (DC 15).
The DM judges the effectiveness of marbles against
unusual opponents. Creatures that are Huge or larger
tend to crush the marbles into dust, while those with
multiple legs, like carrion crawlers, can scramble along
without falling.
Money Belt: This cloth pouch is designed to be worn
under clothing and can hold up to 50 coins. The Sleight
of Hand check DC to take something from a money belt
is +5 higher than normal.
Pouch, Waterproof: This stiff and heavy pouch holds
as much as a standard pouch but it has been alchemically
treated to make it waterproof. It has a special sealing
48
While strapped into a flyer’s saddle, a rider need not
make Ride checks to stay in the saddle. The rider can
break out of the straps as a standard action that requires a
DC 20 Strength check and does not provoke attacks of
opportunity. If its straps are broken, a flyer’s saddle
functions only as a normal saddle until they are repaired.
The flyer’s saddle comes in three varieties: pack,
riding, and military.
Saddle, Masterwork: This well-made piece of gear,
which can be either a riding saddle or a military saddle,
is more comfortable and more responsive than a normal
saddle. Because of its excellent craftsmanship, a
masterwork saddle grants a +1 circumstance bonus on
Ride checks. If a masterwork saddle is also a military
saddle, this bonus stacks with the +2 circumstance bonus
that a military saddle provides to Ride checks relating to
staying in the saddle (see Player’s Handbook, page 132).
Each masterwork saddle is tailored for a specific kind
of creature. As such, it fits best on that kind of creature
and thus provides its bonus only when used with that
kind of creature. For example, a masterwork saddle made
for heavy warhorses would provide its bonus if used on
any heavy warhorse, but would not provide a bonus if
used on a dragon (assuming the saddle was of an
appropriate size for the dragon).
Scroll Organizer: This long strip of leather has an
overlapping series of fifteen pockets sewn along one
side, each large enough to hold a scroll of a single spell.
When slipped into a pocket, only the top of the scroll
shows, allowing you to scan the scrolls’ titles. Removing
a scroll from the organizer is a move action that does not
provoke.
Sextant: A sextant is a sophisticated device used to
determine a vessel’s position by measuring the angle
formed by the sun or stars and the horizon. It uses
mirrors and carefully graduated scales to sight a
heavenly body, whose position is compared to a listing in
an almanac for the day and year of measurement. A
sextant grants a +2 circumstance bonus on Knowledge
(geography) checks to set and hold course (see that skill
entry on page 86).
Sheath, Boot: A boot sheath is easily concealed,
making it useful for those who want to appear unarmed.
Boot sheaths can hold only daggers, knives, kukri,
wands, scrolls, potions, or other items of similar shape
and size. Characters attempting to conceal an item in a
boot sheath gain a +4 bonus on their Sleight of Hand
check (opposed by either Spot or Search, depending on
the situation). If the character using the boot sheath does
not have ranks in Sleight of Hand, noticing the boot
sheath requires a successful Spot or Search check DC 10.
Concealing an item in a boot sheath or drawing an item
from a boot sheath is a standard action that provokes an
attack of opportunity.
Sheath, Wrist: This sheath fits along the inside of the
forearm, allowing weapons stored inside it to be drawn
quickly. A wrist sheath can hold one dagger, knife, kukri,
wand, single spell scroll or potion. Drawing an item from
a wrist sheath is a move action that does not provoke.
Returning an item to a wrist sheath is a move action that
does provoke.
• Gauntlets of Ogre Power +2
• Gloves of Dexterity +2, +4, +6
• Headband of Intellect +2, +4, +6
• Heward’s Handy Haversack
• Periapt of Wisdom +2, +4, +6
• Ring of Protection +1 to +4
• Vest of Resistance +1 to +5
It is possible that other items may be available at
different times. Check with the DM.
Creating Magic Items
You may craft magic items for which you meet the
crafting prerequisites following the standard rules of
magic item creation.
•
•
•
Slate Board: This is a 1-foot-square piece of slate,
used for writing on with chalk.
Tarp: This is a 10-foot-square piece of sturdy canvas
with metal eyelets in the corners and edges.
Twine, Roll: A roll of sturdy twine. It has 0 hardness
and 1 hp. When tightly wrapped around an object, it has
the same strength as hemp rope (0 hardness, 2 hp per
inch).
Waterproof Spellbook: The book is impervious to
damage caused by immersion in or exposure to water.
•
•
•
Faint abjuration; CL 3rd; Craft Wondrous Item,
endure elements; Price +1,000 gp.
Purchasing Magic Items
Magic items are not exactly uncommon in Sasserine
but neither are they available in the equivalent of a WalMart or Fry’s Electronics.
•
•
The following items can easily be found and
purchased in Sasserine:
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Potions from DMG up to 750 gp
Scrolls from DMG up to 750 gp
Wands from DMG up to 750 gp
+1 to +4 enhancement bonuses for weapons
+1 to +5 enhancement bonuses for armor
+1 to +5 enhancement bonuses for shields
Amulet of Health +2, +4, +6
Amulet of Mighty Fists +1, +2
Amulet of Natural Armor +1 to +4
Belt of Giant Strength +4, +6
Boccob’s Blessed Book
Bracers of Armor +1 to +6
Cloak of Charisma +2, +4, +6
Cloak of Resistance +1 to +5
•
•
•
You can scribe scrolls, craft wands, brew
potions, and craft staffs for spells that you can
cast.
Staffs must contain at least 2 spells.
Another PC may provide any necessary spells
for the creation of the magic item. They must
prepare the spell or spells every single day of
item creation, just as you would have to, and
spend the entire 8 hours per day working with
you on the item.
Wondrous items may only be created with one
power unless the item description contains
more.
Wondrous items that do not match the body slot
affinity may not be created unless it is in the
item description.
You cannot create any item that would bestow a
negative level on you, nor any item that would
bestow a negative level on its bearer if they are
good.
Only standard magic armor, shields or weapons
may be created. Specific named armor, shields
or weapons such as Breastplate of Command,
Winged Shield, or Lifedrinker may not be
created.
Magic armor, shield or weapons may only be
created with special abilities from DMG. All are
available.
Only standard magic armor, shields or weapons
may have secondary powers added to them.
You may upgrade the abilities of a magic item if
it is merely an improvement in the basic
abilities of the item. Examples include a flaming
weapon to a flaming burst weapon, ring of
energy resistance (minor to major), and bracers
of armor +2 to +4.
Specific named armor, shields or weapons may
not be upgraded.
Repairing Magic Items
Damaged magical armor, weapons, rings, and
wondrous items may be repaired. The cost is the same as
49
using the Craft skill to repair a normal item. A make
whole spell will also work. Broken magical armor,
weapons, rings, and wondrous items may be repaired for
half the normal creation price in gold and XP, assuming
all pieces are recovered.
50
Chapter 8 Combat
Actions During Combat
In addition to the standard rules for actions during
combat, the following rules apply:
Sheathing a weapon is a move action that provokes an
attack of opportunity. A weapon can be sheathed as a
free action as part of a move as long as you have BAB of
+1 or higher.
Moving a bow or crossbow from your back to your
hand or vice-versa is a move action that provokes.
Unstrapping a spear, polearm or double-bladed
weapon from your pack is a move action that provokes.
Strapping a spear, polearm or double-bladed weapon to
your pack is a move action that provokes.
Removing anything from a backpack, sack or belt
pouch is a move action that provokes an attack of
opportunity. Stowing anything in one of those items is
the same. The only exception is removing a material
component from a spell component pouch while casting
a spell is a free action.
PCs can talk to each other out of turn. Please
remember that technically a round is 6 seconds. There is
only so much information that can be conveyed during
that time. Always be respectful of others.
A player must decide their actions prior to their PCs
turn. Any PC not ready to take their action on their turn
will automatically delay. They can come out of delay
after the next person in initiative takes their turn.
Injury and Death
Death occurs at the negative of your Constitution
score. For example, a PC with a Constitution of 14
would still be disabled at 0 hit points. From -1 to -13 hit
points she would be unconscious and dying. Once her hit
points drop to -14 or lower she would be dead. While a
PC with a Constitution of 8 would be disabled at 0 hit
points, dying from -1 to -7, and actually dead at -8 or
lower. Obviously a higher Constitution score is more
desirable.
51
Chapter 9 Adventuring
Carrying Capacity
In additional to the standard carrying capacity and
magic item body slot rules, the following rules apply. A
PC may carry the following items:
•
•
•
•
•
•
•
•
•
•
•
3 sheathed weapons (Or wands, scrolls, or
potions. Can substitute a quiver of 20 arrows or
bolts)
2 wrist sheathed weapons (see Chapter 7)
2 boot sheathed weapons (see Chapter 7)
1 bow or crossbow
1 quiver (40 arrows or bolts, or 5 javelins)
1 backpack
1 spear, polearm or double-bladed weapon
strapped to your pack
1 sack (similar to an army duffel bag with
drawstring and a strap)
2 belt pouches (or spell component pouch)
1 bandoleer or scroll organizer
1 slung shield
On The Water and Underwater
The Savage Tide Adventure Path is a very nautical
campaign. Enough time will be spent near the sea, on a
ship and even possibly underwater that it is important as
a player to know a bit about the rules when dealing with
these watery situations.
Chapter 1 of Stormwrack, Into the Maelstrom, has
everything you need to know and more about waterbased adventures. In addition, pages 92-93 of DMG has
some rules for aquatic terrain.
Gear that has been submerged in water needs to be
dried out and cared for or it will become ruined. Metal
armor and weapons will rust. Leather goods and wood
will rot. Ink will run and paper will eventually dissolve.
Bardic music does not work underwater except for
percussion instruments. The feat, Sunken Song, allows
the use of Perform (sing) for bardic music underwater.
Spellcasting is extremely tricky underwater. Under
normal circumstances verbal components are impossible
without a water breathing spell or effect. Likewise
somatic components do not work without a freedom of
movement spell or effect. Material components can
easily be ruined with exposure to water. Someone who
has studied magic can adapt the verbal and somatic
components to an aquatic environment. By making a
Spellcraft check (DC 10 + spell level), the caster is able
to cast a spell with verbal and somatic components
underwater without the use of water breathing and
freedom of movement. Material components can still be
ruined so care needs to be taken in that case.
52
Heat
As if the aquatic dangers were not bad enough,
Sasserine is in a tropical zone and as the Savage Tide
campaign progresses, the PCs will spend a lot of time in
jungles near the equator.
Temperatures in these tropical regions can easily go
above 90ºF, which can be hazardous to unprepared
characters. Characters can take damage from such
extreme heat, a condition generally referred to as
heatstroke. A character who takes any nonlethal damage
from heatstroke is considered fatigued.
A character with the Survival skill can receive a bonus
on saving throws against heat and desiccation damage,
and can apply this bonus to other characters as well. See
the skill description, page 83 of PH.
Hot (91ºF to 110ºF): In this temperature band,
unprotected characters must make successful Fortitude
saving throws each hour (DC 15, +1 for each previous
check) or take 1d4 points of nonlethal damage.
Characters wearing heavy clothing or any kind of armor
take –4 penalties on their saves.
Severe Heat (111ºF to 140ºF): In this temperature
band, unprotected characters must make successful
Fortitude saving throws once every 10 minutes (DC 15,
+1 for each previous check) or take 1d4 points of
nonlethal damage. Characters wearing heavy clothing or
any kind of armor take –4 penalties on their saves.
Treating Heatstroke
Nonlethal damage from heatstroke (including the
accompanying fatigue) cannot be recovered until a
character gets cooled off—by reaching shade, surviving
until nightfall, getting doused in water, being targeted by
endure elements, or the equivalent. Once the character is
cooled or reaches a cooler environment (a temperature of
90 degrees or lower), the character responds normally to
healing that removes nonlethal damage. When the
character recovers the nonlethal damage taken from
heatstroke, the fatigue penalties also end.
Affiliations
Several affiliation options are available to PCs. In
Sasserine you may be a member of the Church of the
Whirling Fury, Dawn Council, Scarlet Brotherhood, The
Seekers, Witchwardens or Zelkarune’s Horns. More
information about these affiliations is listed on page 14
of STPG. Players should discuss affiliation ideas with the
DM. When choices have been made regarding
affiliations, more information regard specific
requirements and benefits will be given to each
individual player.
Chapter 7 of PH2 has more information regarding
affiliations and the benefits granted by association with
these organizations.
Chapter 10 Spells
You may use the weaponlike spell rules from CAr.
See Chapter 5: Feats for more information.
Open Spells
Absorption (SpC 6)
Accelerated Movement (SpC 7)
Accuracy (CAr 96)
Aerial Alacrity (RW 174)
Aiming At The Target (SpC 8)
Allegro (SpC 9)
Amanuensis (SpC 9)
Anger Of The Noonday Sun (SpC 11)
Animate City (RD 164)
Animate Fire (SpC 12)
Animate Water (SpC 13)
Animate Wood (SpC 13)
Anticipate Teleportation (SpC 13)
Anticipate Teleportation, Greater (SpC 13)
Arc Of Lightning (SpC 15)
Arrow Mind (SpC 15)
Arrow Of Bone (SpC 16)
Arrow Storm (SpC 16)
Augment Familiar (SpC 17)
Backbiter (SpC 23)
Balancing Lorecall (SpC 23)
Bands of Steel (SpC 24)
Beast Claws (SpC 25)
Beget Bogun (SpC 26)
Bestow Curse, Greater (SpC 27)
Binding Winds (SpC 27)
Blade Storm (SpC 30)
Blades Of Fire (SpC 31)
Bladeweave (SpC 31)
Blast Of Flame (SpC 31)
Blast Of Force (SpC 31)
Blessed Aim (SpC 31)
Blessed Sight (BE 92)
Blessing Of Bahamut (SpC 31)
Blink, Greater (SpC 32)
Blistering Radiance (SpC 33)
Blood of the Martyr (BE 92)
Bloodhound (SpC 34)
Boccob’s Rolling Cloud (D338 49) [Boccob]
Body Of The Sun (SpC 35)
Bolts Of Bedevilment (SpC 37)
Bottle Of Smoke (SpC 37)
Brain Spider (SpC 38)
Brambles (SpC 38)
Branch To Branch (SpC 38)
Briar Web (SpC 39)
Burning Blood (SpC 40)
Cacophonic Shield (SpC 41)
Caltrops (SpC 42)
Camouflage (SpC 43)
Camouflage, Mass (SpC 43)
Castigate (SpC 44)
Chain Of Eyes (SpC 45)
Choose Destiny (RD 164)
City Lights (RD 164)
City Stride (RD 164)
City’s Might (RD 165)
Cloak Of Bravery (SpC 47)
Cloak Of Bravery, Greater (SpC 48)
Cloak Of The Sea (SpC 48)
Cloudburst (SpC 49)
Cloud-Walkers (SpC 49)
Cometfall (SpC 50)
Commune With City (RD 165)
Corpse Candle (SpC 53)
Creeping Cold (SpC 55)
Creeping Cold, Greater (SpC 56)
Critical Strike (SpC 56)
Crown Of Glory (SpC 56)
Crumble (SpC 56)
Curse Of Ill Fortune (SpC 56)
Dance Of The Unicorn (SpC 58)
Darkvision, Mass (SpC 59)
Death Pact (SpC 60)
Decomposition (SpC 61)
Defenestrating Sphere (SpC 62)
Deific Vengeance (SpC 62)
Delay Death (SpC 63)
Detect Favored Enemy (SpC 64)
Discern Shapechanger (SpC 66)
Disk Of Concordant Opposition (D338 48) [Boccob]
Dispelling Screen (SpC 67)
Dispelling Screen, Greater (SpC 67)
Dissonant Chord (SpC 69)
Distort Speech (SpC 69)
Distract Assailant (SpC 69)
Divine Agility (SpC 69)
Divine Sacrifice (SpC 70)
Doomtide (SpC 70)
Dragon Breath (SpC 73)
Dream Sight (SpC 74)
Duelward (SpC 74)
Dust To Dust (RW 174)
Earth Glide (RS 162)
Earth Hammer (RS 162)
Earthen Grasp (SpC 76)
Easy Climb (SpC 76)
Easy Trail (SpC 76)
Electric Jolt (SpC 78)
Embrace The Wild (SpC 79)
Emerald Flame Fist (SpC 79)
Enduring Flight (RW 175)
Energy Immunity (SpC 80)
Energy Vortex (SpC 81)
Enhance Familiar (SpC 82)
Entangling Staff (SpC 83)
Enveloping Cocoon (SpC 83)
Exacting Shot (SpC 85)
Expeditious Retreat, Swift (SpC 85)
Eye Of Stone (RS 162)
53
Familiar Pocket (SpC 88)
Festival Feast (D342 41) [Olidammara]
Fireburst (SpC 93)
Fireburst, Greater (SpC 94)
Fires Of Purity (SpC 94)
Fist Of Stone (SpC 94)
Flame Of Faith (SpC 95)
Fly, Mass (SpC 96)
Focusing Chant (SpC 96)
Forestfold (SpC 98)
Fortify Familiar (SpC 98)
Freezing Fog (SpC 99)
Friendly Face (RD 166)
Ghostform (SpC 103)
Ghost Harp (SpC 104)
Glory of the Martyr (BE 99)
Golden Barding (SpC 106)
Golem Strike (SpC 106)
Grave Strike (SpC 107)
Guided Shot (SpC 108)
Hail Of Stone (SpC 108)
Harmonic Chorus (SpC 110)
Haste, Swift (SpC 110)
Hawkeye (SpC 110)
Healing Lorecall (SpC 110)
Healthful Rest (SpC 111)
Herald’s Call (SpC 113)
Hidden Lodge (SpC 113)
Hindsight (SpC 114)
Hound Of Doom (CW 117)
Hymn Of Praise (SpC 117)
Ice Dagger (SpC 118)
Implacable Pursuer (SpC 120)
Improvisation (SpC 120)
Infestation Of Maggots (SpC 123)
Insidious Rhythm (SpC 124)
Insightful Feint (SpC 124)
Insignia Of Alarm (RD 166)
Insignia Of Blessing (RD 166)
Insignia Of Healing (RD 166)
Insignia Of Warding (RD 166)
Instant Locksmith (SpC 124)
Instant Search (SpC 124)
Invisibility, Superior (SpC 125)
Invisibility, Swift (SpC 125)
Iron Silence (SpC 125)
Joyful Noise (SpC 127)
Languor (SpC 130)
Launch Bolt (SpC 130)
Launch Item (SpC 130)
Lion’s Roar (SpC 133)
Listening Coin (SpC 133)
Listening Lorecall (SpC 133)
Low-Light Vision (SpC 134)
Maddening Scream (SpC 135)
Maelstrom (SpC 135)
Mage Armor, Greater (SpC 136)
Mark Of The Hunter (SpC 138)
54
Master’s Touch (SpC 139)
Mastery Of The Sky (RW 175)
Miasma (SpC 141)
Mindless Rage (SpC 142)
Minor Disguise (SpC 142)
Monstrous Thrall (SpC 142)
Murderous Mist (SpC 145)
Nature’s Avatar (SpC 145)
Nature’s Favor (SpC 146)
Naturewatch (SpC 146)
Nightstalker’s Transformation (SpC 148)
Nimbus Of Light (SpC 148)
Obedient Avalanche (SpC 148)
Olidammara’s Carapace (D342 50) [Olidammara]
Omen Of Peril (SpC 149)
Orb Of Acid (SpC 150)
Orb Of Acid, Lesser (SpC 150)
Orb Of Cold (SpC 151)
Orb Of Cold, Lesser (SpC 151)
Orb Of Electricity (SpC 151)
Orb Of Electricity, Lesser (SpC 151)
Orb Of Fire (SpC 151)
Orb Of Fire, Lesser (SpC 151)
Orb Of Force (SpC 151)
Orb Of Sound (SpC 151)
Orb Of Sound, Lesser (SpC 151)
Pavilion Of Grandeur (SpC 153)
Phantasmal Decoy (SpC 155)
Phantasmal Disorientation (SpC 155)
Phantom Bear (SpC 155)
Phantom Guardians (RD 167)
Phantom Stag (SpC 157)
Phantom Threat (SpC 157)
Phantom Wolf (SpC 157)
Poison Thorns (SpC 159)
Poison Vines (SpC 160)
Prismatic Ray (SpC 162)
Probe Thoughts (SpC 162)
Programmed Amnesia (SpC 162)
Protégé (SpC 163)
Proud Arrogance (RD 167)
Quill Blast (SpC 164)
Raptor’s Sight (RW 175)
Reaving Dispel (SpC 169)
Recitation (SpC 170)
Refusal (SpC 171)
Rejuvenation Cocoon (SpC 172)
Repair Critical Damage (SpC 173)
Repair Light Damage (SpC 173)
Repair Minor Damage (SpC 173)
Repair Moderate Damage (SpC 173)
Repair Serious Damage (SpC 173)
Resonating Bolt (SpC 174)
Resurgence (SpC 174)
Revenance (SpC 175)
Righteous Wrath Of The Faithful (SpC 177)
Ring Of Blades (SpC 177)
Rooftop Strider (RD 167)
Sacred Haven (SpC 178)
Sandblast (SpC 180)
Scent (SpC 180)
Scholar’s Touch (RD 167)
Servant Horde (SpC 182)
Shadow Binding (SpC 182)
Shadow Form (SpC 183)
Shadow Guardians (RD 168)
Shadow Landscape (SpC 184)
Sign Of Sealing (SpC 189)
Sign Of Sealing, Greater (SpC 190)
Silent Portal (SpC 190)
Skyline Runner (RD 168)
Sniper’s Shot (SpC 194)
Songbird (SpC 195)
Sonic Snap (SpC 195)
Sonic Whip (SpC 195)
Spectral Weapon (SpC 197)
Spikes (SpC 202)
Spiritual Chariot (SpC 202)
Spiritwall (SpC 203)
Stalwart Pact (SpC 204)
Standing Wave (SpC 204)
Steed Of The Seas (Sto 122)
Stick (SpC 206)
Stone Fist (RS 163)
Stony Grasp (SpC 209)
Storm Of Elemental Fury (SpC 209)
Storm Tower (SpC 210)
Stormrage (SpC 210)
Summon Devoted Roc (RW 175)
Summon Dire Hawk (RW 175)
Summon Elemental Monolith (SpC 214)
Sun Father’s Face (D346 30) [Pelor]
Sunmace (D346 50) [Pelor]
Surelife (Sa 123)
Swim (SpC 217)
Sword of Conscience (BE 109) [Champion of
Gwynharwf only]
Sword Of Deception (SpC 217)
Tactical Precision (SpC 218)
Telepathic Bond, Lesser (SpC 219)
Thornskin (SpC 219)
Tidal Surge (SpC 220)
Tortoise Shell (SpC 221)
Touch Of Madness (SpC 221)
Train Animal (SpC 221)
Transfix (SpC 222)
Transmute Rock To Lava (SpC 222)
Traveler’s Mount (SpC 223)
True Creation (SpC 224)
True Domination (SpC 224)
Unbinding (SpC 225)
Unluck (SpC 227)
Unseen Servant, Mass (RD 168)
Unyielding Roots (SpC 228)
Urban Shield (RD 168)
Valiant Fury (SpC 228)
Vigor (SpC 229)
Vigor, Greater (SpC 229)
Vigor, Lesser (SpC 229)
Vigor, Mass Lesser (SpC 229)
Vigorous Circle (SpC 229)
Vine Mine (SpC 230)
Vine Strike (SpC 230)
Visage Of The Deity (SpC 230)
Visage Of The Deity, Greater (SpC 231)
Visage Of The Deity, Lesser (SpC 231)
Vitriolic Sphere (SpC 231)
Wail Of Doom (SpC 233)
Wall Of Gloom (SpC 233)
War Cry (SpC 236)
Warp Destiny (RD 169)
Waterspout (SpC 236)
Weapon Of The Deity (SpC 237)
Weather Eye (SpC 238)
Whirling Blade (SpC 238)
Whirlwind, Greater (SpC 239)
Winding Alleys (RD 169)
Winged Mount (SpC 240)
Withering Palm (SpC 241)
Wood Rot (SpC 241)
Wood Wose (SpC 242)
Woodland Veil (RW 176)
Wracking Touch (SpC 243)
Zeal (SpC 244)
Zealot Pact (SpC 244)
Closed Spells
Absorb Weapon (SpC 6)
Abyssal Army (SpC 7)
Aid, Mass (SpC 8)
Align Fang, Mass (SpC 9)
Align Weapon, Mass (SpC 9)
Alter Fortune (PH2 101)
Animalistic Power (PH2 101)
Animalistic Power, Mass (PH2 101)
Apparition (CAr 97)
Ashstar (Sa 111)
Assay Spell Resistance (SpC 17)
Avascular Mass (SpC 19)
Avasculate (SpC 19)
Awaken, Mass (SpC 21)
Awaken Construct (SpC 21)
Awaken Sand (Sa 111)
Awaken Undead (SpC 21)
Barghest’s Feast (SpC 24)
Bite Of The King (SpC 28)
Bite Of The Werebear (SpC 28)
Bite Of The Wereboar (SpC 28)
Bite Of The Wererat (SpC 28)
Bite Of The Weretiger (SpC 28)
Bite Of The Werewolf (SpC 29)
Black Sand (Sa 111)
Blackfire (SpC 29)
Blackwater Taint (Sto 113)
55
Blackwater Tentacle (Sto 114)
Blade Brothers (PH2 103)
Bleakness (PH2 104)
Bodak’s Glare (SpC 34)
Body Of War (SpC 35)
Body Outside Body (CAr 100)
Brilliant Aura (SpC 39)
Brilliant Blade (SpC 40)
Burrow, Mass (SpC 41)
Channeled Divine Health (PH2 106)
Channeled Divine Shield (PH2 106)
Channeled Pyroburst (PH2 106)
Chasing Perfection (PH2 106)
Cloak Of Dark Power (SpC 48)
Cloud Chariot (CAr 100)
Clutch Of Orcus (SpC 49)
Cobra’s Breath (CAr 101)
Commune With Greater Spirit (CAr 101)
Commune With Lesser Spirit (CAr 101)
Condemnation (PH2 107)
Consumptive Field (SpC 51)
Consumptive Field, Greater (SpC 51)
Contagion, Mass (SpC 51)
Contagious Fog (SpC 52)
Contagious Touch (SpC 52)
Corporeal Instability (SpC 53)
Creeping Darkness (CAr 102)
Crown Of Clarity (PH2 107)
Crown Of Grace (PH2 107)
Crown Of Might (PH2 108)
Crown Of Protection (PH2 108)
Crown Of Smiting (PH2 108)
Crown Of Veils (PH2 108)
Curse Of Lycanthropy (SpC 57)
Cursed Blade (SpC 57)
Cutting Hand (SpC 57)
Dancing Blade (CAr 102)
Dark Tide (Sto 114)
Death Dragon (SpC 60)
Decapitating Scarf (CAr 102)
Demonhide (SpC 63)
Dimension Hop (PH2 110)
Dimension Shuffle (PH2 110)
Dimension Step (PH2 110)
Dirge Of Discord (SpC 66)
Discern Bloodline (RD 165)
Divine Insight (SpC 70)
Doom Of The Seas (Sto 115)
Earthbolt (CAr 104)
Effulgent Epuration (SpC 78)
Elemental Burst (CAr 104)
Elemental Ward (CAr 105)
Energy Aegis (PH2 111)
Energy Surge (PH2 112)
Energy Surge, Greater (PH2 112)
Energy Surge, Lesser (PH2 112)
Entangling Scarf (CAr 105)
Evil Glare (SpC 85)
56
Eyes Of The King (SpC 87)
Fangs Of The Vampire King (SpC 88)
Favor Of The Martyr (SpC 89)
Favorable Sacrifice (SpC 89)
Field Of Ghouls (SpC 90)
Field Of Resistance (PH2 113)
Fiendform (SpC 90)
Fiery Eyes (CAr 106)
Finding The Center (CAr 106)
Fire Breath (CAr 106)
Fire Shield, Mass (SpC 92)
Fire Shuriken (SpC 92)
Fire Wings (SpC 93)
Flensing (SpC 95)
General Of Undeath (SpC 102)
Ghost Light (CAr 109)
Ghoul Gauntlet (SpC 104)
Giant Size (CAr 109)
Grace (SpC 107)
Hand Of The Faithful (SpC 109)
Heart Ripper (SpC 111)
Hellish Horde (SpC 113)
Hunters Of Hades (SpC 117)
Ice Blast (CAr 110)
Imbue Familiar With Spell Ability (SpC 120)
Incorporeal Enhancement (SpC 121)
Increase Virulence (PH2 115)
Infernal Threnody (SpC 122)
Infernal Transformation (SpC 122)
Infernal Transformation, Lesser (SpC 122)
Infernal Wound (SpC 122)
Insight Of Good Fortune (PH2 115)
Instant Refuge (SpC 124)
Internal Fire (CAr 112)
Invest Heavy Protection (PH2 115)
Invest Light Protection (PH2 115)
Invest Moderate Protection (PH2 115)
Iron Scarf (CAr 112)
Kiss Of The Toad (CAr 113)
Know Greatest Enemy (SpC 129)
Know Opponent (SpC 129)
Know Vulnerabilities (SpC 129)
Last Breath (SpC 130)
Life’s Grace (SpC 131)
Lightning Blade (CAr 113)
Longstrider, Mass (PH2 117)
Magic Miasma (SpC 137)
Magnetism (CAr 114)
Make Manifest, Mass (SpC 137)
Mantle Of Evil (SpC 137)
Mantle Of The Fiery Spirit (Sa 118)
Melt (CAr 114)
Metal Skin (CAr 115)
Minute Form (CAr 115)
Mystic Aegis (PH2 120)
Nerveskitter (SpC 146)
Night’s Caress (SpC 147)
Nightshield (SpC 148)
Otyugh Swarm (SpC 151)
Pain (CAr 117)
Plague (PH2 121)
Plague Of Undead (SpC 158)
Poison Needles (CAr 117)
Protection From Charm (CAr 118)
Pulse Of Hate (PH2 122)
Rain Of Needles (CAr 118)
Ray Of Stupidity (SpC 167)
Reanimation (CAr 119)
Rejuvenation Corpse (SpC 172)
Resist Energy, Mass (SpC 174)
Revive Undead (SpC 175)
Revivify (SpC 176)
Scales Of The Lizard (CAr 121)
Secret Signs (CAr 121)
Seeking Ray (PH2 124)
Share Talents (PH2 124)
Shield Of Faith, Mass (SpC 188)
Skeletal Guard (SpC 191)
Slime Wave (SpC 192)
Slipsand (Sa 121)
Smoke Ladder (CAr 122)
Snake Darts (CAr 122)
Snake’s Swiftness, Mass (SpC 193)
Sniper’s Eye (SpC 193)
Snowshoes, Mass (SpC 194)
Spell Matrix (SpC 199)
Spell Matrix, Greater (SpC 199)
Spell Matrix, Lesser (SpC 199)
Spell Resistance, Mass (SpC 199)
Sphere Of Ultimate Destruction (SpC 200)
Spirit Binding (CAr 123)
Spirit Binding, Greater (CAr 123)
Spirit Binding, Lesser (CAr 123)
Spirit Needle (CAr 123)
Spirit Self (CAr 123)
Stand (PH2 125)
Steam Breath (CAr 124)
Stifle Spell (PH2 126)
Summon Babau Demon (SpC 213)
Summon Bearded Devil (SpC 213)
Summon Undead I (SpC 215)
Summon Undead II (SpC 215)
Summon Undead III (SpC 215)
Summon Undead IV (SpC 215)
Summon Undead V (SpC 215)
Summoning Wind (CAr 124)
Surefooted Stride, Mass (SpC 216)
Suspended Silence (SpC 216)
Swim, Mass (SpC 217)
Sword Of Darkness (SpC 217)
Synostodweomer (SpC 218)
Terra Cotta Lion (CAr 126)
Terra Cotta Warrior (CAr 126)
Toxic Weapon (PH2 126)
Triadspell (SpC 224)
Unholy Storm (SpC 227)
Veil Of Undeath (SpC 229)
Vile Death (SpC 229)
Visions Of The Future (PH2 128)
Wall Of Bones (CAr 128)
Wall Of Evil (SpC 233)
Water To Posion (CAr 129)
Wave Of Grief (SpC 236)
Wither Limb (SpC 241)
Wrack (SpC 243)
Wraithstrike (SpC 243)
Clarifications
Reincarnate: No modifiers to the roll or rerolls are
allowed. Reincarnate may only be cast on humanoid PCs
or cohorts.
•
•
•
•
•
If the roll is a “100”, the PC retains its current race.
If the result is a dwarf, roll again to determine
subrace:
• 01-70: Hill dwarf
• 71-100: Mountain dwarf
If the result is an elf, roll again to determine subrace:
• 01-70: High elf
• 71-90: Wood elf
• 91-100: Grey elf
If the result is a halfling, roll again to determine
subrace:
• 01-60: Lightfoot halfling
• 61-85: Stout halfling
• 86-100: Tallfellow halfling
If the result is a human, roll again to determine
heritage:
• 01-55: Mixed heritage (roll twice on this chart
to determine; if this result is rolled again,
discard it)
• 56-65: Flan
• 66-75: Oeridian
• 76-85: Baklunish
• 86-95: Suel
• 96-97: Rhennee
• 98-99: Olman
• 100: Touv
57
Chapter 11 Greyhawk Gods
Core PC Gods
Name
Boccob
Corellon
Larethian
Ehlonna
Domains
1
Force , Knowledge,
1
1
Magic, Mind , Oracle ,
1
Rune , Trickery
1
Celerity , Chaos,
1
Community , Good,
1
Liberation , Magic
1
Animal, Celerity , Good,
1
Plant, Purification , Sun
1
Rank
G
Align
N
Favored
Weapon
Quarterstaff
G
CG
Longsword
I
NG
Longbow,
Longsword
I
N
Quarterstaff
G
NG
Greataxe
Fharlanghn
Celerity , Luck, Protection,
1
Travel, Windstorm
Garl
Glittergold
Community , Creation ,
1
Earth, Good, Liberation ,
Protection, Trickery
Heironeous
Courage , Glory , Good,
1
1
Inquisition , Law, Nobility ,
War
1
Chaos, Competition ,
1
Courage , Good, Luck,
1
Nobility , Strength
1
Creation , Earth, Fire,
Good, Law, Protection,
Strength, War
I
LG
Battleaxe,
Longsword
I
CG
Greatsword
G
LG
Warhammer
Obad-Hai
Air, Animal, Earth, Fire,
Plant, Water
I
N
Quarterstaff
Olidammara
Celerity , Chaos, City ,
1
Luck, Mind , Trickery
I
CN
Rapier
Pelor
Glory , Good, Healing,
1
1
Nobility , Purification ,
Strength, Sun
1
Destruction, Domination ,
1
Good, Inquisition , Law,
Protection, Strength
G
NG
Heavy Mace
I
LG
Club, Mace
I
LN
Dagger
Kord
Moradin
St. Cuthbert
Wee Jas
58
1
1
1
1
1
2
1
1
1
Domination , Inquisition ,
1
Law, Magic, Mind ,
3
Repose
Portfolio
Magic, Arcane
Knowledge,
Foresight, Balance
Elves, Magic,
Music, Arts &
Crafts, War
Forests,
Woodlands, Flora
& Fauna, Fertility
Horizons,
Distance, Travel,
Roads
Gnomes,
Protection, Humor,
Wit, Gemcutting,
Jewelrymaking,
Illusion
Chivalry, Justice,
Honor, War,
Daring, Valor
Athletics, Sports,
Brawling,
Strength, Courage
Dwarves,
Smithing,
Engineering,
Creation, War
Nature,
Woodlands,
Freedom, Hunting,
Beasts
Music, Revels,
Wine, Rogues,
Humor, Tricks
Sun, Light,
Strength, Healing
Worshipers
Humans*
Common Sense,
Wisdom, Zeal,
Honesty, Truth,
Discipline
Magic, Death,
Vanity, Law
Humans*
Elves
Humans,
Elves*
Humans
(Oeridians)*
Gnomes
Humans
(Oeridians)*
Humans
(Suel)*
Dwarves
Humans
(Flan)*
Humans
(Oeridian)*
Humans
(Flan)*
Humans
(Suel)*
1
Yondalla
Animal, Community ,
1
Creation , Good, Law,
1
Mysticism , Plant,
Protection
1. Spell Compendium
2. Races of Destiny
3. Sandstorm
G
LG
Longsword,
Short Sword
Halflings,
Protection, Fertility
Halflings
* Other worshipers
Core NPC & Monster Gods
Name
Bahamut
Erythnul
Gruumsh
Hextor
Kurtulmak
Lolth
Nerull
Tiamat
Vecna
1.
2.
Domains
1
1
Air, Cold , Dragon , Good,
Law, Luck, Protection
1
Chaos, Evil, Greed ,
1
1
Madness , Mysticism ,
Trickery, War
Rank
L
Align
LG
I
CE
Favored
Weapon
Heavy Pick,
Bite
Heavy Mace
Chaos, Destruction,
1
Domination , Evil,
1
Mysticism , Strength,
1
Tyranny , War
1
Competition , Destruction,
1
Domination , Evil, Law,
1
Tyranny , War
G
CE
Spear
I
LE
Flail
I
LE
Spear
I
CE
Whip
G
NE
Scythe
L
LE
Heavy Pick,
Bite
L
NE
Dagger
1
Competition , Earth, Evil,
1
Law, Madness , Trickery,
War
Chaos, Destruction,
1
1
Domination , Evil, Oracle ,
1
Pestilence , Trickery
1
Cold , Death, Evil,
1
1
Mysticism , Pestilence ,
Trickery, War
1
Destruction, Dragon , Evil,
1
Greed , Law, Trickery,
1
Tyranny
2
1
Destiny , Dream , Evil,
1
Knowledge, Madness ,
1
1
Magic, Mind , Oracle ,
1
Tyranny
Spell Compendium
Races of Destiny
Portfolio
Good Dragons,
Wind, Wisdom
Hate, Envy,
Malice, Panic,
Ugliness,
Slaughter
Orcs, War,
Territory
Worshipers
Dragons*
War, Discord,
Massacres,
Conflict, Fitness,
Tyranny
Kobolds,
Trapmaking,
Mining, War
Drow, Spiders,
Evil, Darkness
Humans
(Oeridians)*
Death, Darkness,
Murder, The
Underworld
Evil Dragons,
Conquest, Greed
Humans
(Flan)*
Destructive and
Evil Secrets
Humans
(Flan)*
Humans
(Oeridians)*
Orcs
Kobolds
Drow
Dragons*
*Other worshipers
59
Dwarf Gods
Name
Abbathor
Berronar
Truesilver
Bleredd
Clangeddin
Silverbeard
Dugmaren
Brightmantle
Dumathoin
Fortubo
Gendwar
Argrim
Jascar
Domains
1
Evil, Greed , Luck,
1
1
Madness , Pact , Trickery
1
Community , Good,
1
Healing, Inquisition , Law,
1
Protection, Purification
1
Creation , Earth, Fire,
Strength
1
1
Competition , Courage ,
1
Good, Inquisition , Law,
Strength, War
Chaos, Good, Knowledge,
1
1
Magic, Mind , Oracle ,
1
Rune
1
Community , Earth,
1
Knowledge, Oracle ,
Protection
1
Community , Earth, Good,
1
Law, Mysticism ,
Protection
Destruction, Law, War
1
Earth, Glory , Good, Law,
1
Mysticism , Protection
1
Rank
I
Align
NE
Favored
Weapon
Dagger
I
LG
L
Portfolio
Greed
Worshipers
Dwarves
Heavy Mace
Safety, Truth,
Home, Healing
Dwarves
N
Warhammer
Metal, Mines,
Smiths
I
LG
Battleaxe
Battle, War
Humans
(Oeridians),
Dwarves,
Gnomes*
Dwarves
L
CG
Short Sword
Dwarves
I
N
Warhammer,
Pick
Scholarship,
Discovery,
Invention
Mining,
Exploration
L
LG
Warhammer
H
LN
Dwarves,
Humans
(Suel)
Dwarves
L
LG
Dwarven
Waraxe
Warhammer
Stone, Metals,
Mountains,
Guardianship
Fatalism and
Obsession
Hills, Mountains
I
LE
Warhammer
G
LG
Warhammer
Laduguer
Domination , Earth, Evil,
1
Law, Magic, Mind ,
Protection
Moradin
Creation , Earth, Fire,
Good, Law, Protection,
Strength, War
Muamman
Duathal
City , Community , Good,
Protection, Travel
L
NG
Heavy Mace
Ulaa
Earth, Good, Law,
1
1
Liberation , Mysticism ,
1
Protection, Summoner
I
LG
Warhammer
I
N
Longsword
Vergadain
1
2
1
1
Knowledge, Luck, Mind ,
1
Pact , Trickery
1. Spell Compendium
2. Races of Destiny
60
Duergar, Crafts,
Protection, Magic,
Magic Weapons,
Artisans
Dwarves,
Smithing,
Engineering,
Creation, War
Expatriates, Urban
Dwarves,
Travelers, Exiles,
Lightning
Hills, Mountains,
Gemstones
Wealth, Luck
* Other worshipers
Dwarves
Humans
(Suel),
Dwarves
Duergars
Dwarves
Dwarves
Humans
(Oeridians),
Dwarves,
Gnomes*
Dwarves
Elf Gods
Name
Aerdrie
Faenya
Corellon
Larethian
Deep
Sashelas
Domains
Air, Animal, Chaos, Good,
1
4
Liberation , Sky ,
1
Windstorm
1
Celerity , Chaos,
1
Community , Good,
1
Liberation , Magic
1
Animal, Chaos, Creation ,
Earth, Good, Protection,
Water
1
Rank
I
Align
CG
Favored
Weapon
Quarterstaff
G
CG
Longsword
I
CG
Trident
I
NG
Longbow,
Longsword
Portfolio
Air, Weather,
Avians, Rain,
Fertility
Elves, Magic,
Music, Arts &
Crafts, War
Aquatic Elves,
Oceans,
Knowledge,
Beauty, Water
Magic
Forests,
Woodlands, Flora
& Fauna, Fertility
Mischief, Change,
Rogues
Worshipers
Elves
Wild Elves,
Outcasts,
Scapegoats,
Isolation
Independence,
Outlawry,
Feasting, Hunting
Love, Romance,
Beauty, Fine Arts,
Artists
Elves
Drow Males,
Flattery,
Intoxication,
Rumor,
Opportunism
Drow, Slavery,
Vengeance,
Undeath
Time, Longevity,
History
Drow
Elves
Aquatic
Elves
Ehlenestra
(Ehlonna)
Animal, Celerity , Good,
1
Plant, Purification , Sun
Erevan
Ilesere
I
CN
Short Sword
Fenmarel
Mestarine
Celerity , Chaos,
1
Domination , Luck,
1
Madness , Trickery
Animal, Chaos, Plant,
Travel, Trickery
L
CN
Dagger
Gadhelyn
Animal, Chaos, Plant
H
CN
Longbow
Hanali
Celanil
Chaos, Community ,
1
Domination , Good,
1
Magic, Nobility ,
Protection
Chaos, Domination, Evil,
Knowledge, Travel
I
CG
Dagger
D
CE
Longsword
Kiaransali
Chaos, Death, Evil,
1
1
Madness , Pestilence
D
CE
Dagger
Labelas
Enoreth
Celerity , Chaos, Destiny ,
1
Good, Knowledge, Mind ,
1
1
Oracle , Rune
Chaos, Destruction,
1
1
Domination , Evil, Oracle ,
1
Pestilence , Trickery
1
Celerity , Chaos, Good,
1
Mysticism , Plant,
Protection, Travel
1
Chaos, Dream , Good,
1
Knowledge, Oracle ,
3
Repose , Travel, Trickery
I
CG
Quarterstaff
I
CE
Whip
Drow, Spiders,
Evil, Darkness
Drow
I
CG
Quarterstaff
Elves
I
CG
Quarterstaff
Wood Elves,
Woodlands,
Nature, Druids
Mysticism,
Dreams, Far
Journeys, Death,
Full Moons,
Transcendence
Keptolo
Lolth
Rillifane
Rallathil
Sehanine
Moonbow
1
1
1
2
Humans,
Elves*
Elves
Elves
Elves
Drow
Elves
Elves
61
Solonor
Thelandira
Vhaeraun
Ye’Cind
Zinzerena
1.
2.
3.
4.
62
1
Animal, Celerity , Chaos,
Good, Plant, War,
1
Windstorm
1
Celerity , Chaos, Evil,
1
Mysticism , Travel,
Trickery
Chaos, Good, Knowledge,
Magic, Travel
Chaos, Luck, Trickery
Spell Compendium
Races of Destiny
Sandstorm
Races of the Wild
I
CG
Longbow
L
CE
Short Sword
D
CG
Longsword
H
CN
Short Sword
Archery, Hunting,
Wilderness
Survival
Drow Males,
Thievery, Evil
Surface Activity
Music, Magical
Songs
Drow, Deception,
Humiliation,
Ambush,
Assassination
* Other worshipers
Elves
Drow
Elves
Drow
Gnome Gods
Name
Baervan
Wildwanderer
Baravar
Cloakshadow
Domains
1
Animal, Celerity , Good,
Plant, Travel, Trickery
1
Good, Magic, Mind ,
Protection, Trickery
Bleredd
Creation , Earth, Fire,
Strength
Callarduran
Smoothhands
Community , Earth,
Healing, Protection,
1
Summoner
1
Creation , Earth, Fire,
1
Good, Oracle , Strength
1
Courage , Good, Law,
1
Nobility , Protection, War
1
1
Community , Creation ,
1
Earth, Good, Liberation ,
Protection, Trickery
Flandal
Steelskin
Gaerdal
Ironhand
Garl
Glittergold
1
1
1
Roykyn
Evil, Madness , Trickery
Segojan
Earthcaller
Animal, Community ,
1
Earth, Good, Mysticism ,
1
Summoner
Earth, Good, Law,
1
1
Liberation , Mysticism ,
1
Protection, Summoner
Ulaa
Urdlen
1
Chaos, Destruction,
1
Earth, Evil, Greed ,
1
1
Madness , Pestilence
1. Spell Compendium
Rank
I
Align
NG
Favored
Weapon
Spear
L
NG
Dagger
L
N
Warhammer
I
N
Greataxe
I
NG
Warhammer
L
LG
Warhammer
G
NG
Greataxe
H
NE
I
NG
Spiked
Gauntlet
Heavy Mace
I
LG
I
CE
Portfolio
Forests, Nature,
Travel
Illusions,
Protection,
Deception, Hatred
of Goblinoids
Metal, Mines,
Smiths
Svirfneblin,
Protection, Earth,
Mining, Secrecy
Mining, Smithing,
Fitness
Protection,
Vigilance, Combat
Gnomes,
Protection, Humor,
Wit, Gemcutting,
Jewelrymaking,
Illusion
Cruelty
Worshipers
Gnomes
Gnomes
Humans
(Oeridians),
Dwarves,
Gnomes*
Svirfneblin
Gnomes
Gnomes
Gnomes
Gnomes
Earth, Nature
Gnomes
Warhammer
Hills, Mountains,
Gemstones
Spiked
Gauntlet
Greed, Bloodlust,
Evil, Hatred, Blind
Destruction
* Other worshipers
Humans
(Oeridians),
Dwarves,
Gnomes*
Gnomes
63
Halfling Gods
Name
Arvoreen
Brandobaris
Charmalaine
Cyrrollalee
Sheela
Peryroyl
Urogalan
Yondalla
Domains
1
Courage , Good, Law,
1
Nobility , Protection,
1
Purification , War
1
Celerity , Luck, Travel,
Trickery
Luck, Protection
Align
LG
L
N
H
N
Short Sword,
Dagger
Heavy Mace
Community , Good,
1
Healing, Inquisition , Law,
1
Pact , Protection
1
Air, Celerity , Earth, Plant,
1
Windstorm
I
LG
Club
I
N
Sickle
Earth, Law, Protection,
2
Repose
D
LN
Flail
G
LG
Longsword,
Short Sword
1
1
Animal, Community ,
1
Creation , Good, Law,
1
Mysticism , Plant,
Protection
1. Spell Compendium
2. Sandstorm
64
Favored
Weapon
Longsword,
Short Sword
Rank
I
Portfolio
Protection,
Vigilance, War
Worshipers
Halflings
Stealth, Thieves,
Adventuring
Keen Senses,
Narrow Escapes
Friendship, Trust,
Home
Halflings
Nature,
Agriculture,
Weather
Earth, Death,
Protection of the
Dead
Halflings,
Protection, Fertility
Halflings
* Other worshipers
Halflings*
Halflings
Halflings
Halflings
Human Gods
Name
Boccob
Earth Dragon
Domains
1
Force , Knowledge,
1
1
Magic, Mind , Oracle ,
1
Rune , Trickery
Earth, Evil, Law,
1
Protection, Windstorm
1
Rank
G
Align
N
Favored
Weapon
Quarterstaff
D
LE
Pick
Ehlonna
Animal, Celerity , Good,
1
Plant, Purification , Sun
I
NG
Longbow,
Longsword
Elder
Elemental
Eye
Heward
Incabulos
Air, Chaos, Earth, Evil,
1
Fire, Madness , Water
I
NE
Dagger
Good, Knowledge, Travel
Death, Destruction,
1
1
Dream , Evil, Hunger ,
1
1
Madness , Pestilence
H
G
NG
NE
Quarterstaff
Quarterstaff
Iuz
Chaos, Evil, Mind ,
1
Trickery, Tyranny
1
Competition , Destruction,
Fire, War
D
CE
Greatsword
L
N
Quarterstaff
Kelanen
Travel, War
H
N
Keoghtom
Good, Knowledge, Travel
H
NG
Any martial
sword
Short Sword
Ralishaz
Chaos, Destruction,
1
Liberation , Luck,
1
1
Madness , Oracle
1
Destruction, Domination ,
1
Good, Inquisition , Law,
Protection, Strength
I
CN
Quarterstaff
I
LG
Club, Mace
Tharizdun
Chaos, Destruction,
1
1
Dream , Evil, Force ,
1
Knowledge, Madness ,
1
Rune
I
NE
Dagger
Trithereon
Chaos, Good, Liberation ,
1
Mysticism , Protection,
1
Strength, Summoner
1
I
CG
Spear
Tsolorandril
Wastri
Knowledge, Law, Oracle
1
Animal, Law, Purification ,
War
1
H
D
LN
LN
Spiked Chain
Glaive,
Guisarme
Joramy
St. Cuthbert
1
Portfolio
Magic, Arcane
Knowledge,
Foresight, Balance
Earth, Weather,
Hidden Treasure
Forests,
Woodlands, Flora
& Fauna, Fertility
Elemental Evil
Bards, Musicians
Plagues,
Sickness, Famine,
Nightmares,
Drought, Disasters
Deceit, Pain,
Oppression, Evil
Fire, Volcanoes,
Wrath, Anger,
Quarrels
Swords, Sword
Skills, Balance
Secret Pursuits,
Natural Alchemy,
Extraplanar
Exploration
Chance, Ill Luck,
Misfortune,
Insanity
Common Sense,
Wisdom, Zeal,
Honesty, Truth,
Discipline
Eternal Darkness,
Decay, Entropy,
Malign
Knowledge,
Insanity
Individuality,
Liberty,
Retribution, SelfDefense
Wave Motions
Amphibians,
Bigotry, Self
Deception
Worshipers
Humans*
Humans,
Evil
Humanoids*
Humans,
Elves*
Humans*
Humans*
Humans*
Humans*
Humans*
Humans*
Humans*
Humans*
Humans*
Humans*
Humans*
Humans*
Humans,
Bullywugs,
Amphibian
Races
65
Zagyg
Chaos, Knowledge,
1
Madness , Magic, Trickery
D
CN
Club
1. Spell Compendium
Humor,
Eccentricity,
Occult Lore,
Unpredictability
* Other worshipers
Humans*
Portfolio
Guardianship,
Faithfulness,
Dignity, Duty
Light, Purity,
Courage, Strength
Humility, Clarity,
Immediacy
Lakes, Rivers,
Wells, Streams
Fate, Destiny,
Divination, Future,
Honesty
Trade,
Negotiations,
Ventures,
Appraisal,
Reciprocity
Twilight, Shadows,
Stealth, Mental
Power
Physical & Mental
Mastery
* Other worshipers
Worshipers
Humans
(Baklunish)*
Baklunish Human Gods
Name
Al’Akbar
Domains
1
Community , Good,
Healing, Law, Protection
Rank
D
Align
LG
Favored
Weapon
Falchion
Azor’alq
Good, Sun, War
H
NG
Scimitar
Daoud
Magic, Travel
H
N
Quarterstaff
Geshtai
Plant, Travel, Water,
1
Windstorm
1
2
Celerity , Chaos, Destiny ,
Knowledge, Law, Luck,
1
1
Mind , Oracle
1
Knowledge, Pact , Travel,
Trickery
L
N
Spear
G
N
Net
L
N
Dagger
L
N
Falchion
D
N
Unarmed
Strike
Istus
Mouqol
Xan Yae
Zuoken
1
Knowledge, Mind ,
Trickery, War
Celerity, Mind, Strength,
War
1. Spell Compendium
2. Races of Destiny
66
Humans
(Baklunish)*
Humans
(Baklunish)*
Humans
(Baklunish)*
Humans
(Baklunish)*
Humans
(Baklunish),
Jann,
Merfolk of
Dramidj*
Humans
(Baklunish)*
Humans
(Baklunish)*
Flan Human Gods
Name
Allitur
Beory
Berei
Kyuss
Domains
1
Community , Good,
1
Inquisition , Knowledge,
1
Law, Purification
1
Animal, Creation , Earth,
1
Plant, Water, Windstorm
1
1
Community , Creation ,
Good, Plant, Protection
1
Death, Evil, Pestilence
1
Mayaheine
Good, Law, Nobility ,
Protection, War
Mythiss
Community , Domination ,
Good, Healing, Protection
1
Cold , Death, Evil,
1
1
Mysticism , Pestilence ,
Trickery, War
Air, Animal, Earth, Fire,
Plant, Water
Nerull
Obad-Hai
Pelor
Rao
Vathris
Vecna
1
1
1
Glory , Good, Healing,
1
1
Nobility , Purification ,
Strength, Sun
1
1
Community , Glory ,
1
Good, Inquisition ,
1
Knowledge, Law, Mind ,
1
Pact
Destruction, Law, War
2
1
Destiny , Dream , Evil,
1
Knowledge, Madness ,
1
1
Magic, Mind , Oracle ,
1
Tyranny
1
Zodal
Community , Good,
1
Healing, Liberation ,
Protection
1. Spell Compendium
2. Races of Destiny
Rank
L
Align
LG
Favored
Weapon
Spear
G
N
Club
L
NG
Sickle
H
NE
Club
D
LG
Bastard
Sword
L
NG
G
NE
Shortbow,
Whip
Scythe
I
N
Quarterstaff
G
NG
Heavy Mace
G
LG
Light mace
Peace, Reason,
Serenity
Humans
(Flan)*
H
LN
Longspear
L
NE
Dagger
Anguish, Lost
Causes, Revenge
Destructive and
Evil Secrets
Humans
(Flan)*
Humans
(Flan)*
L
NG
Unarmed
Strike
Mercy, Hope,
Benevolence
Humans
(Flan)*
Portfolio
Ethics, Propriety
Worshipers
Humans
(Flan)*
Oerth, Nature
Rain
Home, Family,
Agriculture
Creation &
Mastery of
Undead
Protection,
Justice, Valor
Humans
(Flan)*
Humans
(Flan)*
Humans
(Flan)*
Love, Romance,
Beauty
Death, Darkness,
Murder, The
Underworld
Nature,
Woodlands,
Freedom, Hunting,
Beasts
Sun, Light,
Strength, Healing
Humans
(Flan,
Oeridians)*
Humans
(Flan)*
Humans
(Flan)*
Humans
(Flan)*
Humans
(Flan)*
* Other worshipers
67
Oeridian Human Gods
Name
Atroa
Bleredd
Celestian
Cyndor
Daern
Delleb
Erythnul
Rank
L
Align
NG
Favored
Weapon
Sling
L
N
Warhammer
Destiny , Knowledge,
1
Oracle , Protection, Travel
2
1
Destiny , Law, Oracle ,
1
Protection, Rune , Travel
Earth, Law, Protection
I
N
Spear
L
LN
Sling
H
LN
Shortspear
Good, Knowledge, Law,
1
1
Magic, Mind , Oracle ,
1
Rune
1
Chaos, Evil, Greed ,
1
1
Madness , Mysticism ,
Trickery, War
L
LG
Dart
I
CE
Heavy Mace
I
N
Quarterstaff
I
LG
Battleaxe,
Longsword
I
LE
Flail
H
NG
Short Sword
Domains
Air, Good, Plant, Sun,
Travel
1
Creation , Earth, Fire,
Strength
2
1
Fharlanghn
Celerity , Luck, Protection,
1
Travel, Windstorm
Heironeous
Courage , Glory , Good,
1
1
Inquisition , Law, Nobility ,
War
1
Competition , Destruction,
1
Domination , Evil, Law,
1
Tyranny , War
Hextor
1
1
1
Portfolio
Spring, East Wind,
Renewal
Metal, Mines,
Smiths
Stars, Space,
Wanderers
Time, Infinity,
Continuity
Defense,
Fortifications
Reason, Intellect,
Study
Hate, Envy,
Malice, Panic,
Ugliness,
Slaughter
Horizons,
Distance, Travel,
Roads
Chivalry, Justice,
Honor, War,
Daring, Valor
War, Discord,
Massacres,
Conflict, Fitness,
Tyranny
Deception,
Espionage,
Protection
Jealousy,
Revenge, Theft
Theft & TreasureFinding
Prose, Poetry,
Literature, Art
Humans
(Oeridians)*
Humans
(Flan,
Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridian)*
Johydee
Good, Mind , Trickery
Kurell
Chaos, Greed , Luck,
1
Madness , Trickery
Chaos, Luck, Trickery
L
CN
Short Sword
H
CN
Dagger
Chaos, Good, Knowledge,
1
1
Liberation , Magic, Rune ,
Travel
1
Good, Law, Nobility ,
Protection, War
L
CG
Spear
D
LG
Bastard
Sword
Protection,
Justice, Valor
D
LG
Sickle
H
LG
Longsword
I
CN
Rapier
Farming,
Agriculture, Home
Magical
Technology
Music, Revels,
Wine, Rogues,
Humor, Tricks
Kuroth
Lirr
Mayaheine
Merikka
Murlynd
Olidammara
68
1
1
Community , Good, Law,
Plant, Protection
Good, Knowledge, Law,
1
Nobility
1
2
Celerity , Chaos, City ,
1
Luck, Mind , Trickery
Worshipers
Humans
(Oeridians)*
Humans
(Oeridians),
Dwarves,
Gnomes*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
1
1
Pholtus
Glory , Good, Inquisition ,
Knowledge, Law,
1
Purification , Sun
I
LG
Quarterstaff
Procan
Animal, Chaos, Luck,
1
Storm , Travel, Water
I
CN
Trident
Rudd
Chaos, Competition ,
2
Destiny , Luck
1
Air, Chaos, Dream ,
Good, Healing, Plant,
1
Summoner
1
Inquisition , Knowledge,
Law, Protection
1
Air, Chaos, Cold ,
3
Strength, Winter
Earth, Good, Law,
1
1
Liberation , Mysticism ,
1
Protection, Summoner
D
CN
Rapier
L
CG
Net
D
LN
Heavy Mace
L
CN
Spear
I
LG
Warhammer
Air, Travel, Water,
1
Windstorm
1
Air, Chaos, Creation ,
1
Good, Liberation , Plant
L
N
Spear
Sky, Weather
L
CG
Club
I
LN
Dagger
Autumn, West
Wind, Harvest,
Brewing
Power, Prestige,
Money, Business,
Influence
* Other worshipers
Sotillion
Stern Alia
Telchur
Ulaa
Velnius
Wenta
Zilchus
1
2
City , Knowledge, Law,
1
1
Mind , Pact , Trickery
1. Spell Compendium
2. Races of Destiny
3. Frostburn
Light, Resolution,
Law, Order,
Inflexibility, Sun,
Moons
Seas, Sea Life,
Salt, Sea
Weather,
Navigation
Chance, Good
Luck, Skill
Summer, South
Wind, Ease,
Comfort
Oeridian Culture,
Law, Motherhood
Winter, Cold,
North Wind
Hills, Mountains,
Gemstones
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians),
Dwarves,
Gnomes*
Humans
(Oeridians)*
Humans
(Oeridians)*
Humans
(Oeridians)*
69
Olman Human Gods
Name
Camazotz
Chitza-Atlan
Huhueteotl
Hurakon
Mictlantecuhtli
Quetzalcouatl
Tezcatlipoca
Tlaloc
Tlazoteotl
1.
2.
3.
4.
70
Rank
L
Align
CE
Favored
Weapon
Javelin
D
LE
Spear
Celerity , Chaos,
2
Destiny , Destruction,
1
Evil, Fire, Mysticism
Chaos, Destruction,
1
Water, Windstorm
Death, Destruction, Evil,
1
Law, Mysticism ,
1
1
Pestilence , Tyranny ,
War
1
Air, Animal, Domination ,
Knowledge, Law,
4
Protection, Sky
Air, Chaos, Evil,
1
Mysticism , Sun, Trickery,
1
War, Windstorm
I
CE
Javelin
D
CN
Spear
G
LE
G
1
Domains
Animal, Chaos,
Destruction, Evil,
1
Pestilence , Protection
1
Evil, Law, Pestilence ,
3
Protection, Repose
1
Air, Evil, Law, Pestilence ,
1
Plant, Water, Windstorm
1
Animal, Community ,
Earth, Plant, Water
Spell Compendium
Races of Destiny
Sandstorm
Races of the Wild
Portfolio
Bats, Vampires,
The Underworld
Worshipers
Humans
(Olman)*
Centaurs,
Guarding the
Underworld, The
Dead
Fire, Motion of
Time
Humans
(Olman),
Centaurs*
Dagger
Floods,
Unrestrained Fury
Death, Darkness,
Murder, The
Underworld
Humans
(Olman)*
Humans
(Olman)*
LN
Dagger
Air, Birds, Snakes
Humans
(Olman)*
G
CE
Longsword
Humans
(Olman)*
I
LE
Javelin
Sun, Moon, Night,
Scheming,
Betrayals,
Lightning
Rain
I
N
Sickle
Earth Mother,
Agriculture,
Nature
* Other worshipers
Humans
(Olman)*
Humans
(Olman)*
Humans
(Olman)*
Suel Human Gods
Rank
L
Align
CE
L
N
Favored
Weapon
Unarmed
Strike,
Spiked
Gauntlet
Quarterstaff
L
CG
Dagger
L
LG
Warhammer
L
LG
Warhammer
Chaos, Competition ,
1
Courage , Good, Luck,
1
Nobility , Strength
2
Destiny , Knowledge,
1
1
Law, Mind , Oracle ,
1
Protection, Rune
Animal, Chaos,
1
1
Competition , Courage ,
Strength
Good, Knowledge,
1
Liberation , Sun, Travel
I
CG
Greatsword
I
LN
Greatsword
L
CN
Battleaxe,
Longsword
Beasts, Strength
Humans
(Suel)*
L
NG
Spear
Humans
(Suel)*
Nazarn
Luck, War
H
N
Short Sword
Music,
Knowledge,
Daylight
Formal & Public
Combat
Norebo
Chaos, Competition ,
1
Courage , Luck, Trickery
Law, Protection, Travel,
1
Water, Windstorm
Air, Animal, Chaos, Good,
3
Sky , War
1
Chaos, Community ,
Good, Plant, Sun, Water
Destruction, Evil, Fire,
1
1
Madness , Mysticism
1
Domination , Evil,
1
Knowledge, Mind ,
Trickery
1
Air, Animal, Chaos, Cold ,
4
Strength, Winter
L
CN
Dagger
L
LN
Trident
L
CG
Longbow
L
CG
Scimitar
L
NE
Longsword
L
NE
Dagger
L
CN
Battleaxe
I
LN
Dagger
L
N
Trident
Name
Beltar
Domains
Chaos, Earth, Evil,
1
1
Mysticism , Summoner ,
War
Bralm
Animal, Community , Law,
1
Pact , Strength
1
Chaos, Good, Liberation ,
Protection, Travel,
Trickery
1
Community , Earth, Good,
1
Law, Mysticism ,
Protection
1
Earth, Glory , Good, Law,
1
Mysticism , Protection
Dalt
Fortubo
Jascar
Kord
Lendor
Llerg
Lydia
Osprem
Phaulkon
Phyton
Pyremius
Syrul
Vatun
Wee Jas
Xerbo
1
1
1
1
1
Domination , Inquisition ,
1
Law, Magic, Mind ,
3
Repose
Animal, Knowledge,
1
1
Ocean , Pact , Water
Portfolio
Malice, Caves,
Pits
Worshipers
Humans
(Suel)*
Insects,
Industriousness
Portals, Doors,
Enclosures,
Locks, Keys
Stone, Metals,
Mountains,
Guardianship
Hills, Mountains
Humans
(Suel)*
Humans
(Suel)*
Athletics, Sports,
Brawling,
Strength, Courage
Time, Tedium,
Patience, Study
Luck, Gambling,
Risks
Sea Voyages,
Ships, Sailors
Air, Wind, Clouds,
Birds, Archery
Nature, Beauty,
Farming
Fire, Poison,
Murder
Lies, Deceit,
Treachery, False
Promises
Northern
Barbarians, Cold,
Winter, Artic
Beasts
Magic, Death,
Vanity, Law
Sea, Sailing,
Money, Business
Dwarves,
Humans
(Suel)
Humans
(Suel),
Dwarves
Humans
(Suel)*
Humans
(Suel)*
Humans
(Suel), HalfOrcs*
Humans
(Suel)*
Humans
(Suel)*
Humans
(Suel)*
Humans
(Suel)*
Humans
(Suel)*
Humans
(Suel)*
Humans
(Suel)*
Humans
(Suel)*
Humans
(Suel)*
71
1.
2.
3.
4.
Spell Compendium
Races of Destiny
Races of the Wild
Frostburn
* Other worshipers
Touv Human Gods
Name
Berna
Breeka
Damaran
Katay
Kundo
Meyanok
Nola
Uvot
Vara
Vogan
Xanag
1.
2.
3.
72
Domains
1
Chaos, Courage ,
Healing, Protection
Air, Animal, Earth, Plant,
Water
1
Animal, Evil, Pestilence ,
Travel
Destruction, Knowledge,
1
2
Law, Oracle , Repose ,
1
Rune
1
Community , Earth, Good,
1
Law, Nobility , Protection
Animal, Destruction, Evil,
1
Pestilence , Trickery
1
Air, Fire, Glory , Good,
Healing, Sun
1
1
Community , Creation ,
Good, Knowledge, Luck,
Plant, Protection
1
Destruction, Dream , Evil,
Trickery
Air, Chaos, Good,
3
Healing, Sky , Water,
1
Windstorm
1
1
Creation , Domination ,
Earth, Fire
Spell Compendium
Sandstorm
Races of the Wild
Rank
D
Align
CN
Favored
Weapon
Club
I
N
Quarterstaff
D
NE
Javelin
L
LN
Dagger
L
LG
Short Sword
L
NE
Dagger
I
NG
Javelin
Vermin,
Cowardice
Decay,
Inevitability, Order,
Time
Building, Noise,
Music, Defense
Serpents, Poison,
Discord,
Darkness, Famine
Sun
G
NG
Scythe
Prosperity
D
NE
Javelin
Nightmares, Fear
I
CG
Shortspear
Weather, Storms
L
N
Short Sword
Metals, Beauty
Portfolio
Passion,
Forgiveness
Living Things
* Other worshipers
Worshipers
Humans
(Touv)*
Humans
(Touv)*
Humans
(Touv)*
Humans
(Touv)*
Humans
(Touv)*
Humans
(Touv)*
Human
(Touv)*
Human
(Touv)*
Humans
(Touv)*
Humans
(Touv)*
Human
(Touv)*
Chapter 12 Out-Of-Play Spells
Aboleth Curse (Sto 112)
Acid Breath (SpC 7)
Acid Sheath (SpC 7)
Acid Storm (SpC 7)
Air Breathing (SpC 8)
Airy Water (Sto 113)
Alarm, Greater (SpC 8)
Align Fang (SpC 9)
Amorphous Form (SpC 9)
Amplify (SpC 10)
Analyze Portal (SpC 10)
Anarchic Storm (SpC 11)
Anarchic Water (SpC 11)
Angelskin (SpC 11)
Animate Breath (SpC 11)
Animate Snow (SpC 12)
Anticold Sphere (SpC 13)
Antidragon Aura (SpC 14)
Antifire Sphere (Sa 110)
Antimagic Ray (SpC 14)
Anyspell (SpC 14)
Anyspell, Greater (SpC 15)
Appraising Touch (SpC 15)
Armor Of Darkness (SpC 15)
As The Frost (PH2 101)
Ashen Union (Sa 110)
Aspect Of The Earth Hunter (SpC 16)
Aspect Of The Wolf (SpC 16)
Astral Hospice (SpC 17)
Attune Form (SpC 17)
Aura Against Flame (SpC 18)
Aura Of Evasion (SpC 18)
Aura Of Glory (SpC 18)
Aura Of Terror (SpC 18)
Aura Of Vitality (SpC 18)
Avoid Planar Effects (SpC 19)
Awaken Sin (SpC 21)
Axiomatic Storm (SpC 22)
Axiomatic Water (SpC 22)
Babau Slime (SpC 22)
Backlash (SpC 23)
Baleful Blink (PH2 102)
Baleful Transposition (SpC 23)
Ball Lightning (SpC 23)
Balor Nimbus (SpC 24)
Battering Ram (SpC 24)
Battle Hymn (SpC 25)
Beastland Ferocity (SpC 25)
Belker Claws (SpC 26)
Benign Transposition (SpC 27)
Bigby’s Disrupting Hand (PH2 102)
Bigby’s Helpful Hand (PH2 102)
Bigby’s Striking Fist (PH2 103)
Bigby’s Tripping Hand (PH2 103)
Bigby’s Warding Hand (PH2 103)
Black Blade Of Disaster (SpC 29)
Black Karma Curse (PH2 103)
Blacklight (SpC 30)
Blade Of Blood (PH2 103)
Blade Of Pain And Fear (SpC 30)
Blade Thirst (SpC 31)
Blast Of Sand (Sa 112)
Bless Weapon, Swift (SpC 31)
Blessing Of The Righteous (PH2 104)
Blinding Breath (SpC 31)
Blinding Color Surge (PH2 104)
Blinding Spittle (SpC 32)
Blindsight (SpC 32)
Blindsight, Greater (SpC 32)
Blood Creepers (PH2 104)
Blood Frenzy (SpC 33)
Blood Sirocco (SpC 33)
Blood To Water (SpC 33)
Blood Wind (SpC 33)
Bloodstar (SpC 34)
Body Blades (SpC 35)
Body Blaze (Sa 112)
Body Harmonic (SpC 35)
Bolt Of Glory (SpC 35)
Bombardment (SpC 37)
Bonefiddle (SpC 37)
Bones Of The Earth (PH2 104)
Breath Flare (SpC 38)
Breath Of The Jungle (SpC 39)
Breath Weapon Admixture (SpC 39)
Breath Weapon Substitution (SpC 39)
Bright Worms (PH2 105)
Bristle (SpC 40)
Buoyant Lifting (SpC 40)
Burning Rage (PH2 105)
Burning Sword (SpC 41)
Burrow (SpC 41)
Buzzing Bee (SpC 41)
Cacophonic Burst (SpC 41)
Call Kolyarut (SpC 42)
Call Marut (SpC 42)
Call Of Stone (PH2 105)
Call Zelekhut (SpC 42)
Capricious Zephyr (SpC 43)
Cast In Stone (SpC 43)
Celebration (SpC 44)
Celerity (PH2 105)
Celerity, Greater (PH2 105)
Celerity, Lesser (PH2 105)
Chain Dispel (PH2 105)
Chain Missile (SpC 44)
Charge Of The Triceratops (SpC 45)
Cheat (SpC 46)
Checkmate’s Light (SpC 46)
Chill Of The Grave (SpC 46)
Choking Sands (Sa 112)
Circle Dance (SpC 46)
Clarity Of Mind (SpC 46)
73
Claws Of The Bear (SpC 47)
Claws Of Darkness (SpC 47)
Cloak Of Shade (Sa 112)
Clear Mind (SpC 47)
Climb Walls (SpC 47)
Cloak Pool (SpC 48)
Close Wounds (SpC 48)
Cloud Of Bewilderment (SpC 48)
Cloud Of Knives (PH2 107)
Cloud Wings (SpC 49)
Cocoon (SpC 49)
Cold Fire (SpC 50)
Cold Snap (SpC 50)
Combust (SpC 50)
Cone Of Dimness (SpC 50)
Contingent Engery Resistance (SpC 52)
Control Currents (Sto 114)
Control Sand (Sa 112)
Conviction (SpC 52)
Conviction, Mass (SpC 52)
Corona Of Cold (SpC 52)
Corrosive Grasp (SpC 53)
Countermoon (SpC 53)
Crabwalk (SpC 53)
Crawling Darkness (SpC 55)
Creaking Cacophony (SpC 55)
Create Magic Tattoo (SpC 55)
Crushing Grip (PH2 109)
Curse Of Arrow Attraction (PH2 109)
Curse Of Ill Fortune, Mass (SpC 56)
Curse Of Impending Blades (SpC 56)
Curse Of Impending Blades, Mass (SpC 57)
Cyclonic Blast (SpC 57)
Daggerspell Stance (SpC 57)
Dancing Blade (PH2 109)
Dark Way (SpC 58)
Darkbolt (SpC 58)
Darkfire (SpC 59)
Dawn (SpC 59)
Dead End (SpC 59)
Deadfall (SpC 59)
Deafening Clang (SpC 59)
Death Armor (SpC 60)
Death Throes (SpC 60)
Death Ward, Mass (SpC 61)
Decoy Image (SpC 61)
Deep Breath (SpC 61)
Deeper Darkvision (SpC 62)
Deflect (PH2 109)
Deflect, Lesser (PH2 109)
Dehydrate (SpC 62)
Delay Disease (SpC 63)
Delusions Of Grandeur (SpC 63)
Demon Dirge (SpC 63)
Depth Surge (Sto 115)
Desert Binding (Sa 113)
Desert Diversion (Sa 113)
Desiccate (Sa 114)
74
Desiccate, Mass (Sa 114)
Desiccating Bubble (SpC 63)
Detect Ship (Sto 115)
Detonate (PH2 109)
Devil Blight (SpC 64)
Diamondsteel (SpC 64)
Dimension Door, Greater (SpC 64)
Dinosaur Stampede (SpC 64)
Dire Hunger (SpC 65)
Dirge (SpC 65)
Discolor Pool (SpC 66)
Disguise Ship (Sto 115)
Disguise Undead (SpC 66)
Dispel Ward (SpC 67)
Dispel Water (Sa 114)
Dispelling Breath (SpC 67)
Dispelling Touch (PH2 110)
Displacer Form (SpC 67)
Disquietude (SpC 68)
Disrupt Undead, Greater (SpC 68)
Dissonant Chant (SpC 69)
Distract (SpC 69)
Distracting Ray (SpC 69)
Divine Interdiction (SpC 70)
Divine Protection (SpC 70)
Divine Retaliation (PH2 110)
Dolorous Blow (SpC 70)
Doom Scarabs (PH2 110)
Down Draft (SpC 72)
Draconic Might (SpC 72)
Dragon Ally (SpC 72)
Dragon Ally, Greater (SpC 72)
Dragon Ally, Leaser (SpC 72)
Dragonshape (PH2 111)
Dragonsight (SpC 73)
Dragonskin (SpC 73)
Dream Casting (SpC 73)
Drifts Of The Shalm (PH2 111)
Drown (SpC 74)
Drown, Mass (SpC 74)
Earth Lock (SpC 75)
Earth Reaver (SpC 75)
Earthbind (SpC 76)
Earthen Grace (SpC 76)
Earthfast (SpC 76)
Ebon Eyes (SpC 77)
Echo Skull (SpC 77)
Ectoplasmic Armor (SpC 77)
Ectoplasmic Feedback (SpC 78)
Electric Loop (SpC 78)
Electric Vengeance (PH2 111)
Electric Vengeance, Greater (PH2 111)
Elemental Body (SpC 78)
Energized Shield (SpC 79)
Energized Shield, Lesser (SpC 79)
Energy Ebb (SpC 80)
Energy Spheres (SpC 80)
Energy Transformation Field (SpC 80)
Energy Vulnerability (PH2 112)
Enervating Breath (SpC 82)
Enhance Wild Shape (SpC 82)
Enlarge Person, Greater (SpC 82)
Enrage Animal (SpC 82)
Entice Gift (SpC 83)
Eradicate Earth (SpC 84)
Essence Of Raptor (SpC 84)
Ethereal Breath (SpC 84)
Ethereal Chamber (SpC 84)
Ethereal Mount (SpC 85)
Etherealness, Swift (PH2 113)
Evard’s Menacing Tentacles (PH2 113)
Excavate (SpC 85)
Explosive Cascade (SpC 85)
Explosive Rune Field (PH2 113)
Extend Tentacles (SpC 86)
Extract Water Elemental (SpC 86)
Eye Of The Hurricane (SpC 86)
Eye Of Power (SpC 87)
Faith Healing (SpC 87)
False Gravity (SpC 87)
Fantastic Machine (SpC 88)
Fantastic Machine, Greater (SpC 89)
Favorable Wind (Sto 116)
Fearsome Grapple (SpC 90)
Fell The Greatest Foe (SpC 90)
Field Of Icy Razors (SpC 90)
Fierce Pride Of The Beastlands (SpC 91)
Find The Gap (SpC 91)
Find Temple (SpC 91)
Fins To Feet (SpC 92)
Fire Spiders (SpC 92)
Fire Stride (SpC 93)
Firebrand (SpC 93)
Fireward (SpC 94)
Flame Dagger (SpC 94)
Flame Whips (SpC 95)
Flashburst (SpC 95)
Flashflood (Sa 114)
Flaywind Burst (Sa 115)
Flesh To Salt (Sa 116)
Flesh To Salt, Mass (Sa 116)
Fleshshiver (SpC 95)
Flight Of The Dragon (SpC 95)
Floating Disk, Greater (SpC 96)
Flowsight (Sto 117)
Fly, Swift (SpC 96)
Foebane (SpC 96)
Force Chest (SpC 97)
Force Claw (SpC 97)
Force Ladder (SpC 97)
Force Missiles (SpC 98)
Forceward (SpC 98)
Fortunately Fate (SpC 99)
Foundation Of Stone (SpC 99)
Freedom Of Breath (Sa 116)
Freeze (SpC 99)
Friend To Foe (PH2 114)
Frost Breath (SpC 100)
Fugue (SpC 100)
Fuse Arms (SpC 100)
Fuse Sand (Sa 116)
G’Elsewhere Chant (SpC 100)
Gembomb (SpC 101)
Gemjump (SpC 101)
Ghost Touch Armor (SpC 102)
Ghost Touch Weapon (SpC 102)
Ghost Trap (SpC 103)
Ghoul Gesture (SpC 104)
Ghoul Glyph (SpC 105)
Ghoul Light (SpC 105)
Giant’s Wrath (SpC 105)
Girallon’s Blessing (SpC 106)
Glass Strike (SpC 106)
Glowing Orb (SpC 106)
Graymantle (SpC 107)
Great Thunderclap (SpC 107)
Guiding Light (SpC 108)
Gutsnake (SpC 108)
Haboob (Sa 117)
Hailstones (SpC 109)
Halo Of Sand (Sa 117)
Halt (PH2 114)
Hamatula Barbs (SpC 109)
Hand Of Divinity (SpC 109)
Hardening (SpC 109)
Harmonize (RS 162)
Harmonize, Greater (RS 162)
Haunting Tune (SpC 110)
Heal Animal Companion (SpC 110)
Healing Spirit (PH2 114)
Healing Sting (SpC 110)
Healing Touch (SpC 111)
Heart Of Stone (SpC 111)
Heartfire (SpC 112)
Heat Drain (SpC 112)
Heatstroke (SpC 113)
Heavenly Host (SpC 113)
Heroics (SpC 113)
Hesitate (PH2 114)
Hide From Dragons (SpC 114)
Hide The Path (SpC 114)
Hiss Of Sleep (SpC 114)
Holy Mount (SpC 115)
Holy Spurs (SpC 115)
Holy Star (SpC 115)
Holy Storm (SpC 115)
Holy Transformation (SpC 116)
Holy Transformation, Lesser (SpC 116)
Horrible Taste (SpC 116)
Howling Chain (Spc 116)
Hungry Gizzard (SpC 117)
Hunter’s Eye (PH2 114)
Hunter’s Mercy (SpC 117)
Hurl (SpC 117)
75
Hydrate (Sa 117)
Hypothermia (SpC 118)
Ice Axe (SpC 118)
Ice Claw (SpC 118)
Ice Flowers (SpC 119)
Ice Gauntlet (SpC 119)
Ice Knife (SpC 119)
Ice Lance (SpC 119)
Illusory Feast (SpC 120)
Illusory Pit (SpC 120)
Impede Sun’s Brilliance (Sa 117)
Imperious Glare (SpC 120)
Incite (SpC 121)
Incite Riot (PH2 115)
Incorporeal Nova (SpC 121)
Indomitability (SpC 121)
Inevitable Defeat (PH2 115)
Inferno (SpC 123)
Inhibit (SpC 123)
Inky Cloud (SpC 123)
Interplanar Message (SpC 124)
Interplanar Telepathic Bond (SpC 125)
Iron Bones (SpC 125)
Ironguard (SpC 125)
Ironguard, Lesser (SpC 125)
Ironguts (SpC 126)
Ironthunder Horn (SpC 126)
Jagged Tooth (SpC 126)
Jaws Of The Moray (Sto 117)
Jaws Of The Wolf (SpC 127)
Jig Of The Waves (Sto 117)
Junglerazer (SpC 127)
Jungle’s Rapture (SpC 128)
Kelgore’s Fire Bolt (PH2 116)
Kelgore’s Grave Mist (PH2 116)
Kelpstrand (SpC 128)
Kiss Of The Vampire (SpC 128)
Knight’s Move (SpC 129)
Kuo-Toa Skin (Sto 118)
Land Womb (SpC 130)
Lawful Sword (SpC 131)
Lay Of The Land (SpC 131)
Legion Of Sentinels (PH2 116)
Lifebolt (SpC 131)
Life Ward (SpC 131)
Light Of Lunia (SpC 132)
Light Of Mercuria (SpC 132)
Light Of Venya (SpC 132)
Lightfoot (SpC 132)
Lightning Ring (SpC 132)
Linked Perception (PH2 117)
Lionheart (SpC 132)
Lion’s Charge (SpC 133)
Lively Step (SpC 133)
Living Prints (SpC 134)
Living Undeath (SpC 134)
Locate City (RD 166)
Locate Water (Sa 117)
76
Love’s Lament (SpC 134)
Loyal Vassal (SpC 134)
Lucent Lance (SpC 134)
Luminous Assassin (PH2 117)
Luminous Assassin, Greater (PH2 117)
Luminous Assassin, Lesser (PH2 117)
Luminous Gaze (SpC 135)
Maddening Whispers (SpC 135)
Mage Armor, Mass (SpC 136)
Mage Hand, Greater (SpC 136)
Magic Convalescence (PH2 118)
Magic Fang, Superior (SpC 136)
Malevolent Miasma (SpC 137)
Make Manifest (SpC 137)
Mana Flux (PH2 119)
Mantle Of Chaos (SpC 137)
Mantle Of Good (SpC 137)
Mantle Of The Icy Soul (SpC 138)
Mantle Of Law (SpC 138)
Manyjaws (SpC 138)
Mark Of Doom (PH2 119)
Mark Of Judgement (PH2 119)
Mark Of The Outcast (SpC 138)
Marked Object (SpC 139)
Master Air (SpC 139)
Master Earth (SpC 139)
Master’s Touch (PH2 119)
Maw Of Chaos (SpC 140)
Maw Of Stone (SpC 140)
Mechanus Mind (SpC 140)
Megalodon Empowerment (Sto 118)
Melf’s Unicorn Arrow (PH2 119)
Melt Metal (SpC 140)
Memory Rot (SpC 140)
Mephit Mob (Sa 118)
Mesmerizing Glare (SpC 140)
Meteoric Strike (PH2 120)
Miasma Of Entropy (SpC 141)
Mind Poison (SpC 141)
Mirror Image, Greater (PH2 120)
Miser’s Envy (SpC 142)
Moment Of Clarity (SpC 142)
Moon Blade (SpC 143)
Moon Bolt (SpC 143)
Moon Lust (SpC 143)
Moon Path (SpC 143)
Moonbeam (SpC 144)
Moonbow (SpC 144)
Moonfire (SpC 144)
Mordenkainen’s Capable Caravel (Sto 119)
Mountain Stance (SpC 144)
Mudslide (Sto 119)
Mummify (Sa 118)
Nature’s Balance (SpC 145)
Nature’s Rampart (SpC 146)
Nauseating Breath (SpC 146)
Negative Energy Aura (SpC 146)
Net Of Shadows (SpC 147)
Nightmare Lullaby (SpC 147)
Nixie’s Grace (SpC 148)
Olidammara’s Bard Spell (D342 50) [Olidammara]
One With The Land (SpC 149)
One Mind (SpC 149)
One Mind, Greater (SpC 149)
One Mind, Lesser (SpC 149)
Ooze Puppet (SpC 150)
Opalescent Glare (SpC 150)
Overwhelm (PH2 120)
Owl’s Insight (SpC 152)
Panacea (SpC 152)
Parching Touch (Sa 118)
Perinarch (SpC 153)
Perinarch, Planar (SpC 154)
Persistent Blade (SpC 154)
Phantasmal Assailants (SpC 154)
Phantasmal Thief (SpC 155)
Phantom Battle (PH2 120)
Phantom Foe (SpC 156)
Plague Of Rats (SpC 157)
Planar Bubble (SpC 158)
Planar Exchange (SpC 159)
Planar Exchange, Greater (SpC 159)
Planar Exchange, Lesser (SpC 159)
Planar Navigation (Sto 119)
Planar Tolerance (SpC 159)
Plane Shift, Greater (SpC 159)
Plant Body (SpC 159)
Portal Alarm (SpC 160)
Portal Alarm, Improved (SpC 160)
Portal Beacon (SpC 161)
Positive Energy Aura (SpC 161)
Pressure Sphere (Sto 120)
Primal Form (SpC 161)
Prismatic Eye (SpC 161)
Prismatic Mist (PH2 121)
Protection From Dessication (Sa 119)
Protection From Negative Energy (SpC 163)
Protection From Positive Energy (SpC 163)
Puppeteer (SpC 163)
Quick March (SpC 164)
Quick Potion (SpC 164)
Quickswim (Sto 120)
Quillfire (SpC 164)
Radiance (PH2 122)
Radiant Assault (SpC 164)
Raging Flame (SpC 164)
Rainbow Beam (SpC 165)
Rainbow Blast (SpC 165)
Raise From The Deep (SpC 165)
Ram’s Might (SpC 166)
Rapid Burrowing (SpC 166)
Rapture Of The Deep (Sto 120)
Ray Of Clumsiness (SpC 166)
Ray Of Deanimation (SpC 166)
Ray Deflection (SpC 166)
Ray Of Dizziness (SpC 166)
Ray Of Entropy (SpC 167)
Ray Of Flame (SpC 167)
Ray Of Ice (SpC 167)
Ray Of Light (SpC 167)
Ray Of Sickness (SpC 167)
Ray Of The Python (PH2 122)
Ray Of Weakness (SpC 168)
Razorfangs (SpC 168)
Reality Maelstrom (SpC 168)
Rebuke (SpC 170)
Rebuke, Final (SpC 170)
Rebuke, Greater (SpC 170)
Rebuking Breath (SpC 170)
Reciprocal Gyre (SpC 170)
Red Tide (SpC 170)
Reduce Person, Greater (SpC 171)
Reflective Disguise (SpC 171)
Reflective Disguise, Mass (SpC 171)
Regal Procession (SpC 172)
Regroup (PH2 122)
Rejection (SpC 172)
Remove Scent (SpC 173)
Renewal Pact (SpC 173)
Revewed Vigor (PH2 123)
Replicate Casting (SpC 173)
Resist Planar Alignment (SpC 174)
Resistance, Greater (SpC 174)
Resistance, Superior (SpC 174)
Restoration, Mass (SpC 174)
Resurgence, Mass (SpC 175)
Returning Weapon (RW 175)
Reveille (SpC 175)
Reverse Arrows (SpC 175)
Revive Outsider (SpC 175)
Rhino’s Rush (SpC 176)
Righteous Aura (SpC 177)
Righteous Burst (PH2 123)
Righteous Fury (SpC 177)
Roar Of The Waves (Sto 121)
Rouse (PH2 123)
Ruby Ray Of Reversal (SpC 177)
Ruin Delver’s Fortune (SpC 178)
Rushing Waters (SpC 178)
Rust Ray (SpC 178)
Safe Clearing (SpC 179)
Safety (SpC 179)
Saltray (SpC 179)
Sanctuary, Mass (SpC 179)
Sandform (Sa 119)
Sandstorm (Sa 119)
Sarcophagus Of Stone (SpC 180)
Scalding Mud (Sa 120)
Scale Weakening (SpC 180)
Scales Of The Sealord (Sto 121)
Scattering Trap (PH2 123)
Scatterspray (SpC 180)
Scimitar Of Sand (Sa 120)
Scintillating Scales (SpC 181)
77
Scintillating Sphere (SpC 181)
Scorch (SpC 181)
Scourge (SpC 181)
Scramble Portal (SpC 181)
Seal Portal (SpC 181)
Searing Exposure (Sa 120)
Second Wind (SpC 182)
Seek Eternal Rest (SpC 182)
Sense Heretic (SpC 182)
Sensory Deprivation (SpC 182)
Serene Visage (SpC 182)
Shadow Cache (SpC 183)
Shadow Hand (SpC 183)
Shadow Phase (SpC 185)
Shadow Mask (SpC 185)
Shadow Radiance (SpC 185)
Shadow Spray (SpC 186)
Shadow Well (SpC 186)
Shadowblast (SpC 186)
Shadowfade (SpC 186)
Shadowy Grappler (SpC 186)
Shard Storm (SpC 187)
Share Husk (SpC 187)
Sharptooth (SpC 187)
Shatterfloor (SpC 187)
Sheltered Vitality (SpC 188)
Shield Of Warding (SpC 188)
Shieldbearer (SpC 188)
Shifting Paths (SpC 188)
Shock And Awe (SpC 189)
Shroud Of Flame (SpC 189)
Shroud Of Undeath (SpC 189)
Sign (SpC 189)
Silverbeard (SpC 190)
Sink (SpC 190)
Sirine’s Call (Sto 121)
Sirine’s Grace (SpC 191)
Skin Of Cactus (Sa 120)
Slapping Hand (SpC 191)
Slashing Darkness (SpC 191)
Slashing Dispel (PH2 125)
Sleep Mote (Sa 121)
Slide (SpC 191)
Slide, Greater (SpC 192)
Slow Burn (SpC 192)
Smell Of Fear (SpC 193)
Snake’s Swiftness (SpC 193)
Snakebite (SpC 193)
Snowball Swarm (SpC 194)
Snowshoes (SpC 194)
Solipsism (SpC 194)
Sonic Blast (SpC 195)
Sonic Rumble (SpC 195)
Sonic Shield (PH2 125)
Sonic Weapon (SpC 195)
Sonorous Hum (SpC 196)
Soul Of The Waste (Sa 121)
Sound Lance (SpC 196)
78
Spark Of Life (SpC 196)
Spawn Screen (SpC 197)
Speak To Allies (SpC 197)
Spectral Touch (SpC 197)
Speechlink (SpC 198)
Spell Engine (SpC 198)
Spell Enhancer (SpC 198)
Spell Flower (SpC 198)
Spell Immunity, Lesser (SpC 199)
Spell Vulnerability (SpC 200)
Spider Curse (SpC 200)
Spider Plague (SpC 201)
Spider Poison (SpC 201)
Spider Shapes (SpC 201)
Spiderform (SpC 201)
Spiderskin (SpC 202)
Spirit Worm (SpC 202)
Spiritjaws (SpC 202)
Splinterbolt (SpC 203)
Spontaneous Search (SpC 204)
Stabilize (SpC 204)
Stalking Brand (SpC 204)
Starvation (SpC 206)
Stay The Hand (PH2 126)
Steeldance (SpC 206)
Sticky Fingers (SpC 206)
Sticky Saddle (SpC 206)
Sting Ray (SpC 206)
Stolen Breath (SpC 207)
Stone Body (SpC 207)
Stone Bones (SpC 208)
Stone Shape, Greater (SpC 208)
Stone Shatter (SpC 208)
Stone Sphere (SpC 209)
Stone Spiders (SpC 209)
Stonehold (SpC 209)
Storm Mote (Sa 121)
Stormrunner’s Ward (Sto 122)
Stormwalk (Sto 122)
Strategic Charge (SpC 210)
Strength Of Stone (SpC 211)
Stretch Weapon (PH2 126)
Stun Ray (SpC 211)
Stunning Breath (SpC 211)
Stunning Breath, Greater (SpC 211)
Submerge Ship (SpC 211)
Subvert Planar Essence (SpC 211)
Sudden Stalagmite (SpC 213)
Summon Bralani Eladrin (SpC 213)
Summon Desert Ally I (Sa 122)
Summon Desert Ally II (Sa 122)
Summon Desert Ally III (Sa 122)
Summon Desert Ally IV (Sa 123)
Summon Desert Ally V (Sa 123)
Summon Desert Ally VI (Sa 123)
Summon Desert Ally VII (Sa 123)
Summon Desert Ally VIII (Sa 123)
Summon Desert Ally IX (Sa 123)
Summon Elementite Swarm (SpC 214)
Summon Elysian Thrush (SpC 214)
Summon Golem (PH2 126)
Summon Greater Elemental (SpC 214)
Summon Hound Archon (SpC 214)
Sunstroke (Sa 123)
Suppress Breath Weapon (SpC 216)
Suppress Glyph (SpC 216)
Sure Strike (PH2 126)
Surefoot (SpC 216)
Surefooted Stride (SpC 216)
Swamp Lung (SpC 216)
Swamp Stride (SpC 217)
Symbol Of Spell Loss (SpC 218)
Symbol Of Thirst (Sa 123)
Symphonic Nightmare (SpC 218)
Targeting Ray (SpC 219)
Telepathic Aura (SpC 219)
Tern’s Persistence (Sto 123)
Thalassemia (Sto 123)
Thunder Field (PH2 126)
Thunderhead (SpC 219)
Thunderlance (SpC 220)
Thunderous Roar (SpC 220)
Tiger’s Tooth (SpC 221)
Tojanida Site (Sto 123)
Tormenting Thirst (Sa 124)
Towering Oak (SpC 221)
Transcribe Sigil (SpC 221)
Transcribe Symbol (Sa 124)
Transformation Of The Depths (Sto 123)
Translocation Trick (SpC 222)
Transmute Sand To Glass (Sa 124)
Transmute Sand To Stone (Sa 124)
Transmute Stone To Sand (Sa 125)
Treasure Scent (SpC 223)
Tremor (SpC 223)
Tremorsense (SpC 224)
Trollshape (PH2 127)
Tsunami (SpC 224)
Tunnel Swallow (SpC 225)
Turbidity (Sto 123)
Undead Bane Weapon (SpC 226)
Undead Lieutenant (SpC 226)
Undead Torch (SpC 226)
Undeath’s Eternal Foe (SpC 226)
Undermaster (SpC 227)
Undersong (SpC 227)
Unearthly Heat (Sa 125)
Updraft (SpC 228)
Urchin’s Spines (Sto 124)
Veil Of Shadow (SpC 228)
Vertigo (PH2 127)
Vertigo Field (PH2 128)
Vipergout (SpC 230)
Viscid Glob (SpC 231)
Vision Of Glory (SpC 231)
Vitrify (Sa 125)
Voice Of The Dragon (SpC 232)
Vortex Of Teeth (SpC 232)
Vulnerability (SpC 232)
Wake Trailing (Sto 124)
Walk The Mountain’s Path (RS 163)
Wall Of Chaos (SpC 233)
Wall Of Dispel Magic (SpC 233)
Wall Of Gears (SpC 233)
Wall Of Good (SpC 233)
Wall Of Greater Dispel Magic (SpC 234)
Wall Of Law (SpC 234)
Wall Of Light (SpC 234)
Wall Of Limbs (SpC 234)
Wall Of Magma (Sa 126)
Wall Of Salt (Sa 127)
Wall Of Sand (SpC 235)
Wall Of Smoke (SpC 235)
Wall Of Water (SpC 235)
Warning Shout (SpC 236)
Waste Strider (Sa 128)
Water To Acid (Sto 124)
Wave Blessing (Sto 125)
Weapon Of Energy (SpC 236)
Weapon Of Impact (SpC 237)
Weapon Shift (SpC 237)
Webfoot (Sto 125)
Weighed In The Balance (SpC 238)
Whelm (PH2 128)
Whelm, Greater (PH2 128)
Whelming Blast (PH2 128)
Whispering Sand (Sa 128)
Wild Runner (SpC 239)
Wind At Back (SpC 239)
Wind Tunnel (SpC 239)
Wingbind (SpC 240)
Wings Of Air (SpC 240)
Wings Of Air, Greater (SpC 240)
Wings Of The Sea (SpC 240)
Winter Chill (SpC 241)
Winter’s Embrace (SpC 241)
Wither (Sa 128)
Word Of Balance (SpC 242)
Word Of Binding (SpC 242)
Wounding Whispers (SpC 242)
Wrack Earth (PH2 128)
Wrathful Castigation (SpC 243)
Xorn Movement (SpC 244)
Zone Of Respite (SpC 244)
Zone Of Revelation (SpC 244)
79