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Shannara
3 Edition D&D Campaign
Players Handout
rd
Version 3 – December 2003
Table of Contents
Chapter 1: Introduction
About this campaign (in case you forgot all you read on the website)
“The Heritage of Shannara” series (You haven’t read these yet?!)
About Terry Brooks (in case you care)
Chapter 2: Stuff you need
The bare necessities (show up without these, and we will beat you with sticks)
Optional books (for those with a bottomless wallet)
Chapter 3: Characters
Changes to the races (no, you cannot play a Drow!)
Changes to the classes (don’t worry, it gets worse…)
New Basic Classes (for the hardcore Shannara fan)
Aristocrat (for characters born with a silver spoon in their mouths)
Commoner (for characters born with hardly anything in their mouths)
Expert (for characters who had a day-job before starting their careers)
Warrior (for retired soldiers, mercenaries, or defectors)
Prestige Classes (for high-octane players)
Alchemist (a little more science than magic)
Artillery Expert (for those who like the smell of napalm in the morning)
Divine Archer (a priest with a bow)
Druid of Paranor (legendary spellcasters in The Four Lands)
Dwarven Craftsman (the best craftsmen in The Four Lands)
Federation Rifleman (the ultimate sniper)
Lance Warrior (a tribal warrior who specializes in spears)
Master Scribe (a spellcaster with a knack for scrolls)
Pistoleer (the ultimate swashbuckler)
Samhein (a spellcaster who delights in frightening others)
Totem Warrior (a tribal warrior with an affinity for animals)
Touch Healer (a prestige class for pacifists)
New Feats (build a better siege engineer, upgrade your armor, and much more)
New Familiars (ever wanted an insect familiar?)
New Deities (goodbye Groomsh, hello Paazu)
Chapter 4: Other new stuff
New Equipment (darts, alchemic compounds, and a couple of magic items)
New Rules (after all, it is MY campaign…)
New Rule 1: Firearms (I know they aren’t in the novels, but I just like them.)
New Rule 2: Loud noises and non-intelligent creatures (seemed to make sense)
New Rule 3: Poison as equipment (for evils, cowards, and other lowlife)
New Rule 4: Multiclassing (everyone hates me for this one)
Chapter 5: Maps
Map 1: The Four Lands (the setting for our grand adventure)
Map 2: The Town of Varfleet (the party’s starting point)
Chapter 6: Appendix
Character Sheet (there are many out there; this is just my favorite)
Generic Spell Book (useful for any spellcaster)
Spell Lists (not updated to the 3.5 rules yet…still working on it)
Graph and Hex paper (to make mapping a little easier)
Player Reference Sheet (not updated to the 3.5 rules yet…still looking)
Magic Reference Sheet (also not updated to 3.5; too busy to update it)
Chapter 1: Introduction
Welcome to the campaign. This booklet contains all of the information you will need to become an effective and prosperous player in the
Shannara game world, and a lot of useful tools and tips as well.
Feel free to photocopy any of the material in this book to meet your needs. The character sheets, the hex and graph paper, the spell books,
etc., are all license-free items distributed to the public, so you may copy them at will. You can never have too much hex paper, right?
About this Campaign
This 3.5 Edition Dungeons & Dragons™ campaign is based on the fantasy series “The Heritage of Shannara,” written by Terry Brooks.
This four-book series has long been a favorite of mine, and I highly recommend it to anyone who appreciates fantasy fiction. Many of the
monsters, places, governments, and magic elements of the Shannara series are a part of this game world.
But it is still D&D. I did not rewrite the entire PHB and DMG, and I am not re-telling the same old storylines in Terry Brooks’ novels
when I run the game. You will not have to re-learn how to play, and you will not have to abandon your favorite weapons, character classes,
and spells. But to make an omelet you have to break a few eggs, and to make a campaign you have to tweak the game a bit.
In a nutshell, the following additions/subtractions/changes were made to the standard 3.5 Rules:
Additions:
•
New Feats: improving siege warfare, armor use, familiars, and other aspects of the game
•
New Character Classes: most of the “commoner” classes are available for play
•
New Prestige Classes: a dozen of ‘em, for your gaming pleasure
•
New Equipment: darts, poison, magic items, alchemist compounds…
•
New Monsters (shadowen, mord wraiths, and skull bearers, just to name a couple)
•
Supported Supplements: Hero Builder’s Guidebook, Sword & Fist, Defenders of the Faith, Tome & Blood, Song & Silence,
Masters of the Wild, Psionics Handbook
Subtractions
•
Prestige Classes removed: pretty much all of them except Arcane Archer, Assassin, and Shadow Dancer. Most of the Prestige
Classes in the supported supplements were nixed as well.
•
Unsupported Supplements: Manual of the Planes, Oriental Adventures, Ravenloft, Magic of Faerun, and pretty much anything
else with “Forgotten Realms” printed on the cover (I hate FR campaign knock-offs).
Changes:
•
The favored class for elf is now ranger (instead of wizard)
•
Gnomes are dwarf-like savages, not spellcasting sprites
•
Half-orcs are called Half-trolls (because there are no orcs in this setting)
•
Paladins are allowed to be Neutral Good as well as Lawful Good
•
Sorcerers and Wizards are required to multiclass at 2nd level
•
Clerics, druids, sorcerers, and wizards cannot multiclass with each other
•
Sorcerers credit their magic ability to faerie blood (not dragon blood)
•
Several deities changed, as well as their spell domains
•
Equipment selections and prices vary from town to town
•
Most of the monsters in the Monster Manual were reworked or deleted altogether
•
Many other behind-the-scenes changes were made to game mechanics, that only the DM needs to worry about.
The details of these modifications can be found in this booklet, along with some maps and other reading material about The Four Lands,
places, and things. At best, the reading material will give you a good idea of the world that your characters live in. At the very worst, it
will help you sleep.
The Heritage of Shannara Series: The Setting for this campaign
THE SCIONS OF SHANNARA -- Three hundred years have passed since the death of Allanon, and the Four Lands are sadly
changed. The Elves have vanished and the Dwarves are enslaved. The Southland is now under the totalitarian rule of the
Federation, and magic is strictly forbidden.
Yet Par Ohmsford still has some power of the Wishsong. While his brother Coll recites the old legends, Par uses his Wishsong to
bring them to life. Then a mythic horror known as a Shadowen confronts them. A man calling himself Cogline drives it off, but
also brings a message from the ancient Druid, Allanon -- to go to the dread Hadeshorn, along with the other Scions of Shannara.
Wren, who lives in the Westland, and Walker Boh, somewhere in the Eastland.
At the Hadeshorn, Allanon's spirit reveals a terrible future where Shadowen have destroyed all life in the Four Lands. To prevent
that, he orders Par to recover the long-lost Sword of Shannara, Wren to discover the vanished Elves, and Walker Boh to bring
back the Druids and their ancient vanished stronghold of Paranor.
All those tasks are manifestly impossible!
THE DRUID OF SHANNARA -- In the three hundred years since the death of the Druid Allanon, the mysterious, evil Shadowen
have seized control of the Four Lands. The shade of Allanon summons the four scions of Shannara: Par, Coll, Wren, and Walker
Boh. To Walker Boh he gives the duty of restoring the lost Druid's Keep, Paranor. For that, Walker needs the black Elfstone, but
his search leads him into a trap.
Quickening, the daughter of the ancient King of the Silver River, finds Walker Boh dying after an attack by the Shadowen
Rimmer Dall. She heals Walker Boh and tells him that the Elfstone is in the hands of the Stone King, who seeks to turn all the
world to stone. To secure the Elfstone they must travel through the Charnal Mountains into the perilous, unknown land beyond.
and no one knows what horrible monsters the Stone King has set to guard his citadel.
They form a strange company to undertake the quest: Walker Boh, with only one arm and no longer able to summon his magic;
Morgan Leah, whose once-magic sword has been broken; Quickening, who must depend on the men for her defense; and Pe Ell, an assassin who
plans eventually to kill her.
Thus, the quest for the black Elfstone begins.
THE ELF QUEEN OF SHANNARA -- "Find the Elves and return them to the world of Men!" the shade of the Druid Allanon
had ordered Wren.
It was clearly an impossible task. The Elves had been gone from the Westland for more than a hundred years. There was not even
a trace of their former city of Arborlon left to mark their passing. No one in the Westland knew of them -- except, finally, the
Addershag.
The blind old woman had given instructions to find a place on the coast of the Blue Divide, build a fire, and keep it burning for
three days. "One will come for you."
Tiger Ty, the Wing Rider, had come on his giant Roc to carry Wren and her friend Garth to the only clear landing site on the
island of Morrowindl, where, he said, the Elves might still exist, somewhere in the demon-haunted jungle.
Now she stood within that jungle, remembering the warning of the Addershag: "Beware, Elf-girl. I see danger ahead for you...and evil beyond
imagining."
It had proved all too true. Wren stood with her single weapon of magic, listening as demons evil beyond all imagining gathered for attack. How long
could she resist?
And if, by some miracle, she reached the Elves and could convince them to return, how could they possibly retrace her perilous path to reach the one
safe place on the coast?
THE TALISMANS OF SHANNARA -- The descendants of the Elven house of Shannara had all completed their quests. Walker
Boh had restored the Druid's Keep with the Black Elfstone. Wren had restored the missing Elves to the Four Lands. And Par had
found what was quite possibly the legendary Sword of Shannara.
But their work was not yet done. The Shadowen still swarmed over the Four Lands, poisoning all with their Dark Magic. And the
leader of the Shadowen, Rimmer Dall, was determined that the Scions of Shannara would not share the knowledge that would
end the sickness. For Walker, he would dispatch the Four Horsemen. For Wren, he sent an untrue friend. And for Par, he devised
the most terrible fate of all.
The charges given by the shade of the Druid Allanon were doomed to failure -- unless the Shannara children could escape the
traps being laid for them, and Par could find a way to use the Sword of Shannara.
4
Terry Brooks – A biography
Terry Brooks was born in Illinois in 1944, where he spent a great deal of his childhood and early
adulthood. He received his undergraduate degree from Hamilton College, where he majored in English
Literature, and his graduate degree from the School of Law at Washington & Lee University.
A writer since high school, he published the Sword of Shannara, in 1977, the grand result from years of
trying to retain some form of sanity while studying law at Washington & Lee University. It became the
first work of fiction ever to appear on the New York Times Trade Paperback Bestseller List, where it
remained for over five months. The Elfstones of Shannara followed in 1982, once again bringing us an
epic novel of wonder and adventure in the eagerly awaited sequel to The Sword of Shannara. The
Wishsong of Shannara, published in 1985, finished the remarkable trilogy. Magic Kingdom for Sale-Sold! began a best-selling new series for him in 1986, stitching the bounds of fantasy to a new, unseen
height. The Heritage of Shannara, a four-book series returning to the very heart that made him such a
success, concluded with publication of The Talismans of Shannara in 1993.
Then in September 1997, Terry Brooks released his darkest, most complex masterwork yet, Running with the Demon. A novel
whose setting is the very Illinois town he grew up in, it weaves together family drama, fading innocence, cataclysm, and
enlightenment. Next came A Knight of the Word, continuing the saga, and Angel Fire East finished up the trilogy with an amazing
climax.
Terry Brooks also novelized “Hook”, the motion picture starring Robin Williams. Terry was also called upon by George Lucas to
write the novel for “Star Wars Episode 1: The Phantom Menace” in 1999.
At the moment Terry has returned once again to the Shannara series with a new trilogy titled The Voyage of the Jerle Shannara. The
first book, titled Ilse Witch, takes place after the events of The Talismans of Shannara where Walker Boh is still a Druid and is
trying to do something to reform the Druid Council. The following books will be titled Antrax (forthcoming September 2001) and
Morgawr (forthcoming September 2002). Once the trilogy is wrapped up there will be two more, single Shannara books written.
Terry was a practicing attorney for many years, but now writes full-time. He lives with his wife Judine in the Pacific Northwest and
Hawaii.
BOOKS WRITTEN BY TERRY BROOKS:
The Shannara Series
The First King of Shannara
The Sword of Shannara
The Elfstones of Shannara
The Wishsong of Shannara
The Scions of Shannara
The Druid of Shannara
The Elf Queen of Shannara
The Talismans of Shannara
The Voyage of Jerle Shannara: Ilse Witch
The Voyage of Jerle Shannara: Antrax
The Voyage of Jerle Shannara: Morgawr
(and 2 more that we haven’t even heard about yet)
The Landover Series
Magic Kingdom for Sale-Sold!
The Black Unicorn
Wizard at Large
The Tangle Box
Witch's Brew
The Demon series
Running With the Demon
Knight of the Word
Angel Fire East
Other Books
Star Wars Episode I: The Phantom Menace
Hook
5
CHAPTER 2: STUFF YOU NEED
The Bare Essentials
Dice: While you are at the bookstore, you
need to check out their selection of dice. Like
the PHB, you will be required to own your
own set of dice in order to play (a set of dice
has one each of d4, d6, d8, d10, d12, and d20
dice). If you don’t already own a set of dice,
then go ahead and grab one while you are at
the bookstore (they cost $4 to $8).
The Players Handbook: Allow me to be
blunt. If you don’t own the 3rd Edition
Players Handbook, you are not going to
play. Sorry, but this is not negotiable.
You will be referring to it all the time
during gameplay, and sharing a book
only slows things down. So run down to
the bookstore and pick up your own
personal copy of the book and bring it
with you to each game session ($20).
I understand that the cost of the book, and the cost of a set of dice, will run about $30 depending on where you bought these goods
(and what kind of dice you like). These are the only “hidden” costs of the campaign; I do not charge membership dues like some DMs
out there. And, unlike the membership dues, this is actually something you own and can take home with you.
Optional Books
Psionics Handbook: This book is
entirely optional…unless you want to
play the role of a psychic character. If
you choose to play a Psion or a Psychic
Warrior, you will need to pick up your
own copy of this book ($30) in addition
to the 3rd Edition Players Handbook.
But if you have no intentions of ever
playing such a character, then save your
cash.
Tome & Blood: This was a
disappointing book in the series. I
found very little use for it, but it does
have some cool new feats that you
might consider adding to your Wizard
or Sorcerer’s arsenal. The new spells
are somewhat cool, too, but the prestige
classes are downright dorky. Pick it up
if you want to spend the money on it
($20); otherwise, feel free to use mine.
Sword and Fist: If you play a Fighter
or a Monk, you might look into picking
up a copy of this book. It has lots of
new feats, prestige classes, equipment,
and skills that will help make your
combat-oriented character into a true
champion. Like the Hero Builder’s
Guidebook, I already have a copy of
this book for the game table…you are
welcome to it, but if you want one to
take home, you are going to need to buy your own ($15).
Song & Silence: This book, frankly, is
a waste of money. Only three Prestige
classes and two feats were worth
considering, in my opinion. But if you
play a bard or a rogue, you might want
to check it out. But for heavens’ sake,
don’t pay money for it…use my copy
that I have for the game table.
Defenders of the Faith: For those of us
who like to play the Cleric or Paladin,
this optional accessory is a valuable
tool. Like the others, it has plenty of
new skills, feats, equipment, and
prestige classes that enhance the divine
side of the party. I already have a copy
of this book for the game table, but it
stays here. If you would like your own
copy, you will have to purchase it ($18).
Masters of the Wild: The last book in
this series, for Barbarians, Druids, and
Rangers, is probably the most useful for
the Shannara campaign (it outlines
rangers and druids, and the two of these
classes are critical to the game setting).
Pick it up if you are so inclined, but
remember that you can always use my
own personal copy if you would rather
save the $20.
6
CHAPTER 3: CHARACTERS
Changes to the Races
Dwarf: Dwarves are similar in most regards to the standard D&D version, except that they no longer live exclusively underground.
Their life on the surface of the world has made them somewhat different from the mining and tunneling folk described in the Players
Handbook. The following changes are made to the Dwarf race:
•
•
•
Stonecutting grants a +1 racial bonus (not +2 like the PHB says).
Dwarves gain a +2 circumstance bonus to Wilderness Lore checks.
Dwarves gain a +1 racial bonus to attack gnomes.
Aside from these three changes, all other characteristics of this race remain as they are written in the PHB.
Elf: There are few changes to this race in Shannara…in fact, there is only one change worth noting. Magic is a rare thing in Shannara.
Even worse, if you possess the ability to use magic, you could be imprisoned or executed if your secret is well known. For this
reason, the following change has been made to the Elf race:
•
Favored Class: Ranger (instead of Wizard)
All other racial abilities, penalties, and adjustments remain as they are written in the PHB.
Gnome: Gnomes were completely overhauled. If you have read the “Heritage of Shannara” series, you know why these changes were
necessary. See, the gnomes of Shannara are savage, dwarf-like humanoids who live in rocky caves and hills. They are not the
magical little cousins of pixies and sprites, like they are described in the PHB. So to compensate for this, the following adjustments
have been made to the Gnome class:
•
•
•
•
•
•
Size is now Medium (instead of Small)
Gnomes gain a +1 racial bonus to attack dwarves (instead of goblinoids and kobolds)
Gnomes gain the Track feat for free at 1st Level
Gnomes gain a +2 racial bonus to Wilderness Lore checks
Gnomes lose their innate magic abilities (instead of getting free cantrips)
Favored Class: Barbarian (instead of Illusionist)
Everything else about the gnomes has been tweaked and changed a bit, but does not significantly affect game play. I guess what I am
trying to say is, forget everything you read about Gnomes in the PHB.
Halfling: There are no halflings in Terry Brooks’ novels, but that doesn’t mean they cannot exist in the campaign. I played with the
idea of removing this race from the game altogether, but there are too many aspects of D&D that make the halfling race crucial. I
decided to leave the race in, and leave it completely unchanged from the version in the PHB.
Human: There were no changes to this race as written in the 3rd Edition Players Handbook. Human characters are still Medium
sized, still get one extra Feat at 1st Level, still have no favored class, and still get one extra skill point for each level-up.
Half-Elf: Also unchanged. For a complete description, check your PHB.
Half-Orc: Ah, this one changed its name. See, there are no orcs whatsoever in the world of Shannara (bummer, too, because the orcs
were one of my favorite hordes). But I didn’t want to exclude this race from play, so I decided to use the Shannara-equivalent of a
horde: the trolls. For the purpose of this campaign, please refer to the “half-orc” race as “Half-Troll” instead. That’s it. Nothing else
changed except the name.
Please understand that trolls in Shannara are completely different from the standard D&D version of the troll. They are not reptiles,
they do not regenerate hit points, and they are not the size of trees. Trolls in Shannara are more like the bugbears or ogres of classic
D&D lore.
7
Changes to the Classes
The druid class is unchanged from the standard D&D version in
the Players Handbook.
Barbarians: The gnome tribes are the only barbarians that
appear in any of the Shannara novels, but others exist in isolated
regions of The Four Lands. Barbarians are frequently the
survivors of communities ruined by war, or they are the
ancestors of such individuals. Forced into a savage life of
pillaging, these people are rarely encountered outside the
Wilderun.
Fighters: Fighters are common in The Four Lands. There is
never a shortage of people who know how to use a blade. The
Border Legion was the best example of a force of fighters, as
every member was at least a 1st level fighter. The Fighter class
is unchanged from the version found in the Players Handbook.
There is no change to the Barbarian class in Shannara.
Bards (Rovers): These characters are well-known throughout
The Four Lands. Many are Rovers, a people that frequently
travel in large wagon trains. Rovers are seen as dishonest
thieves, and few people trust them. All Rovers who can be
identified as such (by their style of dress, typically) suffer a -2
circumstance penalty to all Bluff and Diplomacy skill checks.
Rovers often travel alone, but they can usually count on a wagon
train to shelter them and their friends.
The Bard class is not changed from the standard Dungeons &
Dragons version.
Clerics: Clerics are quite rare in The Four Lands, for much of
the land does not have organized theology. There are very few
temples, as many people identify them with places of evil (such
as the Hall of Kings). The few clerics that exist in The Four
Lands are in high demand and travel from place to place, healing
the sick and injured.
There are a few changes to the Cleric class in Shannara.
Probably the most obvious is the deities in Shannara are
somewhat different from the deities in the Players Handbook,
with makes some spell domains impossible to attain. Because
they are rare in Shannara, it is likely that clerics would be a
nomad, an outcast who is hunted by the Federation for
practicing magic.
Druids: Normal D&D druids should not be confused with
Allanon, Walker Boh, and the other members of the Druid
Council. Characters of the Druid character class are quire rare
and can be found most frequently among the barbarian tribes in
the Wilderun.
Monks: Martial artists exemplify the ultimate link between body
and mind. Few men or women in The Four Lands possess the
stamina or mental fortitude it takes to master the body. These
individuals are extremely rare, and are shrouded in mystery. It
is likely that a monk would be the last of his or her school.
Paladins: Paladins are holy warriors who fight to make certain
that good triumphs over evil. These individuals are rare, but
respected. Few people have the honor and sense of duty
necessary to take up the mantle of the paladin. Those that do
exist work quietly to better the world around them, pretending to
be nothing more than fighters or rangers.
The Paladin class is unchanged from the version found in the
Players Handbook with the exception of alignment: Paladins are
allowed to be either Neutral Good or Lawful Good. Paladins are
among the most common spellcasters in Shannara, although they
keep these abilities a closely-guarded secret. They would avoid
using their magic abilities except under the direst of
circumstances. Since using magic is against the law in regions
controlled by the Federation, a paladin in these areas might feel
conflicted by his or her Lawful nature by using spells.
Rangers: Rangers are common throughout The Four Lands,
especially in elven and dwarven lands. Living in the Anar
Forest makes rangers a necessity for the dwarven people.
Rangers also wander The Four Lands, sometimes offering their
services as trackers, hunters, or mercenaries.
Rangers are unchanged from the version explained in the
Players Handbook, with one exception. While Rangers are
indeed spellcasters, their “magic” is based more on a
resourcefulness and knowledge of nature and medicine, and not
upon arcane or divine sources of power.
Rogues: Extremely common in The Four Lands, rogues are
present in nearly every community. Although some rogues are
mere thieves, others offer their services as spies or assassins.
Rogues are unchanged from the version in the Players
Handbook.
Sorcerers: These arcane spellcasters are rare, as innate magic is
mostly a thing of the past in The Four Lands. Those individuals
who have magic in their blood are usually the children of faerie
creatures or dark monstrosities. Because of their heritage,
sorcerers often find themselves outcasts at best…imprisoned and
executed at worst.
While sorcerers are rare in The Four Lands, they are also critical
to the storyline of Shannara. The class remains as written in the
Players Handbook, except that they bear a special multiclassing
restriction. Sorcerers must be multiclassed with another nonspellcasting class at 2nd level.
Wizards: Wizards are likewise rare. Many are feared because of
the great damage that dark magic has wrought on The Four
Lands, and many people blame wizards for the presence of the
Shadowen. Those who know how to command magic would be
well-advised to hide that fact unless they feel powerful enough
to stand against the entire Federation alone.
Psionics (Psion and Psychic Warrior): The presence of psychic
power is not very obvious in the Shannara novels, but that does
not necessarily exclude such powers from my campaign. The
abilities associated with psychic power is too often linked with
dark magic, and characters who possess such power should not
flaunt it openly.
Like sorcerers, the wizard class is not changed from the version
detailed in the Players Handbook. However, wizards are also
required to multiclass at 2nd level with a non-spellcasting class
(such as a rogue or fighter).
Psychic power is treated as a form of magic in the Shannara
campaign, and thus the Psion and the Psychic Warrior are
considered to be spellcasters. Like the Sorcerer and Wizard, the
Psion and Psychic Warriors must be multiclassed with any other
non-spellcasting class at 2nd level.
(The Psion and Psychic Warrior classes may be found in the
Psionics Handbook, 3rd Edition or higher. These classes are
optional, and will require you to purchase your own personal
copy of the Psionics Handbook in addition to the Players
Handbook.)
Other Classes
In addition to these class changes, there are four new classes for you to choose from: the Aristocrat, the Commoner, the Expert, and the
Warrior. These additional classes are presented for those of you who would like to make a character exactly like one of the main characters
of Terry Brooks’ Heritage of Shannara series.
In the Shannara books, hardly anyone is dedicated to a profession as an adventurer or treasure hunter. For the most part, they are ordinary
people with ordinary gifts, who are put into situations that force them to develop skills on combat, tracking, magic, and survival in order to
overcome the odds that they are up against. Some were soldiers, some were farmers, and a few were born into wealth…but all became
champions through their triumph over their circumstances.
To imitate these characters in the game, I present these “common” classes that are normally reserved for NPC characters only. You may
choose to play the role of a humble butcher, baker, or candlestick maker (the “expert” class), and multiclass them into a Fighter or Rogue.
You might decide that your character was a farmer, lumberjack, or peasant (the “commoner” class) for years before he decided to become a
priest. Your character could have been a spoiled little rich kid, the son of a prince, or the wife of a baron (the “aristocrat” class), before
running away from home to start a life as a bard. And perhaps your ranger was once a soldier (the “warrior” class) before he struck out on
his own to become a mercenary.
These classes are entirely optional. You don’t have to use them if you don’t want to, and you are free to use them however you want to. I
recommend that you stick to the standard classes in the Players Handbook if you are new to D&D, however, because it takes an advanced
player to properly multiclass a character that starts out at this lowly state. You are not doing your character any injustice by sticking to the
standard classes.
And frankly, these new classes will make very boring characters unless you know how to play them. (“Hey guys! I just leveled up, and
now I know how to make candles from beeswax!”) Commoners cannot fight very well, they don’t know how to use magic, and they really
aren’t all that intelligent either. And even aristocrats and experts can be difficult to keep alive in the game, regardless of their skills and
money (I’d like to see Bill Gates or Prince Charles try to swing a battle axe…hell, I’d like to see them lift one…)
For the descriptions of these new classes, turn the page.
Aristocrat
Aristocrats are usually educated, wealthy individuals born into
high position. Aristocrats are not only the well-born, but also the
wealthy or politically influential people in the world. They are
given the freedom to train in the fields of their choice, for the
most part, and to travel widely. With access to all the best goods
and opportunities, many aristocrats become formidable
individuals. Some even go on adventures with fighters, wizards,
and other classes, although usually such activities are nothing
more than a lark.
The Aristocrat has an impressive selection of skills and
respectable combat training. Being an aristocrat, however, isn't
so much a choice as it is a position that you are born into.
Characters cannot take aristocrat as a multiclass unless aristocrat
is the first class chosen. Mostly, this class is reserved for rulers,
their families, and their court.
Hit Dice: d8
Class Skills: The aristocrat's class skills (and the key ability for
each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha),
Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle
Animal (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge
(varies)(Int), Listen (Wis), Perform (Cha), Read Lips (Int,
exclusive skill), Ride (Dex), Sense Motive (Wis), Speak
Language (Int), Spot (Wis), Swim (Str), and Wilderness Lore
(Wis). See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Starting Gold: 6d8x10 gp.
10
Base
Fort
Ref
Will
Level
Attack Bonus
Save
Save
Save
-----------------------------------------1
+0
+0
+0
+2
2
+1
+0
+0
+3
3
+2
+1
+1
+3
4
+3
+1
+1
+4
5
+3
+1
+1
+4
6
+4
+2
+2
+5
7
+5
+2
+2
+5
8
+6/+1
+2
+2
+6
9
+6/+1
+3
+3
+6
10
+7/+2
+3
+3
+7
11
+8/+3
+3
+3
+7
12
+9/+4
+4
+4
+8
13
+9/+4
+4
+4
+8
14
+10/+5
+4
+4
+9
15
+11/+6/+1
+5
+5
+9
16
+12/+7/+2
+5
+5
+10
17
+12/+7/+2
+5
+5
+10
18
+13/+8/+3
+6
+6
+11
19
+14/+9/+4
+6
+6
+11
20
+15/+10/+5
+6
+6
+12
-------------------------------------------
Class Features:
The following is a class feature of the aristocrat class:
Weapon and Armor Proficiency: The aristocrat is
proficient in the use of all simple and martial
weapons, and with all types of armor and shields.
Note that armor check penalties for armor heavier
than leather armor apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick
Pocket, and Tumble.
Commoner
The common folk form the fields, staff the shops, build the
homes, and produce (and transport) the goods in The Four
Lands, working in the background of the campaign. Commoners
usually have no desire to live the wandering, dangerous life of
an adventurer and possess none of the skills needed to undertake
the challenges adventurers must face. Commoners are skilled in
their own vocations and make up the majority of the population.
Player characters should not be just commoners, since
commoners make poor adventurers (but hey, it's your neck).
Instead, consider multiclassing your commoner with a standard
class, such as fighter.
Hit Dice: d4
Base
Fort
Ref
Will
Level
Attack Bonus
Save
Save
Save
-----------------------------------------1
+0
+0
+0
+0
2
+1
+0
+0
+0
3
+1
+1
+1
+1
4
+2
+1
+1
+1
5
+2
+1
+1
+1
6
+3
+2
+2
+2
7
+3
+2
+2
+2
8
+4
+2
+2
+2
9
+4
+3
+3
+3
10
+5
+3
+3
+3
11
+5
+3
+3
+3
12
+6/+1
+4
+4
+4
13
+6/+1
+4
+4
+4
14
+7/+2
+4
+4
+4
15
+7/+2
+5
+5
+5
16
+8/+3
+5
+5
+5
17
+8/+3
+5
+5
+5
18
+9/+4
+6
+6
+6
19
+9/+4
+6
+6
+6
20
+10/+5
+6
+6
+6
Class Skills: The commoner's class skills (and the key ability
for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha),
Jump (Str), Listen (Wis), Profession (Int), Ride (Dex), Spot
(Wis), Swim (Str), and Use Rope (Dex). See Chapter 4: Skills in ------------------------------------------the Players Handbook for skill descriptions.
Class Features:
The following is a class feature of the commoner
Skill Points at 1st Level: (2 + Int modifier) x 4.
class:
Skill Points at Each Additional Level: 2 + Int modifier.
Weapon and Armor Proficiency: The commoner is
Starting Gold: 5d4 gp.
proficient with one simple weapon. He is not
proficient with weapons, armor, or shields. Note that
armor check penalties for armor heavier than leather
apply to the skills Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Pick Pocket, and
Tumble.
11
Expert
Experts operate as craftsfolk and professionals in the world.
They normally do not have the inclination or training to be
adventurers, but they are capable in their own field. The skilled
blacksmith, the astute barrister, the canny merchant, the
educated sage, and the master shipwright are all experts.
Potentially, the expert could make a stand-alone PC class, but
only for those players willing to create a character focused in
something other than traditional adventuring careers. Experts
have a vast number of skills. Most towns and communities have
at least a few experts in various fields. This class is most often
used for elite NPCs such as craftsmen, experienced merchants,
seasoned guides, wily sailors, learned sages, and other highly
skilled professions.
Hit Dice: d6
Base
Fort
Ref
Will
Level
Attack Bonus
Save
Save
Save
-----------------------------------------1
+0
+0
+0
+2
2
+1
+0
+0
+3
3
+2
+1
+1
+3
4
+3
+1
+1
+4
5
+3
+1
+1
+4
6
+4
+2
+2
+5
7
+5
+2
+2
+5
8
+6/+1
+2
+2
+6
9
+6/+1
+3
+3
+6
10
+7/+2
+3
+3
+7
11
+8/+3
+3
+3
+7
12
+9/+4
+4
+4
+8
13
+9/+4
+4
+4
+8
14
+10/+5
+4
+4
+9
15
+11/+6/+1
+5
+5
+9
16
+12/+7/+2
+5
+5
+10
17
+12/+7/+2
+5
+5
+10
18
+13/+8/+3
+6
+6
+11
19
+14/+9/+4
+6
+6
+11
20
+15/+10/+5
+6
+6
+12
-------------------------------------------
Class Skills: The expert can choose any ten skills to be class
skills. One or two of these skills can be skills exclusive to some
other class (but no more than two exclusive skills may be Class Features:
chosen). See Chapter 4: Skills in the Players Handbook for skill The following is a class feature of the expert class:
descriptions.
Weapon and Armor Proficiency: The expert is
proficient in the use of all simple weapons and with
Skill Points at 1st Level: (6 + Int modifier) x 4.
light armor but not shields. Note that armor check
Skill Points at Each Additional Level: 6 + Int modifier.
penalties for armor heavier than leather apply to the
skills Balance, Climb, Escape Artist, Hide, Jump,
Move Silently, Pick Pocket, and Tumble.
Starting Gold: 3d4 x 10 gp.
12
Warrior
The warrior is a strong, stout combatant without the specialized
training and finesse of a fighter, the survival and outdoor skills
of the barbarian or ranger, or the sophistication and religious
focus of a paladin. The warrior is a straightforward and unsubtle
opponent in a fight, but not an inconsiderate one.
Warriors are not as good as fighters, so you are encouraged to
avoid this class in favor of the standard combat-oriented ones in
the Players Handbook if all you want to do is fight.
Representing experience in fighting and related areas but not
sophisticated training, warriors are common among the
humanoids and giants (goblins, ogres, and so forth). This class is
also used for soldiers (although perhaps not for commanders or
career soldiers), guards, local thugs, gang members, bullies, and
even regular people who have learned to defend their homes
with some measure of ability.
Hit Dice: d8
Base
Fort
Ref
Will
Level Attack Bonus
Save
Save
Save
-----------------------------------------1
+1
+2
+0
+0
2
+2
+3
+0
+0
3
+3
+3
+1
+1
4
+4
+4
+1
+1
5
+5
+4
+1
+1
6
+6/+1
+5
+2
+2
7
+7/+2
+5
+2
+2
8
+8/+3
+6
+2
+2
9
+9/+4
+6
+3
+3
10
+10/+5
+7
+3
+3
11
+11/+6/+1
+7
+3
+3
12
+12/+7/+2
+8
+4
+4
13
+13/+8/+3
+8
+4
+4
14
+14/+9/+4
+9
+4
+4
15
+15/+10/+5
+9
+5
+5
16
+16/+11/+6/+1
+10
+5
+5
17
+17/+12/+7/+2
+10
+5
+5
18
+18/+13/+8/+3
+11
+6
+6
19
+19/+14/+9/+4
+11
+6
+6
20
+20/+15/+10/+5 +12
+6
+6
------------------------------------------
Class Skills: The warrior's class skills (and the key ability for Class Features:
each skill) are Climb (Str), Handle Animal (Cha), Intimidate The following is a class feature of the expert class:
(Cha), Jump (Str), Ride (Dex), and Swim (Str). See Chapter 4:
Weapon and Armor Proficiency: The warrior is
Skills in the Players Handbook for skill descriptions.
proficient in the use of all simple weapons and
martial weapons, and all armor and shields. Note that
Skill Points at 1st Level: (2 + Int modifier) x 4.
armor check penalties for armor heavier than leather
Skill Points at Each Additional Level: 2 + Int modifier.
apply to the skills Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Pick Pocket, and
Tumble.
Starting Gold: 3d4 x 10 gp.
13
Prestige Classes
Sooner or later, someone is going to want to choose a Prestige class. That is perfectly okay with me (hey, it is one of those things that
makes the 3rd Edition D&D game so great), but there are a few things that you need to know first. Be sure to read the “Multiclassing”
rules variant in the next section, before you get too excited about building the world’s greatest Assassin. Then, read this page to make
sure your favorite Prestige class is even allowed in Shannara. Doing these two things will prevent arguments later on in the game.
Prestige Classes in Shannara:
When I was sorting through the endless supply of Prestige classes in my various books, it became obvious that I was going to have to
cut back on some of them. For starters, some were so lame that nobody in their right mind would want to play one (loremaster,
anyone?). Others were ill-suited to the setting (exorcists and samurai, for example), and others were just…weird (master of shrouds,
master of chains, and just about every single one of the Prestige Classes in Tome and Blood). If I allowed any and all of these classes
into the campaign, the whole setting would melt down into one bland, generic lump…another Forgotten Realms, if you will.
I created this list of acceptable Prestige classes for only one reason: to preserve the “feel” of the campaign. Shannara is not a place
where ninjas and samurai battle each other, and it is not a place where every other person has a new and creative way to cast spells.
Magic is not the point in The Four Lands, it is beside the point. Granted, Shannara is a place of fantasy…but it should have a very real
feel to it.
The following Prestige classes are allowed in the campaign. I may add more later (once I get a copy of Masters of the Wild), and I’ll
let you know if I do.
Hexer (MW page 63)
Holy Liberator (DF page 57)
Hospitaler (DF page 60)
King/Queen of the Wild (MW page 65)
Lasher (SF page 25)
Outlaw (SS page 11)
Shadowdancer (DMG page 34)
Spellsword (TB page 67)
Tamer of Beasts (MW page 70)
Tempest (MW page 72)
Templar (DF page 72)
Thief Acrobat (SS page 18)
Warmaster (SF page 37)
War Priest (DF page 74)
Watch Detective (MW page 75)
Weapon Master (SF page 38)
Windrider (MW page 77)
Alchemist (see below)
Arcane Archer (DMG page 28)
Arcane Trickster (TB page 47)
Assassin (DMG page 29)
Bladesinger (TB page 49)
Blighter (MW page 48)
Bloodhound (MW page 49)
Cavalier (SF page 12)
Deepwood Sniper (MW page 52)
Devoted Defender (SF page 13)
Duelist (SF page 17)
Dungeon Delver (SS page 7)
Elder Druid (see below)
Exotic Weapon Master (MW page 53)
Foe Hunter (MW page 56)
Forsaker (MW page 57)
Frenzied Berzerker (MW page 59)
Geomancer (MW page 60)
(DMG) Dungeon Master’s Guide, (SF) Sword and Fist, (DF) Defenders of the Faith, (TB) Tome and Blood, (SS) Song and Silence,
(MW) Masters of the Wild
But what about the (insert name here) Class?
Rest assured that it was not an oversight if your favorite Prestige Class was not included. Every single one of them in the licensed 3rd
Edition Dungeons & Dragons game products has been reviewed, and many others from the Wizards of the Coast website as well. If
your favorite Prestige Class was not listed above, it is probably because I didn’t think it would fit into the campaign. If I cannot match
the Prestige class you want to a single person, character, or stereotype in the Heritage of Shannara series, then it probably won’t work.
That doesn’t mean I have considered every possible Prestige Class out there, though. If you happen to read about a new Prestige Class
in a book, or if you happen to download a Prestige Class off of the Internet that you would like for me to consider, just print it out and
bring it to the next game session with you. I’ll read it, look it over, make changes if necessary, and either approve or deny it. I’m the
DM. That’s my job.
Prestige Classes and Multiclassing
I am glad you asked. Check the “Multiclassing” section for more information about giving your rogue/fighter a Prestige Class, or for
the rules concerning Assassin/Duelists.
14
Prestige Class: Classic Alchemist
The Classic Alchemist, while considered a “spellcaster” in the
game, is more of a scientist than a wizard. Where most spellusing classes base their power upon arcane lore or divine
intervention, the Classic Alchemist draws from the basics of
science, physics, and medicine to bend…and sometimes change
altogether…the laws and properties governing nature.
Alchemists spend the majority of their time in their labs or
libraries, busy with research. Often they find it necessary to go
“out into the field,” to gather fresh ingredients, find information,
or experiment their new-found formulas. Traveling Alchemists
are often welcomed in any city or town…their goods and
services fetch a high price on the open market, and their healing
powers are legendary.
Some Alchemists seek to rid the world of illness, investing vast
amounts of time and money into research to cure every known
illness. Other Alchemists are concerned with the origins of life,
and the ability to create life from non-living matter is considered
their highest goal. Still others seek to live forever, by finding
alchemical means to reverse the aging process. The pinnacle of
all alchemy, however, has long been to turn lead into gold.
Requirements
To qualify to become a Classic Alchemist, a character must
fulfill all the following criteria:
Skills: Craft (Alchemy) (8 ranks), Heal (5 ranks), Knowledge
(arcana) (5 ranks)
Feats: Skill Focus: Craft (Alchemy)
Special: The Classic Alchemist must have a permanent
residence, and must build a laboratory there.
Class Skills
The Classic Alchemist’s class skills (and the key ability for each
skill) are Craft (Alchemy) (Int), Concentration (Con), Craft
(Int), Heal (Wis), Knowledge: Arcana (Int), Profession (Wis),
and Spellcraft (Int).
Skill points per level: 4 + Int modifier
Class Features
All the following are class features of the Classic Alchemist
prestige class.
Weapon and Armor Proficiency: Similar to sorcerers, Classic
Alchemists are proficient with all simple weapons, but not with
any type of armor or shield. Armor of any type interferes with
the ability to mix various ingredients properly and quickly, and
could cause his spells to fail. Note that standard armor check
penalties apply.
Alchemic Spells: Beginning at 1st Level, Classic Alchemists
gain the ability to cast their own unique spells from a separate
list. To cast a spell, the Alchemist must have an Intelligence
score of at least 10 + the spell level. These spells are identical in
range and effect as their divine or arcane versions, except that all
of them have multiple material components and none of them
require a vocal component. Thus, the Alchemist need not be able
to speak in order to cast spells, and cannot be silenced.
The Classic Alchemist gains spells in much the same way a
wizard does: spells are kept in a book, and may be transcribed
there from other Classic Alchemists or from alchemic spell
scrolls. (Please note that arcane or divine spells cannot be
scribed into an Classic Alchemist’s spell book. Alchemy is
vastly different from all other forms of magic, and the “recipes”
aren’t the same.) Thus it becomes possible for the Alchemist to
have a vast number of spells in his book, but only a few may be
cast daily.
The Classic Alchemist prepares spells in a manner similar to
wizards…time must be set aside each morning for preparing
recipes, gathering fresh components, and cleaning equipment for
use. The Alchemist selects which spells he would like to prepare
for, and may only cast those spells for the remainder of the day.
Alchemist spells are based on Intelligence. To cast an alchemist
spell, the Classic Alchemist must have an Intelligence score of
at least 10 + the spell’s level. A Classic Alchemist’s bonus
spells are based on Intelligence (see Table 1-1, page 8 of the
Core Rulebook I for more information on bonus spells).
Unlike other spellcasting classes, an Alchemist may know any
number of spells, but may only cast a few each day. Whenever
a Classic Alchemist achieves a new level, he gains two new
spells of his choice to add to his book. These two free spells
must be Alchemist spells that the character is eligible to cast.
Create Alchemic Items (Ex): Beginning at 1st Level, the
Classic Alchemist gains the ability to create alchemic items with
a Craft (Alchemy) skill check (acid, alchemist’s fire, antitoxin,
quicklime, smokesticks, sunrods, tanglefoot bags, thunderstones,
and tindertwigs, as well as alchemically silvered weapons) but at
half their listed price. The Classic Alchemist must be in his or
her laboratory to use this ability.
Identify Matter (Ex): The Classic Alchemist is well-studied in
chemistry and physics, nature and science. Beginning at 2nd
Level, the Classic Alchemist gains a competence bonus equal to
his class level, to all attempts at identifying substances. Thus, a
5th level Classic Alchemist would gain a +5 competence bonus
to his Knowledge (nature) check to identify a red powder as
poisonous mold spores. This is an extraordinary ability.
Make Medicine (Ex): At 3rd Level, the Classic Alchemist is
able to create medicines from common ingredients that heal
increasing amounts of damage. Once per day, the Alchemist
may create a salve (or potion, or ointment, or capsule, etc.) that
will naturally heal a number of hit points equal to his level times
four. Thus, a 7th level Classic Alchemist could heal up to 28
points of damage with his medicine. These points may be
spread out among up to four separate doses, so long as the total
damage healed does not exceed the Classic Alchemist’s level
times four. This is an extraordinary (non-magical) ability.
Brew Potion (Ex): Also at 3rd Level, the Classic Alchemist
gains the Brew Potion feat for free if he does not already have it.
Identify Potion (Sp): Beginning at 4th Level, the Classic
Alchemist may identify magical potions by examination only,
without having to sample the potion or even open the potion’s
container. Effectively, the Classic Alchemist gains the spell-like
ability to cast identify at will, but only upon potions, ointments,
oils, and similar concoctions.
Vaccinations (Ex): By the time the Classic Alchemist reaches
6th Level, he is completely resistant to all diseases of natural
origin, and gains a +4 bonus to all save throws against magical
diseases. His great knowledge of diseases, and easy access to
treatments and remedies, has strengthened his immune system to
perfection. This is an extraordinary ability.
Lead to Gold (Su): The grandest achievement of alchemy is to
transmute lead into gold, and at 8th Level, the Classic Alchemist
has mastered it. The Alchemist may change a quantity of lead
into an equal quantity of pure gold, at the sacrifice of his energy.
This ability may only be used once per month at most.
Classic Alchemist Spell List
To transmute lead into gold, the Classic Alchemist must be in
his laboratory. The process is long and tedious, and takes one
week for every 1000 gp created. Further, the Alchemist must
spend one XP point for every 25 gold pieces (or gold piece
equivalent) created…thus, if an Alchemist wished to create
25,000 gp from lead, he would lose 1,000 XP in the process. If
this XP drain would cause the Alchemist to lose any levels (of
any class), the process fails.
1st Level: burning hands, cause fear, create water, cure light
wounds, grease, inflict light wounds, jump, light, obscuring mist,
purify food and drink, remove fear, sleep
The gold created through the use of this ability is completely
normal in every way, and even the most skilled metallurgist
would not be able to tell the difference between refined gold and
transmuted gold. The gold does not revert back to lead, and
cannot be dispelled back into lead.
3rd Level: chill metal, cure serious wounds, heat metal,
fireball, gaseous form, haste, hold person, inflict serious
wounds, remove blindness/deafness, remove disease, slow,
stinking cloud, stone shape, water breathing
One pound of lead yields 1 pound of gold by the use of this
ability. The physical shape of the metal is not changed; thus,
bars of lead would be transmuted into bars of gold, and lead dust
would be transmuted into gold dust.
Fountain of Youth (Su): A 10th Level Classic Alchemist has
learned the secret to aging, and has developed a means to slow
this process considerably. The Alchemist ages at ¼ the normal
rate (ages only 1 year for every 4 years of time that passes),
increasing his life expectancy four-fold. This is a supernatural
ability.
Classic Alchemists choose their spells from the following list:
2nd Level: aid, blindness/deafness, bull’s strength, cat’s grace,
calm emotions, cure moderate wounds, delay poison, fog cloud,
gentle repose, glitterdust, inflict moderate wounds, Melf’s acid
arrow, pyrotechnics, remove paralysis, scare
4th Level: cure critical wounds, fear, fire trap, giant vermin,
inflict critical wounds, minor creation, neutralize poison,
poison, repel vermin, rusting grasp, solid fog, stoneskin
5th Level: cloudkill, fabricate, feeblemind, flame strike, flesh to
stone, harm, heal, hold monster, major creation, raise dead,
stone to flesh, transmute mud to rock, transmute rock to mud,
transmute metal to wood
THE CLASSIC ALCHEMIST
Level
1
2
3
4
5
6
7
8
9
10
BAT
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
----------------Spells By Level-------------1
2
3
4
5
1
2
2
1
3
2
3
2
1
3
3
2
4
3
2
1
4
3
3
2
4
4
3
2
1
4
4
3
3
2
Special
Cast Spells, Create Alchemic Items
Identify Matter
Make Medicine, Brew Potion feat
Identify Potion
Vaccinations
Lead to Gold
Fountain of Youth
Prestige Class: Artillery Expert
“Let’s bring it down.”
The unequalled master of siege combat, the Artillery Expert is to
siege warfare what the knight is to chivalry. All of his training,
all of his skill, is centered around the perfect mastery of the
siege.
Artillery Experts are most often dwarves; dwarves have an
appreciation for both machinery and combat that is unequalled
by any of the other races. Humans occasionally train for this
class, but Artillery Experts is all but unheard of among the elves
or halflings.
Prerequisites
To qualify for the Artillery Expert Prestige Class, the character
must satisfy all of the following requirements:
Base Attack Bonus: +6 or higher
Skills: Craft: Alchemy (5 ranks), Profession: Siege Engineer (5
ranks)
Feats: Weapon Focus (any siege weapon), Leadership
Hit Dice: d8
Class Skills:
The Class Skills for the Artillery Expert (and the key ability for
each) are Alchemy (Int), Craft (Int), Diplomacy (Cha), Disable
Device (Int), Intuit Direction (Wis), Knowledge (Engineering)
(Int), Spot (Wis), and Wilderness Lore (Int).
Skill points per level: 4 + Int. modifier
Class Abilities:
The following are the class abilities of the Artillery Expert class:
Weapon and Armor Proficiency: The Artillery Expert is
proficient with all simple weapons, as well as all siege weapons.
They are not proficient with any armor or shields, as these things
often interfere with the efficient operation of a siege machine.
Demolition (Ex): The Artillery Expert is highly skilled in
demolition engineering, and knows just how to hit a structure to
bring it down quickly. Starting at 1st Level, the Artillery Expert
causes an extra 1d6 points of damage on all structures he hits
with a siege weapon. This amount of damage is increased by
+1d6 for every two Artillery Expert levels, to a maximum of
+5d6. Please note that this extra damage applies only to damage
to structures, not living creatures. This is an extraordinary
ability.
Field Mechanic (Ex): Battle is very unpredictable, and
whatever could possibly go wrong often will. The Artillery
Expert has learned to make repairs on his siege engine quickly
and effectively, even with very limited resources. At 1st Level,
the Artillery Expert gains a +4 competence bonus to all Craft
checks when making repairs on a damaged siege weapon. This
is an extraordinary ability.
Sabotage (Ex): Experience with siege warfare coupled with a
knowledge of machinery makes the Artillery Expert especially
proficient at destroying siege weapons. At 1st Level, the
Artillery Expert gains a +4 competence bonus to all Disable
Device checks when attempting to sabotage a siege weapon.
This is an extraordinary ability.
Rapid Reload (Ex): The Artillery Expert is the definition of
efficiency, and can simplify mechanical tasks on his siege
weapon to increase performance. Beginning at 2nd Level, any
siege weapon operated or manned by the Artillery Expert fires
one round faster than it normally would. For example, an
Artillery Expert is manning the 5-man crew of a heavy catapult.
Normally the weapon would fire every 8 rounds, but having the
Artillery Expert on the engine would allow it to fire every 7
rounds. This is an extraordinary ability.
Multitasking (Ex): At 4th Level, the Artillery Expert has
learned to do multiple tasks at once, effectively allowing him to
do the work of two crewmen when operating a siege weapon.
The Artillery Expert counts as 2 men when operating any siege
device, for all intents and purposes. This is an extraordinary
ability.
Concussion (Su): A 6th Level Artillery Expert with at least 9
ranks in Craft (Alchemy) has learned to add explosive charges to
projectiles fired from his siege weapon. By taking double the
time required to load the weapon, he can replace the
conventional projectile with a modified load that explodes on
impact, creating an effect similar to a thunderstone. When this
projectile strikes a hard surface, it inflicts damage as normal and
creates a deafening bang (a sonic attack). Creatures within a 20foot radius of the point of impact must make Fortitude saves
(DC 18) or be deafened. Deaf creatures, in addition to the
obvious effects, suffer a -4 penalty on initiative and a 20%
chance to miscast and lose any spell with a verbal (V)
component that they try to cast. This is a spell-like ability that
may be used three times per day.
Incendiary Payload (Su): An 8th Level Artillery Expert with at
least 11 ranks in Craft (Alchemy) has the ability to fire
flammable substances from his projectile siege weapon. By
spending twice the amount of time required to load his projectile
siege weapon, he can substitute the conventional payload with a
modified load similar to alchemist’s fire. This sticky, adhesive
substance ignites when exposed to air, covering a 20’ radius
centered on the point of impact. These flames burn for 3 rounds.
Targets hit by the payload take impact damage as normal. On
the round following impact, any creatures or wooden structures
in the area takes an additional 1d6 points of fire damage, and all
flammable materials ignite. Any creatures in the area can take a
full-round action to attempt to extinguish the flames before
taking this additional damage. It takes a successful Reflex
saving throw (DC 10 + Artillery Expert level) to extinguish the
flames. This is a spell-like ability that may be used three times
per day.
Pyrotechnics (Sp): A 10th Level Artillery Expert with at least
13 ranks in Craft (Alchemy) has perfected the explosive
payloads of his siege weapons. By taking three times the time
required to load a projectile siege weapon, he can replace the
conventional projectile with a modified load that explodes on
impact, creating an effect similar to a fireball spell. When this
projectile strikes a hard surface, it inflicts damage as normal and
creates a fiery explosion centered upon the point of impact. This
explosion has a 20-foot radius and causes 1d6 points of fire
damage per Artillery Expert level (halved by a successful Reflex
save, DC 10 + Artillery Expert level) to all in the area of effect.
This is a spell-like ability that may be used up to 3 times per
day.
THE ARTILLERY EXPERT
Base Attack
Level
Bonus
1
+1
2
+1
3
+2
4
+3
5
+4
6
+5
7
+6/+1
8
+6/+1
9
+7/+2
10
+8/+3
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Demolition +1d6, Field Mechanic, Sabotage
Rapid Reload
Demolition +2d6
Multitasking
Demolition +3d6
Concussion
Demolition +4d6
Incendiary Payload
Demolition +5d6
Pyrotechnics
Prestige Class: Divine Archer
“Make our path straight as an arrow...”
The Divine Archer is a holy and upright man, blessed by higher
powers with uncanny skill in the bow. Many were once archers
who took up the cloth; others were crusaders who discovered
their talents with the bow through the course of their ministry.
Regardless of their background, they all have two things in
common: mastery of the bow, and a strict allegiance to their
deity. They are the hunters of the undead and demons, and are
the bane of those who would practice or spread evil. Most
Divine Archers are human, but elves of Good alignment often
take up the path. They are patient and careful fighters, preferring
peaceful solutions to violence...but do not hesitate to let arrows
fly toward the hearts of demons and the undead.
Almost all Divine Archers are Paladins and Clerics who took it
upon themselves to master the bow. These characters see their
skill with the bow as a divine blessing from their higher power
and considering it their duty to use this blessing against the
forces of evil.
Prerequisites
To qualify for the Divine Archer Prestige Class, the character
must satisfy all of the following requirements:
Alignment: Any good
Base Attack Bonus: +6 or higher
Feats: Weapon Focus (any bow), Extra Turning
Spellcasting: The character must be able to Turn the undead,
and must be able to cast divine spells.
Hit Dice: d8
Divine Arrows (Su): At 1st Level, the Divine Archer has
gained great favor with his deity, and may pray to his deity for
arrows. By whispering a short prayer while pulling back his
bowstring, the Divine Archer is given a magical arrow from his
deity. This divine arrow is an arrow +1, and appears to be
normal in every way. This arrow disappears seconds after
impacting its target, or immediately if the bow is unloaded
without firing. This supernatural ability may be used any
number of times per day.
At 5th level, and again at 9th level, the enhancement bonus for
the Divine Arrows increases by +1 (to a max of +3 at 9th level).
Smite Evil (Su): Once per day, a Divine Archer of 2nd Level or
greater may attempt to smite evil with one ranged attack with his
favored bow. He adds his Charisma modifier (if positive) to the
attack roll and deals one extra point of damage per Divine
Archer level (to a maximum of +10). If the Divine Archer
accidentally smites a creature that is not evil, the smite has no
effect but is still used up for that day. This damage does not
stack with Holy damage (below). This is a supernatural ability.
Paladins who take the Divine Archer Prestige Class may use this
Smite Evil ability twice a day, once for each class. They do not
add both their Paladin and Divine Archer levels to the damage
inflicted by the Smite; damage for each is calculated using the
highest applicable class level.
Archery Domain (Ex): At 3rd Level, the Divine Archer gains
access to the Archery Domain (below), even if the character has
no previous levels of cleric. The character gains the granted
power for the domain (Point Blank Shot as a bonus feat), and
may prepare one extra spell from the Archery Domain spell list
for each level of spell he can cast. For more information, see
“Clerics and Domains,” in the Core Rulebook I.
Class Skills:
The Class Skills for the Divine Archer (and the key ability for
each) are Concentration (Con), Craft (Int), Diplomacy (Cha),
Heal (Wis), Knowledge (religion) (Int), Profession (Wis),
Spellcraft (Int), and Spot (Wis).
Skill points per level: 4 + Int. modifier
Class Abilities:
The following are the class abilities of the Divine Archer
Prestige class:
Weapon and Armor Proficiency: Divine Archers gain no new
weapon, shield, or armor proficiencies by taking the Divine
Archer Prestige Class.
Paladin Path: Paladins who take this Prestige Class do not
suffer any of the restrictions and penalties that a multiclassed
Paladin might normally incur, and may continue advancement in
Paladin levels at the player’s discretion.
Turn Undead (Ex): Divine Archers are equally devoted to the
destruction of undead as clerics or paladins are. For each level
of Divine Archer achieved, the character may Turn the Undead
as if he had also gained a level of cleric or paladin. The
character gains no other benefits of an increased level (such as
spells per day, uses of the remove disease ability, etc.).
Divine Guidance (Ex): When fighting with a bow, the Divine
Archer may use his Wisdom bonus instead of his Dexterity
bonus for attack rolls (whichever is higher). This is an
extraordinary ability.
Bolt of Divine Power (Ex): Beginning at 4th Level, the Divine
Archer has learned to channel divine power through his arrows
to specifically target the Undead. By spending one Turn Undead
attempt for that particular day, the Divine Archer may attempt to
Turn a single undead monster struck by his arrow. The player
must state that he wishes to use this ability before the attack roll
is made (thus, a miss ruins the attempt).
If the attack roll hits, the player rolls damage as normal and adds
his Divine Archer level to the result. If this number is equal to
or greater than the Hit Dice of the monster struck, the Turn
attempt is automatically successful. If the Hit Dice rolled is
TWICE that of the Hit Dice of that particular monster, the
undead is destroyed instead. Effectively, this ability allows the
Divine Archer to use his attack roll in place of the Turning
Check when turning the undead.
Please note that the undead creature still takes any applicable
damage from the arrow, regardless of whether the Turn attempt
is successful. Undead monsters may not be Rebuked or
Commanded by the use of this ability.
Extra Turning (Ex): A Divine Archer’s hatred for the undead
grows within him, and he cries out to his deity for more power
against their kind. The deity of a Divine Archer recognizes his
strength against the undead, and answers this prayer. At 6th
level, the Divine Archer gains the Extra Turning feat for free as
a bonus feat.
Holy Arrow (Sp): Beginning at 7th Level, the Divine Archer
can empower his arrows with a powerful burst of holy energy by
spending a normal Turn Undead attempt. All arrows fired from
the bow on the round that the Turn Undead slot is spent are
considered to be holy arrows, and will inflict an extra 2d6 points
of holy damage to any creature of evil alignment on a successful
hit. This is a spell-like ability.
Archery Domain
Bolt of Banishment (Sp): At 8th Level, the Divine Archer is the
ultimate weapon against demons (evil outsiders). By spending a
normal turn attempt for the day, the cleric may attempt to banish
any evil outsider he hits with an arrow, similar to the spell of the
same name. The player must state that he wishes to use this
ability before the attack roll is made, and if successful, the evil
outsider must make a Will save (DC 20) or be banished to its
home plane. Evil outsiders who have more than twice the hit
dice of the Divine Archer's level are unaffected by this ability.
Please note that the evil outsider still takes damage from the
arrow, regardless of whether the Will save is successful or not.
This is a supernatural ability.
Archery Domain Spells
1. True Strike. Adds +20 to your next attack roll.
2. Protection from Arrows. Subject is immune to most
ranged attacks.
3. Flame Arrow. Shoots flaming projectiles (extra damage)
or fiery bolts (4d6 damage).
4. Greater Magic Weapon. +1 bonus/3 levels (+5 max)
5. True Seeing. See all things as they really are
6. Repel Wood. Pushes away wooden objects.
7. Repulsion. Creatures cannot approach you.
8. Holy Aura. +4 AC, +4 resistance, and SR 25 against evil
spells.
9. Foresight. “Sixth sense” warns of impending danger.
Power Bolt (Sp): At 10th Level, the Divine Archer has gained
favor with his deity, and is granted the ability to cripple his foes
with a single arrow. Once per day, the Divine Archer may call
upon his deity to empower his arrow with a Power Word: Blind
or a Power Word: Stun effect. To use this ability, the character
states that he is using a Power Bolt ability before making the
attack roll (thus, a missed attack ruins the attempt for the day).
Granted Power: The character gains the Point Blank Shot feat
for free, as a bonus feat.
The DM is free to assign the Archery Domain to any suitable
deities in his/her campaign.
These Power Word effects are identical to the spells of the same
name with one exception: they may only affect evil creatures
struck by an arrow. The creature is not allowed a Save throw.
This is a spell-like ability.
THE DIVINE ARCHER
Level
Bonus Fort
1
+1
+0
2
+2
+0
3
+3
+1
4
+4
+1
5
+5
+1
6
+6
+2
7
+7
+2
8
+8
+2
9
+9
+3
10
+10
+3
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Paladin Path, Divine Guidance, Divine Arrows +1
Smite Evil
Archery Domain
Bolt of Divine Power
Divine Arrows +2
Extra Turning
Holy Arrow
Bolt of Banishment
Divine Arrows +3
Power Bolt
Prestige Class: Druid of Paranor
Class Skills
“Truth comes from recognition that it is universal and allencompassing, and plays no favorites. If you cannot accept it
into your life, you cannot force it into the life of others.”
The Class Skills (and the key ability for each) of the Druid of
Paranor Prestige Class are Alchemy (Int), Appraise (Int),
Concentration (Con), Craft (Int), Diplomacy (Cha), Gather
Information (Cha), Knowledge (all skills, taken separately) (Int),
Profession (Wis), Scry (Int), Sense Motive (Wis), and Spellcraft
(Int).
-Bremen, Druid of Paranor
In the harsh times following the Age of Man, when the earth
was healing and Mankind was rebuilding his cities, a new force
of nature awakened beneath the earth. Some would say that this
force was discovered through adaptation, the evolution of our
minds and the energies surrounding our planet. Others said that
this new force was always present, and had been hidden from
Man since the Time of Faerie. This new force was called
‘magic,’ and its use spread rapidly through The Four Lands.
As with any form of power, there were those who sought to
understand it, to use it for the better of Mankind. Others sought
to capture and control it, to use it to destroy those with different
beliefs, heritage, or ideals. As the magic grew in power, it
became evident throughout The Four Lands that a means of
controlling and studying this force must be created. An
organization of men and women from all regions of The Four
Lands came together and built a school, an institution where the
magic could be studied and understood.
The school was called Paranor, and those who founded it were
known as the Druids of Paranor. There, within the stone walls
and vast libraries, the magic was studied and practiced to
perfection. The Druids learned to wield its power safely, and
through this new power, they kept the forces of evil at bay in
The Four Lands.
The Druids of Paranor are the safeholders and students of magic
in The Four Lands. Once there were many, but following a
brutal attack on Paranor by one of their own, only a few remain.
Though rare, they are powerful, and gain respect wherever they
travel. They are easily recognized by their flowing black robes
and the symbol of Paranor: a gold hand clutching a torch. They
are among the most educated and wise of all spellcasters, and
emphasize the importance of truth and knowledge over any
other form of strength or power.
Most Druids of Paranor were once arcane spellcasters, who
came to Paranor to seek better understanding of their powers.
Others (most often druids) came to Paranor when the earth
began to suffer under the burden of magic. These Druids study
to find a way to undo magic’s contamination on their homeland
or the world at large. The Druids of Paranor may be of any race
and gender, although humans and elves tend to be the most
common and only a few have ever been female.
Prerequisites
To qualify for the Druid of Paranor Prestige Class, the character
must fulfill all of the following requirements:
Alignment: Any non-evil
Skills: Knowledge (Arcana and History) 6 ranks each
Feats: Skill Focus (Knowledge [History])
Spells: Must be able to cast spells of 3rd level or greater
Languages: Must read and write 3 or more different languages.
Special: Must be nominated and trained by another Druid of
Paranor, and must forsake all other loyalties to any political
power, nation, or church. Clerics and Paladins who forsake their
duties retain their class features, spells, and abilities, and may
not continue to gain levels as a Cleric or Paladin.
Hit Dice: d6
Class Features
The following are the class features of the Druid of Paranor
Prestige Class:
Weapon and Armor Proficiencies: Druids of Paranor gain no
new weapon, armor, or shield proficiencies.
Spells per Day: A Druid of Paranor continues training in magic.
Thus, when a Druid of Paranor gains a new level, he gains new
spells per day as if he had also gained a level in an existing
spellcasting class. He does not gain any other benefit a
character of that class would gain from an increase in level (such
as improved chances for turning the undead, metamagic feats,
and so forth), except for an increased caster level.
If the character had more than one spellcasting class before
becoming a Druid of Paranor, he must decide to which class he
adds the new level to for the purposes of determining new spells
per day.
Bonus Language (Ex): The Druid of Paranor is well studied in
language and culture, and learns languages at a much faster rate
than other characters. Books and tomes of history and magic
may be written in any language…thus, the Druid of Paranor
finds it necessary to take on the study of a new language with
frustrating regularity. At each level, the Druid of Paranor gains
a bonus language from the following list: Abyssal, Aguan,
Arian, Celestial, Centaur, Draconic, Druidic, Dwarf, Elf, Faerie,
Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Sylvan,
Terran, and Undercommon. This is an extraordinary ability.
Druid Resistance (Ex): The Druid of Paranor gains special
insight, noticing subtleties in his surroundings that others might
miss. This keen awareness allows the Druid to avoid danger
more easily. Beginning at 1st Level, the Druid of Paranor adds
his Wisdom modifier (if positive) as a bonus to all save throws.
This is an extraordinary ability.
Druid Fire (Su): The first form of magic discovered in The
Four Lands was in the form of a burst of flame. The magic,
when summoned, took the form of a crackling arc of white fire
that burned even the most resistant substance. Through the
centuries, the Druids of Paranor have mastered this
manifestation of magic, so much so that they have become
known by it. Everyone in The Four Lands has heard of the
power of the Druid Fire.
Once per day per 2 class levels, the Druid of Paranor may
summon forth a plane of white-hot fire from his outstretched
hands. This attack takes the form of a semicircular arc of fire 30
feet long (a half-circle with a 10’ radius, centered on the Druid).
The Druid of Paranor may make a ranged touch attack against
any creature in this area; if successful the fire inflicts 1d6 points
of damage per Druid of Paranor level. This fire can damage
incorporeal and ethereal creatures as if they were made of solid
flesh, and any spell resistance the target might have does not
apply to this attack. This is a supernatural ability.
Although this powerful attack uses white-hot flames, the
damage caused by the Druid Fire is unique; it is an untyped
damage that can surpass fire resistance. For the purposes of
damage reduction, consider the Druid Fire to inflict either
slashing damage or fire damage, whichever is most effective.
Sense Magic (Sp): Druids of Paranor study magic intently, and
learn to develop almost a “sixth sense” about magical
enchantments and auras. At 3rd Level, the Druid of Paranor can
detect magic and read magic, as the spells of the same name, at
will. The Druid of Paranor need only concentrate for one round
(or more, see the detect magic description) to manifest the
ability. Doing so is a full-round action that provokes attacks of
opportunity. This is a spell-like ability.
Spell Focus (Ex): As they advance in their training, Druids of
Paranor select a school of magic to focus on above all others.
The Druid of Paranor gains the Spell Focus feat for free, for any
school of magic he desires. Most choose Divination, but
scholars of all schools were once found within the halls of
Paranor. The Druid of Paranor gains this ability at 5th Level.
Druid Sleep (Su): At 7th Level, the Druid of Paranor is taught
how to enter the Druid Sleep, a form of magical hibernation that
allows him to extend his natural lifespan. A total of 28
consecutive days out of the year must be spent in hibernation.
Provided that the hibernation is maintained and uninterrupted,
the Druid of Paranor adds 28 years to his normal lifespan. If the
Druid Sleep is somehow interrupted, the days spent provide no
benefit. Provided the Druid of Paranor continues hibernating on
a regular basis, he will no longer suffer the penalties of aging,
nor will he show physical signs of age. Bonus still accrue.
The Druid Sleep is a powerful ability that the last Druids of
Paranor used to extend their ability to protect The Four Lands;
however, using the sleep too frequently makes the Druid
dependant upon it. If used more than once, the Druid Sleep can
rob the Druid of his humanity, gradually changing him into a
creature of the spirit world. Such was the fate of Brona, a fallen
Druid of Paranor who would become the Warlock Lord.
Every time the Druid of Paranor enters the Druid Sleep (beyond
the first time), he must make a successful Will save (DC 15) or
fade into a ghostly, spectral form. The Wills save DC increases
by 1 point with each continued use, until the Save throw
eventually fails. Druids of Paranor who lose their humanity also
lose their minds, and are considered to be monsters (to be run by
the DM only).
THE DRUID OF PARANOR
Base
Fort
Ref
Attack
Save
Save
Level
1
+0
+0
+0
2
+1
+0
+0
3
+1
+1
+1
4
+2
+1
+1
5
+2
+1
+1
6
+3
+2
+2
7
+3
+2
+2
8
+4
+2
+2
9
+4
+3
+3
10
+5
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Druid Blade (Su): At 8th Level, the Druid of Paranor learns
how to temporarily infuse a weapon with magical energy. This
can be done as a free action, provided the weapon is already
held in hand. This is a supernatural ability.
By spending one use of his Druid Fire ability (above), the Druid
of Paranor may temporarily enchant any melee weapon into a
+1 flaming weapon. By spending two or more uses of his Druid
Fire ability, he may increase the enhancement bonus of the
Druid Blade. If 3 uses of the Druid Fire are sacrificed, for
example, the weapon temporarily becomes a +3 flaming
weapon. The weapon remains enchanted for a number of rounds
equal to the Druid of Paranor’s class level, or until the weapon is
no longer held by the Druid of Paranor.
Magical weapons that are infused with this ability temporarily
lose any previous enchantments while the Druid Blade is in
effect (thus, a +1 lawful mace enchanted with this ability would
lose its lawful qualities, and its +1 enhancement bonus would
not stack with the temporary enhancement bonus).
Incredible Memory (Ex): Beginning at 9th Level, the Druid of
Paranor gains the ability to recall information with surprising
accuracy. This ability gives the Druid of Paranor a +4
competence bonus to all Knowledge checks. This ability is also
useful in combat, for it gives the Druid of Paranor a +2
competence bonus to all attack rolls against any specific
opponent he has fought before. This is an extraordinary ability.
Immolate Body (Su): At 10th level, the Druid of Paranor can
increase his abilities at the cost of his health. By permanently
sacrificing one point of Constitution, the Druid of Paranor may
permanently gain one extra use of the Druid Fire per day.
Alternately, the Druid of Paranor may use this ability to gain
extra spell slots per day: by sacrificing one point of Constitution
per spell slot level, the Druid of Paranor can increase his
maximum number of spells per day. For example, to gain one
extra 4th level spell slot per day, the Druid of Paranor would
have to permanently sacrifice 4 points of Constitution.
Constitution points sacrificed by the use of this ability do not
return, and may not be recovered by any means. This is a
supernatural ability.
Ex-Druids: A Druid of Paranor who becomes evil cannot gain
new levels as a Druid of Paranor. The character retains all class
abilities obtained up to the point of becoming evil, but begins to
age rapidly as his life force slips from him. The fallen Druid of
Paranor must use the Druid Sleep each year or age 2d10 years.
Special
Bonus Language, Druid Resistance
Bonus Language, Druid Fire 1/day
Bonus Language, Sense Magic
Bonus Language, Druid Fire 2/day
Bonus Language, Spell Focus
Bonus Language, Druid Fire 3/day
Bonus Language, Druid Sleep
Bonus Language, Druid Fire 4/day, Druid Blade
Bonus Language, Incredible Memory
Bonus Language, Druid Fire 5/day, Immolate Body
Spells per Day
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
Prestige Class: Dwarven Craftsman
“Yes, yes, I am Darin, Forger of the Soulblade. Now go away
and leave me to my work.”
Many possess the ability to make something special from
ordinary materials…furniture, pottery, even horseshoes. All
races, from the versatile humans to the eloquent elves, have their
share of craftsmen who work to make life simpler, more
comfortable, or more profitable for their communities.
Among the dwarves, this desire to build and create is as natural
as the desire to breathe. Dwarven artisans are famous for their
quality craftsmanship, the purity of their refineries, and their
love for metal and stone. From birth, they are drawn to the
warm fires of the forges, the song of the hammer and anvil, the
glow of metal, and the sparkle of gem. This inborn love of the
earth and all of its buried treasures inspires some of the greatest
craftsmen ever known: the Dwarven Craftsmen.
Dwarven Craftsmen are the unequalled masters of the forge,
artists capable of creating the most powerful and beautiful items
ever known. While most of them focus on the creation of
weapons and armor, others have been known to turn their
attention to the forging of jewelry, the minting of coins, and
even tooling leather. Many of the dwarven artifacts and clan
relics were forged by the hands of a Dwarven Craftsman.
The Dwarven Craftsmen are reclusive and quiet, preferring the
company of their hammers and anvils to the chatter and
confusion of social functions. While their strength and
knowledge of weaponry would make them very capable fighters,
most prefer to hammer away at their projects than to get
involved in the affairs of others. Most Dwarven Craftsmen
adventure to find rare ingredients and ores, while others will
occasionally have to leave their forge to find funding for their
next masterpiece.
Requirements
To qualify for Dwarven Craftsman Prestige Class, a character
must meet all of the following requirements:
Race: Dwarf
Skills: Craft (any 2) 8 ranks, Knowledge (arcana) 8 ranks
Feats: Skill Focus: Craft, Craft Magic Arms & Armor
Special: The character must have created at least one magic
weapon, armor, or shield with a +2 or higher enhancement
bonus and a base cost of at least 18,000 GP.
Hit Dice: d6
Class Skills
The Dwarven Craftsman Class Skills (and the key ability for
each) are Appraise (Int), Craft (all, taken separately)(Int),
Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points Per Level: 2 + Int modifier
Class Features
The following are the class features and abilities for the
Dwarven Craftsman Prestige Class:
Weapon and Armor Proficiency: Dwarven Craftsmen gain no
new weapon, armor, or shield proficiencies by adopting this
Prestige Class.
Spells Per Day: For every two Dwarven Craftsman levels
gained, the character gains new spells per day as if he had also
gained one level in a spellcasting class he belonged to before
adding the prestige class. He does not, however, gain any other
benefit a character of that class would have gained (improved
chance of turning undead, metamagic or item creation feats, hit
points beyond those he receives from the Dwarven Craftsman
prestige class, and so forth), except for an increased effective
level of spellcasting. If a character had more than one
spellcasting class before becoming a Dwarven Craftsman, he
must decide to which class he adds the new level for purposes of
determining spells per day.
Bonus Feats: At 1st Level, and at every three levels thereafter
(4th Level, 7th Level, etc.), the Dwarven Craftsman gains a bonus
feat, in addition to any other feats that the character may qualify
for. This bonus feat must be chosen from the following list:
Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, or
Forge Ring. As with all bonus feats, the Dwarven Craftsman
must still meet all prerequisites for a feat before he can take it.
Craftsman (Ex): As they perfect their art, the Dwarven
Craftsmen learn new methods and style, slowly becoming true
masters of their trade. Dwarven Craftsmen gain a competence
bonus to all Craft checks equal to their class level (a 7th Level
Dwarven Craftsman gains a +7 competence bonus).
Perfectionist (Ex): Dwarven Craftsmen take great pride in their
work, and their perfectionist nature will not allow them to leave
any item as simply “ordinary.” To ask a Dwarven Craftsman to
only make a regular item would be an insult to his name and
ability. Beginning at 1st Level, the Dwarven Craftsman may
only create masterworked or magical items (and must pay all
appropriate costs involved in making such items).
Quick Crafting (Ex): Through years of working at the forge,
the Dwarven Craftsman has learned many time-saving shortcuts
and procedures that allow him to complete his work more
efficiently. Dwarven Craftsmen may reduce the time required to
craft or repair an item by 1 day. At 6th Level, this time is
reduced by 2 days.
The Dwarven Craftsman must always spend at least one full day
on the item, regardless of his level. This ability does not reduce
any other prerequisites required to create the item, such as gold
and XP costs, caster level, or spell ability.
Craftsman Skill (Ex): Normally, a character who creates a
magic weapon, suit of armor, or shield must have a minimum
caster level of 3x the item’s enhancement bonus. Dwarven
Craftsmen, however, excel at this craft and may reduce this
restriction significantly. Upon reaching 3rd Level, a Dwarven
Craftsman gains a +1 bonus to his caster level for the purpose of
meeting a magic item’s caster level requirement. This ability
does not grant the Dwarven Craftsman any other benefit of an
increased caster level.
This bonus increases by +1 for every three levels thereafter, to a
maximum bonus of +3 at 9th level. Thus, a 6th level Wizard/6th
level Dwarven Craftsman (caster level 12) would be able to craft
magic items as if he were a 14th level spellcaster, for the purpose
of meeting a magic item’s caster level requirement only. All
other requirements involved with the magic item’s creation,
such as spells or feats, must still be met.
Craft Artifact (Su): At 10th Level, the Dwarven Craftsman has
perfected his art, and may create items of legendary power. The
Dwarven Craftsman gains the knowledge and ability to create
one (and only one) artifact of his choice. Normally this artifact
takes the form of the clan’s crest shield, a deity’s favored
weapon, or a similar item of personal meaning to the craftsman.
The player chooses one artifact (minor or major) from the SRD,
with the GM’s approval. The GM then determines the materials,
time, cost, and XP cost for creating the artifact. Typical costs
are listed on the table below.
Caster Level:
Prerequisites:
Base Cost:
Time:
XP Cost:
Minor Artifact
Major Artifact
30th Level
25th Level
5 item creation feats 7 item creation feats
200,000 GP
300,000 GP
1 day per 1,000 GP spent on the artifact
1/25 of gold spent on the artifact
For example, a 10th Level Dwarven Craftsman who wishes to
make a Minor Artifact must have a caster level of at least 25
(meaning he will need to gain levels of another spellcasting
class), and he will need a total of 5 different Item Creation Feats
before he may even begin construction on the project. Once this
prerequisite has been met, the character must spend 300,000 GP,
12,000 XP, and 290 days (300 days, minus the 10 days for being
a 10th Level Dwarven Craftsman) creating the item.
In addition to the costs and requirements, the GM may impose
several rare ingredients that must be collected in the game (such
as the scales of a copper dragon, a drop of medusa venom, or a
ruby from the Elemental Plane of Fire), and possibly even seek
the intervention of a powerful extraplanar creature or deity. The
character would have to complete quests to meet these extra
requirements; thus, the recipe for the artifact alone could serve
as a hook for several adventures.
THE DWARVEN CRAFTSMAN
Class
Base Attack Fort
Level
Bonus
Save
1
+0
+2
2
+1
+3
3
+1
+3
4
+2
+4
5
+2
+4
6
+3
+5
7
+3
+5
8
+4
+6
9
+4
+6
10
+5
+7
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Once the Dwarven Craftsman meets all requirements for crafting
the artifact and has gathered all the necessary elements, he may
begin construction on it as he would any other magical item.
The Dwarven Craftsman may only create one artifact (minor or
major) in his (or her) lifetime. If this item is ever lost, stolen, or
destroyed, the character may not craft another one; it is lost
forever. Thus, the decision to create an artifact is immeasurably
important, and the task is never taken lightly.
Custom Artifacts
Depending on the campaign, the ability to create customized
artifacts could greatly upset the balance of the game. The GM is
encouraged to add or remove artifacts available for this ability,
based on the needs and style of the campaign. Players who wish
to add new artifacts of their own design to a campaign should be
discouraged; the GM and the player should work closely
together to create an artifact that is both playable and unique.
All artifacts have one thing in common: they are all created for a
specific purpose. Most are created to defeat a certain enemy, to
protect a certain place, or to enforce a certain ideal. Artifacts are
never created at random, and are never created just to make a
powerful character even more powerful. Generally speaking, if
the player wishes to create an artifact that is not listed in the
SRD, the GM should probably deny it.
Special
Bonus Feat, Craftsman, Perfectionist
Quick Crafting (-1 day)
Craftsman Skill +1
Bonus Feat
Craftsman Skill
Craftsman Skill +2, Quick Crafting (-2 days)
Bonus Feat
Spells per Day
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
Craftsman Skill +3
Bonus Feat , Craft Artifact
+1 level of existing class
Prestige Class: Federation Rifleman
“Ready…aim…gotcha.”
The elite of the Federation army, the Riflemen are the most
impressive and most effective soldiers currently enlisted. Easily
identified by their rifle badges and logos, they command respect
wherever they travel. Expert marksmen with deadly aim, they
make the most effective assassins, snipers, and hunters.
Federation Riflemen are unequaled masters of the rifle (or
musket, in some campaigns). Their skills, training, and talents
are all centered around mastering this impressive
weapon…especially when sniping opponents from a hidden
location.
Because of the strict training of the Federation army lends itself
so well to the discipline required of the Fighter class, many
Federation Riflemen were once fighters.
Prerequisites
To qualify for the Federation Rifleman Prestige Class, the
character must satisfy all of the following requirements:
Alignment: Any Lawful
Base Attack Bonus: +6 or higher
Skills: Spot (5 ranks)
Feats: Exotic Weapon Proficiency (rifle), Weapon Focus (rifle)
Special: The character must own a masterwork rifle, and must
enlist into the Federation Army for training.
Hit Dice: d8
Class Skills:
The Class Skills for the Federation Rifleman (and the key ability
for each) are Climb (Str), Craft (Int), Hide (Int), Jump (Str),
Listen (Wis), Search (Int), Spot (Wis), and Swim (Str).
Skill points per level: 4 + Int. modifier
Class Abilities:
The following are the class abilities of the Federation Rifleman
class:
Weapon and Armor Proficiency: The Federation Rifleman is
proficient with all simple and marital weapons, the rifle,
bayonet, pistol, and pistol dagger. They are proficient with all
light armor, but are not proficient with any shield.
Rifle (large exotic weapon): Cost: 500 gp, Damage: 1d12,
Critical: x3, Range: 150 ft., Weight: 10 lbs., Type: P.
Pistol (small exotic weapon): Cost: 300 gp, Damage: 1d10,
Critical: x3, Range: 80 ft., Weight: 3 lbs, Type: P.
Bayonet (large exotic weapon): Cost 8 gp, Damage: 1d6,
Critical x2, Range: M, Weight: 1 lb., Type: P.
Pistol Dagger (small exotic weapon): Cost: 5 gp., Damage: 1d4,
Critical: 19-20/x2, Range: M, Weight: 1 lb, Type: P.
Take Aim (Ex): By concentrating on his opponent from a
vantage point, the Federation Rifleman can improve his chances
of hitting his target significantly. By concentrating for a number
of rounds on his target (taking no other action except aiming his
rifle), the Federation Rifleman may add that same number of
rounds as a bonus to his attack roll. This bonus stacks with all
other applicable bonuses to the hit roll, such as the bonuses for
the Weapon Focus feat and a masterwork rifle. This bonus may
not exceed the Federation Rifleman’s level, regardless of the
amount of time the Federation Rifleman spends aiming his rifle.
If the Federation Rifleman moves, takes any damage, fails any
save throw, takes any action, or is otherwise disturbed while
taking aim, the take aim attempt fails and the attack roll is made
normally, without the bonus. This ability may not be used with
any weapon other than a rifle. This is an extraordinary ability
that draws an attack of opportunity.
Range Bonus (Ex): The Federation Rifleman is skilled in
hitting targets from a distance, and is able to get the most
accuracy and range from his weapon. The range increment for a
rifle (and only a rifle) is increased by 10 feet for every
Federation Rifleman level, to a maximum of +100 feet. This is
an extraordinary ability.
Bayonet Mastery (Ex): The Federation Rifleman’s training
with the rifle is not limited to bullets alone, but extends to
include the whole rifle as a deadly weapon. At 2nd Level, the
Federation Rifleman automatically gains the Improved Critical
feat and the Weapon Focus feats for the bayonet, if these feats
are first taken with the rifle. For example, a Federation Rifleman
who takes the Improved Critical (rifle) feat also gains the
Improved Critical (bayonet) feat for free. This is an
extraordinary ability.
Bonus Feat (Ex): At 3rd Level and for every 3 levels thereafter,
the Federation Rifleman gains a bonus feat in addition to any
other feats due the character. These bonus feats must be chosen
from the following list: Alertness, Improved Critical (rifle), Far
Shot, Point Blank Shot, Rapid Shot, Shot On The Run, Weapon
Focus (rifle), or Weapon Specialization (rifle). These bonus
feats may only apply to the rifle, and all prerequisites for these
bonus feats must be met beforehand.
Shot in the Dark (Ex): At 4th Level, the Federation Rifleman
has trained his eyes to focus in even the dimmest light. The
Federation Rifleman gains low-light vision, if he did not already
have it. Characters who already have low-light vision (i.e., elves
who qualify for this class) do not gain any additional bonus from
this ability.
Sniper Sight (Ex): At 5th Level, the Federation Rifleman has
finely-tuned his eyesight and trained his aim so well, that he can
shoot through cover with almost no penalty while using his Take
Aim ability (above). The effective cover of a target is reduced
by 10% for each round spent using the Take Aim ability, to a
maximum of -10% per Federation Rifleman level. Please note
that cover cannot be reduced below 10%.
This is an
extraordinary ability that provokes an attack of opportunity.
Ranged Coup de Gras (Ex): At 7th Level, the Federation
Rifleman gains the ability to deliver Coup de Gras attacks
against helpless foes within 30’, by using his Take Aim ability.
The Federation Rifleman need not be adjacent to his foe to
deliver this attack. This is a supernatural ability that provokes an
attack of opportunity.
Right Between the Eyes (Su): At 10th Level, the Federation
Rifleman is the ultimate sniper. Once per day, he can use his
Take Aim ability (above) to deliver a fatal shot to his target. The
target must be a living creature with equal or fewer Hit Dice
than the Federation Rifleman’s class level, and must have a
discernible anatomy. Creatures who are immune to death from
massive damage, critical hits, or death effects are likewise
immune to this ability.
To use this ability, the Federation Rifleman states that he is
shooting to kill and uses his Take Aim ability, gaining a bonus
to the attack roll (see Take Aim, above). If the attack hits, the
target takes damage as normal and must make a Fortitude save
(DC=10 + damage dealt) or die immediately regardless of any
remaining hit points.
THE FEDERATION RIFLEMAN
Base Attack
Fort
Ref
Level
Bonus
Save
Save
1
+1
+2
+0
2
+2
+3
+0
3
+3
+3
+1
4
+4
+4
+1
5
+5
+4
+1
6
+6/+1
+5
+2
7
+7/+2
+5
+2
8
+8/+3
+6
+2
9
+9/+4
+6
+3
10
+10/+5
+7
+3
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Hit or miss, the Federation Rifleman may not use this ability
again until 24 hours have passed. This is an extraordinary ability
that draws an attack of opportunity.
Special Abilities
Take Aim, Range Bonus
Bayonet Mastery
Bonus Feat
Shot in the Dark
Sniper Sight
Bonus Feat
Ranged Coup de Gras
Bonus Feat
Right Between the Eyes
Prestige Class: Lance Warrior
Swords may be the most popular weapon of choice in certain
places, but not all cultures and regions have plentiful access to
steel. In savage lands, tribal warriors and champions favor the
spear and lance, mastering these simple weapons to brutal
perfection.
Lance Warriors are unequalled masters of the spear and lance.
Mounted or on foot, in melee or ranged battle, a spear in the
hands of a Lance Warrior is more dangerous than any blade.
They often form the main line of an advancing army as shock
troops, using their spears to pull enemies from their mounts.
All Lance Warriors are proficient with spears and lances.
Fighters and Barbarians are the most common Lance Warriors,
and their high hit points and Strength make them among the
most powerful. Occasionally, paladins and rangers join their
ranks, and even sorceresses, clerics, and druids have become
effective Lance Warriors.
Requirements
To qualify for the Lance Warrior Prestige Class, a character
must fulfill all of the following criteria:
Alignment: Any neutral
Base Attack Bonus: +6
Skills: Ride (5 ranks)
Feats: Mounted Combat, Weapon Focus (any spear)
Hit Dice: d8
Class Skills
The class skills for the Lance Warrior Prestige Class (and the
key ability for each) are Climb (Str), Craft (Int), Handle Animal
(Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill points per level: 2 + Int modifier.
Class Abilities
The following are the class abilities for the Lance Warrior
Prestige Class:
Weapon and Armor Proficiency: A Lance Warrior gains
proficiency with any of the following weapons: halfspear,
shortspear, longspear, javelin, and lance (light). Lance Warriors
gain no further weapon or armor proficiencies.
Skewer: Armed with her spear, the Lance Warrior may trap and
pin an opponent with the tip of her weapon. To do so, she must
score a successful hit on a corporeal creature or item of up to
one size category smaller than herself, with a spear or spear-type
weapon. (A “spear-type weapon” is defined as a halfspear,
shortspear, longspear, javelin, or light lance for the purpose of
this ability).
The creature hit may make an opposing Escape Artist check
against the attack roll result to avoid being skewered. Creatures
who attempt to free themselves from the grapple take 1d6 points
of damage per each failed attempt. Creatures who are skewered
are considered to be grappled.
Depending on the size of the spear, the Lance Warrior may not
draw an attack of opportunity from the grappled opponent, due
to the reach of the weapon. The Lance Warrior may release a
skewered opponent as a free action, after damage for that round
has been scored. Otherwise, creatures that are skewered may
make Escape Artist checks each round to escape, or may attack
(if the Lance Warrior is within reach).
Maintaining the hold on a skewered opponent requires the Lance
Warrior’s full attention. While an opponent is pinned on the end
of her spear, the Lance Warrior may not move or take any other
action involving her weapon, hands, or movement. A Lance
Warrior who attempts to do so automatically breaks the grapple
and frees the opponent.
Spear Finesse: Spears are generally very awkward and bulky,
which makes them a less than graceful weapon in most
situations. In the hands of a Lance Warrior, however, the spear
is almost a living thing. Whenever the Lance Warrior (and only
the Lance Warrior) qualifies for a new feat, she may choose the
Weapon Finesse feat to apply to her favorite type of spear.
Please note that the Lance Warrior may also choose to take
Weapon Finesse for any other light weapons that she may use.
This feat may be taken multiple times, with each new feat
applying to a different type of spear. For example, a Lance
Warrior might choose Weapon Finesse (Javelin) and Weapon
Finesse (Light lance). Spear Finesse also qualifies as a Bonus
feat (see below), but is not an automatic feat.
Keen Spear: Beginning at 4th Level, a Lance Warrior
automatically doubles the threat range of spear-type weapons
she wields. This ability applies only when the Lance Warrior is
armed with a halfspear, shortspear, javelin, light lance, heavy
lance, trident, or longspear.
For example, a longspear normally has a critical range of “x3,”
but a Lance Warrior armed with this weapon increases its range
to “19-20/x3.” This extended threat range does not stack with
any other effects that increase the threat range of a weapon (such
as the Improved Critical feat or the keen edge spell). This is an
extraordinary ability.
Bonus Feat: At 3rd, 6th, and 9th Levels, a Lance Warrior gains
a Bonus feat to add to her repertoire. These feats must be chosen
from the following list: Expertise, Improved Critical (any
spear), Leadership, Mounted Combat, Point Blank Shot, Precise
Shot, Ride-by Attack, Spirited Charge, Spring Attack, Weapon
Finesse (any spear), Weapon Focus (any spear,), and Weapon
Specialization (any spear)*. To take any of the above bonus
feats, the Lance Warrior must meet all requirements and
prerequisites for that particular feat.
*To qualify for the Weapon Specialization feat, the Lance
Warrior must be at least 5th Level. Fighters who take the Lance
Warrior prestige class may already have access to the Weapon
Specialization feat, and are not subject to this restriction.
Spear Specialization: At any time after 5th Level, a Lance
Warrior eligible for a new feat may select the Weapon
Specialization (any spear) feat, which is normally reserved only
for fighters. The Lance Warrior must choose one of the
following weapons to specialize in: halfspear, shortspear,
longspear, javelin, or light lance. This feat may be taken
multiple times, each one applying to a different type of spear.
Please note that Fighters who multiclass into Lance Warriors
may already have access to this feat, and are not restricted to
only spear-like weapons.
Stabbing Resistance (Ex): At 7th Level, the Lance Warrior’s
body is trained to shrug off some damage caused by stabbing
wounds, and her reflexes against such attacks are honed to
perfection. She gains damage reduction 5/- against all piercing
attacks. This includes spears, arrows, daggers, and such, but
does not apply to slashing or bludgeoning weapons. This is an
extraordinary ability.
Improved Skewer (Ex): As Skewer (above), except the Lance
Warrior may now skewer creatures of her own size category or
less. This is an extraordinary ability.
Impale: Lance Warriors can be dangerous with any weapon, but
are downright lethal when armed with a spear. Beginning at 10th
Level, the Lance Warrior gains the extraordinary ability to kill
her opponent immediately on a critical hit.
When the Lance Warrior scores a critical hit on a creature with
equal or fewer Hit Dice than the character’s Lance Warrior
level, the creature struck must make a Fortitude save or die
immediately. The DC for this Fortitude save is 10 + Lance
Warrior level. To use this ability, the Lance Warrior must score
the critical hit with a spear or spear-type weapon. This is an
extraordinary ability.
Creatures who have more Hit Dice than the character’s Lance
Warrior level, as well as creatures who are immune to critical
hits or piercing damage are not affected by this ability. This
ability does not affect non-living creatures (such as undead or
constructs).
Lance Warrior
Level
1
2
3
4
5
6
7
8
9
10
Base Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Skewer
Spear Finesse
Bonus Feat
Keen Spear
Spear Specialization
Bonus Feat
Stabbing Resistance
Improved Skewer
Bonus Feat
Impale
Master Scribe
“Ah, yes…I have just what you need, written down right here…”
The Master Scribe is a character who devotes himself to the
practice and study of scribing scrolls. While many spellcasters
find it useful to learn the techniques needed to weave magic into
paper and ink, the Master Scribe goes beyond this basic
knowledge and embraces the true art behind scribing, blending
paper, ink, and magic into a beautiful and perfect whole.
Master Scribes are renowned for their ability to do the amazing
(or impossible) with only a quill and parchment. Even outside
of the realms of magic, they are talented calligraphers and
sketch artists, who possess a keen eye for detail and a love for
writing. When not scribing scrolls, they often sketch beautiful
drawings, compose music, or write poetry.
Master Scribes may be of any spellcasting class, although
wizards find it easiest to meet the requirements. Really, the only
requirement for a character to become a Master Scribe is the
ability to weave magic into writing, and the desire to do it better
than anyone else.
Prerequisites
The following are the prerequisites for the Master Scribe
Prestige Class:
Skills: Craft (calligraphy) or Profession (scribe) (5 ranks),
Decipher Script (5 ranks), Spellcraft (5 ranks)
Feat: Scribe Scroll
Spells: The character must personally scribe at least 10 scrolls
within a year’s time.
Class Features
The following are the class features of the Master Scribe
Prestige Class:
level in a spellcasting class he belonged to before adding the
prestige class. He does not, however, gain any other benefit a
character of that class would have gained (improved chance of
turning undead, metamagic or item creation feats, hit points
beyond those he receives from the Master Scribe prestige class,
and so forth), except for an increased effective level of
spellcasting. If a character had more than one spellcasting class
before becoming a Master Scribe, he must decide to which class
he adds the new level for purposes of determining spells per day.
Scroll Mastery (Ex): Master Scribes are competent spellcasters,
but their skills with scrolls are unmatched by even the most
educated sages. The character gains a bonus equal to his Master
Scribe level (maximum +5) to all Decipher Script, Knowledge,
Spellcraft, and Use Magic Device checks related to magic
scrolls (and spells cast from scrolls). This is a special, untyped
bonus that stacks with all others.
Shorthand (Ex): By 3rd level, the Master Scribe has invented a
new alphabet and special techniques that allow him to reduce the
time and cost needed to create scrolls. When the Master Scribe
uses his Scribe Scroll feat, the base cost for any scroll created is
reduced to (15 gp x spell level x caster level). Other costs
associated with the task, such as the time spent on the scroll and
any XP costs, are calculated using this reduced base cost.
Please note that some spells may carry additional XP costs,
expensive material component costs, or other related costs. In
such cases, only the base cost of the scroll itself is reduced; the
Master Scribe must pay the full amount of any other costs
related to casting the spell.
Quick Reader (Ex): Master Scribes read much quicker than
other characters, and can evoke magic from scrolls even while
preoccupied with other tasks. Beginning at 4th level, the Master
Scribe may cast a spell from a scroll as a move-equivalent action
(instead of a standard action).
Class Skills
The Class Skills (and the key ability for each) of the Master
Scribe Prestige Class are Craft (calligraphy) (Int), Decipher
Script (Int), Knowledge (arcana) (Int), Profession (scribe) (Wis),
Spellcraft (Int), and Use Magic Device (Cha).
Hit Dice: d4
Weapon and Armor Proficiencies: The Master Scribe gains no
new weapon, armor, or shield proficiencies by acquiring this
prestige class.
Recall Spell (Ex): Master Scribes have incredible memories,
especially when it comes to At 5th level, the Master Scribe may
scribe a scroll from a spell he had already prepared and cast for
that day. For example, a Master Scribe who had prepared and
cast a fireball spell earlier that day may still scribe a scroll with
the fireball spell as if he still had the spell prepared. This ability
may only be used once per day, and only spells of 4th level or
lower may be recalled.
Characters who do not prepare spells for the day (such as bards
or sorcerers) gain no benefit from this ability.
Spells per Day: When a new Master Scribe level is gained, the
character gains new spells per day as if he had also gained a
PRESTIGE CLASS: MASTER SCRIBE
Base
Fort Ref
Will
Level Attack Save Save Save Special
1
+0
+0
+0
+2
Scroll Mastery +1
2
+1
+0
+0
+3
Scroll Mastery +2
3
+1
+1
+1
+3
Scroll Mastery +3, Shorthand
4
+2
+1
+1
+4
Scroll Mastery +4, Quick Reader
5
+2
+1
+1
+4
Scroll Mastery +5, Recall Spell
Spells per Day
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
Pistoleer Prestige Class
Author: Travis Laney, Contributor ID: 134
Balance Rating:
Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
st
+1
+0
+2
+0
Off-handed pistol, Opportune shot
2
nd
+2
+1
+3
+1
Uncanny Dodge (Dex bonus to AC)
3
rd
+3
+1
+3
+1
Prone Attack
4
th
+4
+1
+4
+1
Bonus Feat
5
th
+5
+2
+4
+2
Uncanny Dodge (Cannot be Flanked)
6
th
+6
+2
+5
+2
Prone Defense
7
th
+7
+2
+5
+2
Concealed Weapon Attack +1d6
8
th
+8
+3
+6
+3
Bonus Feat
9
th
10
th
+9
+3
+6
+3
Concealed Weapon Attack +2d6
+10
+3
+7
+3
Uncanny Dodge (+1 against traps)
“These? These are my trusted friends…and they
never miss.”
Riding into battle with pistol blazing and rapier held
high, the Pistoleer is the epitome of the swashbuckling
fighter. Based on such popular novels as “The Three
Musketeers” and “The Legend of Zorro,” this Prestige
Class is perfect for the character who prefers to fight with
sword and pistol.
The Pistoleers are usually members of the Resistance
who learned to fight with sword and pistol, and perfected
their skills in skirmishes with the enemy. Occasionally,
members of the Federation adopt their fighting tactics,
and refine them in their combat training camps.
Regardless of their political affiliations, all Pistoleers
have one thing in common: equal efficiency with blade or
pistol. Most are rangers, although fighters and rogues are
not uncommon.
Requirements
To qualify for the Pistoleer Prestige Class, the
character must meet all of the following requirements:
Base Attack Bonus: +3 or higher
Feats: Exotic Weapon Proficiency (pistol),
Ambidexterity, Two-Weapon Fighting, Weapon Finesse
(Rapier)
Special: The character must own at least one pistol,
and must own a masterwork rapier.
Class Skills
The Class Skills for the Pistoleer (and the key ability
for each) are Balance (Dex), Bluff (Cha), Climb (Str),
Craft (Int), Disguise (Cha), Escape Artist (Dex), Jump
(Str), Sense Motive (Wis), and Tumble (Dex).
Skill points per level: 2 + Int. modifier
Class Features
All of the following are class features of the Pistoleer
prestige class.
Hit Dice: d8
Weapon and Armor Proficiencies: The Pistoleer is
proficient with all simple weapons, the rapier, the pistol,
and the pistol dagger (new weapon, see below). They are
proficient with all light armor, but are not proficient with
any type of shield.
Pistol Dagger (exotic melee weapon): Cost 10gp,
Damage 1d4, Critical: 19-20/x2, Range: --, Weight: 1 lb.
The pistol dagger is a lightweight bayonet designed to
be fastened to a pistol. This weapon is specially designed
and balanced so as to not interfere with the operation of
either weapon; thus, it is an exotic weapon.
Off-handed Pistol (Ex): The Pistoleer may fight with
both the pistol and the rapier in melee combat without
suffering the usual penalties. While wearing light armor
or no armor at all, the Pistoleer may fight with the pistol
and rapier as if he had the Two-Weapon Fighting and
Improved Two-Weapon Fighting feats. This bonus
applies only when the Pistoleer is wearing light armor or
no armor, and only when armed with these two specific
weapons. This is an extraordinary ability.
Opportune Shot (Ex): The Pistoleer may quickly
draw and fire his pistol when opponents let their guard
down. To use this ability, the Pistoleer must be making an
attack of opportunity against an adjacent foe, and must
have a loaded pistol. If successful, firing the pistol does
not count against the Pistoleer’s total number of attacks
for that particular attack of opportunity. Even with this
ability, the Pistoleer may only make one attack per
enemy. This is an extraordinary ability.
Uncanny Dodge (Ex): Starting at 2nd level, the
Pistoleer gains the extraordinary ability to react to danger
before his senses would normally allow him to even be
aware of it. At 2nd level and above, he retains his
Dexterity bonus to AC (if any) regardless of being caught
flat-footed or struck by an invisible attacker. (He still
loses any Dexterity bonus to AC if immobilized.)
At 5th level, the Pistoleer can no longer be flanked,
since he can react to opponents on opposite sides of him
as easily as he can react to a single attacker. This defense
denies rogues the ability to use flank attacks to sneak
attack the Pistoleer. The exception to this defense is that a
rogue at least 4 levels higher than the Pistoleer can flank
him (and thus sneak attack him).
At 10th level, the Pistoleer gains an intuitive sense
that alerts him to danger from traps, giving him a +1
bonus to Reflex saves made to avoid traps.
If the Pistoleer already gets the Uncanny Dodge
ability from a previous class, his levels of Pistoleer will
stack with that particular class for the purpose of
determining his level of Uncanny Dodge ability. For
example, a 5th Level Rogue/5th Level Pistoleer counts as
an 11th level rogue for the purpose of this ability.
Prone Attack (Ex): At 3rd Level, the Pistoleer may
attack an opponent from a prone position without penalty,
provided he is fighting with both pistol and rapier. If an
attack roll from either weapon is successful, the Pistoleer
may regain his footing and stand up as a free action. The
pistol need not be loaded to use this ability, and need not
be fitted with a pistol dagger.
Bonus Feat: At 4th and 8th Levels, the Pistoleer gains a
bonus feat in addition to any other feats entitled to the
character from level advancement. This bonus feat must
be chosen from the following list: Alertness, Dodge,
Improved Disarm, Improved Initiative, Lightning
Reflexes, Mobility, Skill Focus (Balance), Skill Focus
(Tumble), and Two Weapon Defense. If a bonus feat has
a prerequisite, the character cannot acquire the feat unless
the prerequisite is met.
Prone Defense (Ex): At 6th Level, the Pistoleer is
accustomed to fighting at a disadvantage. Opponents who
attack the Pistoleer while he is prone do not get the +4
bonus that they ordinarily would receive.
Concealed Weapon Attack (Ex): Pistoleers often
hide their muskets under their cloaks or behind their
backs. At 7th Level, a Pistoleer who does not already have
the sneak attack ability gains it now at +1d6 damage
bonus, but he can only use it to make sneak attacks with
concealed pistols. At 9th Level, this damage increases to
+2d6.
If the character already has the sneak attack ability
from a previous class, this damage bonus stacks only with
sneak attacks made with concealed pistols.
Prestige Class: Samhein
Class Features
“Everybody’s afraid of something...”
The following are the class features and abilities for the Samhein
Prestige Class.
In the farming country outside of major cities, vast fields
separate homesteads and neighbors. Miles of roads, unpatrolled
by town garrison, separate houses and corn fields. At night, the
“country folk” shut their doors tight against the dark, and avoid
venturing out into the fields until first light; the fear of bandits,
monsters, or even the dark itself, is usually too great for the
locals to venture out into the night.
But not all who live in these communities fear the dark. Far
away from the roads and houses, a mysterious group gathers in
the fields under the light of a full moon. These strange people,
dressed in macabre costumes, meet secretly and quietly in
various places in the fields to worship, study, and master the
horrible emotion of fear. These men call themselves the
Samhein, but are known as Scarecrows by the locals.
The Samhein are members of a mysterious cult dedicated to the
study and mastery of fear. They are most often found in isolated
farming communities on the outskirts of major towns or cities,
where the locals keep to themselves and travelers feel unsafe to
walk the farm roads at night.
Samhein seek to master, suppress, and control the effects of fear.
Those of evil inclination seek to use fear to gain control over
others, exerting their will upon those weaker than themselves.
Others may seek to understand the true nature of fear and
eventually overcome their own phobias. Regardless of their
inclinations of right and wrong, all Samhein delight in
frightening others, whether for fun or malice.
Due to the nature of their studies, Samhein members are forced
to lead a double life. The Samhein gather twice a month in the
fields, once at the full moon and again at the new moon. At
these meetings, the members dress in ragged costumes of
scarecrows, hiding their faces behind frightening masks of jack
o’lanterns, skulls, or blank sheets. The true identity of a
Samhein is seldom known outside of their coven. By day, their
members easily interact with the locals. Often, their members
are respected or important members of the nearby community.
Most Samhein are clerics and sorcerers who have developed a
fascination with fear. Occasionally, bards and wizards will
develop this interest and follow this path. Other classes find it
difficult to meet the requirements of this group.
Requirements
To qualify for the Samhein Prestige Class, a character must meet
all of the following requirements:
Alignment: Any non-good
Base Will Save: +5 or higher
Skills: Intimidate 5 ranks
Feats: Iron Will, Spell Focus (Necromancy)
Special: The character must be able to cast the spell cause fear
at least three times per day.
Hit Dice: d6
Class Skills
The Samhein Class Skills (and the key ability for each) are Bluff
(Cha), Craft (Int), Concentration (Con), Disguise (Cha),
Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis),
and Spellcraft (Int).
Skill Points Per Level: 2 + Int modifier
Weapon and Armor Proficiency: Samhein are proficient with
the sickle, the scythe, and the pitchfork (new weapon, see
below).
They gain no other weapon, armor, or shield
proficiencies by acquiring this Prestige Class.
Pitchfork (large simple weapon [two-handed]): Cost 1 gp,
Damage 1d8, Crit: x2, Range: melee, Weight: 5 lbs., Type: (P)
Spells per Day: When a new Samhein level is gained, the
character gains new spells per day as if he had also gained a
level in a spellcasting class he belonged to before adding the
prestige class. He does not, however, gain any other benefit a
character of that class would have gained (improved chance of
turning undead, metamagic or item creation feats, hit points
beyond those he receives from the Samhein prestige class, and
so forth), except for an increased effective level of spellcasting.
If a character had more than one spellcasting class before
becoming a Samhein, he must decide to which class he adds the
new level for purposes of determining spells per day.
Aura of Courage (Su): Samhein have a deeper understanding
of fear than most people, and can suppress it more easily.
Beginning at 1st level, a Samhein is immune to all forms of fear
(magical or otherwise). Allies who remain within 10 feet of the
Samhein automatically gain a +4 morale bonus on saving throws
against fear effects at all times. The Samhein may suppress this
ability at will as a free action.
Spontaneous Fear (Ex): Samhein depend greatly on fear, and
always keep its powers at the ready. The Samhein gains the
Spontaneous Casting ability to substitute any Necromancy
(Fear) or Compulsion (Fear) spell of equal or lesser level for any
other previously prepared spell.
Characters that already have the Spontaneous Casting ability
from a previous class may use both abilities without penalty.
For example, a Samhein with levels of cleric may choose to
substitute any prepared spell for either a Conjuration [Healing]
spell or for a Necromancy (Fear) spell.
Samhein characters that do not prepare their spells each day
(such as a Samhein with previous levels of bard or sorcerer) gain
no benefit from this ability.
Trickery (Sp): The Samhein enjoys frightening his opponents
(and sometimes even their allies), and has developed a knack for
throwing his voice, creating illusions, and performing other
minor tricks to serve this end. Samhein with Charisma scores of
10 or higher may cast the 0-level spells dancing lights, ghost
sound, and prestidigitation, each once per day. These are cast
as arcane spells.
Frightful Presence (Ex): Samhein project a sense of dread and
uneasiness, and can sometimes frighten away animals and
attackers on sight. At 2nd Level, all creatures within 30 feet of
the Samhein must make a Will save (DC = 10 + Samhein level +
Charisma modifier). Creatures of 4HD or less who fail this save
throw become panicked for 4d6 rounds, and creatures of 5HD or
more become shaken for 2d6 rounds. Creatures that pass this
save throw are immune to that particular Samhein’s frightful
presence ability for 24 hours.
The Samhein may suppress and activate this ability at will as a
free action. Since allies as well as enemies are affected by this
ability, the Samhein would be wise to take his comrades into
consideration before using his Frightful Presence. Please note
that all allies within 10 feet of the Samhein gain a +4 bonus to
their safe throw against the Frightful Presence ability, due to the
Samhein’s Aura of Courage ability (see above).
This ability may only be used against creatures of equal or fewer
Hit Dice than the Samhein’s total character level. For example,
Rennin (Sorcerer10/Samhein2) could affect creatures of up to 12
HD with his Frightful Presence ability.
Creatures immune to fear or mind-influencing effects are also
immune to this effect.
Spur (Su): Not all of the effects of fear are negative. People
have been known to perform amazing feats of strength or speed
while frightened, and by 3rd Level, the Samhein has mastered
this side effect. Once per day per Samhein level, the Samhein
may use a special Spur ability on himself or any creature
touched as a standard action. The subject touched gains a
temporary enhancement bonus of +4 to either Strength or
Dexterity (chosen at the time the ability is used). The effects of
this ability last for 1 minute.
If another Spur effect is administered while a subject creature is
still under the effects of a previous one, both enhancements end
immediately and the subject creature instead becomes panicked
for 10 minutes (no save throw).
Creatures that are immune to fear or mind-influencing effects
cannot be enhanced with this ability, and unwilling creatures are
allowed a Will save (DC = 10 + Samhein level + Charisma
modifier) to resist it. Use of this ability on an unwilling subject
requires a ranged touch attack; the Samhein must state that he
intends to use this ability before making the attack roll (thus, a
missed attack roll ruins the attempt).
Fear Domain (Su): The Samhein study fear with religious
fervor and dedication. At 4th Level, the Samhein gains access to
the Fear Prestige Domain (below), allowing him to use his Fear
spells more effectively.
Fear Prestige Domain
Granted Power: You gain a +2 competence bonus to the Save
DCs of all Necromancy (Fear) and Compulsion (Fear) spells.
Bonus Spells:
1 Doom. One subject suffers –2 penalty on attacks, damage,
save throws, and checks.
2 Scare. Panics creatures up to 5 HD (15 ft. radius)
3 Confusion. Makes subject behave oddly for 1 round/level.
4 Fear. Subjects within cone flee for 1 round/level.
5 Emotion. Arouses strong emotion in subject.
6 Nightmare. Sends vision dealing 1d10 damage, fatigue.
7 Repulsion. Creatures can’t approach you.
8 Insanity. Subject suffers continuous confusion.
9 Wail of the Banshee. Kills one creature/level.
If a noncleric gains access to the Fear Domain, the character
gains the granted power immediately, and casts all fear-based
spells with a +2 bonus to the save DC. If the Samhein has
previous levels of divine spellcaster (cleric, for example), each
day he can cast one extra spell of each spell level to which she
normally has access, and this extra spell must be the bonus spell
from the Fear Domain.
If a Samhein with previous levels of arcane spellcaster (bard or
sorcerer, for example) gains access to the Fear Domain, the
bonus spells are handled slightly differently. The bonus spells
from the Fear Domain are added to the Samhein’s list of spells
known (either scribed in a wizard’s spellbook or added to a
bard’s list of known spells), in addition to the character’s normal
number of spells. Samhein with levels of arcane spellcaster do
not gain bonus spells per day as clerics do, but still benefit from
the added spell selection.
Costume (Ex): The Samhein often create and wear their own
creepy costumes. At 5th Level, however, these costumes take on
a whole new meaning of the word. The Samhein has learned to
create the most frightening and morbid costumes, and may use
them to enhance his abilities. When the Samhein is wearing his
homemade costume (usually of a scarecrow or a skeleton), he
gains a +2 competence bonus to all Disguise and Intimidate
checks, and a +2 competence bonus to the difficulty class of his
Frightful Presence ability.
Creating a costume requires a successful Craft (sewing) or Craft
(leatherwork) check, and incurs normal costs as if the character
were creating any other type of clothing. For more information,
refer to the Craft skill description in the SRD.
Swoon (Su): At 6th Level, the Samhein has learned how to
channel fear into the minds of his enemies, and may drop his
foes with a single touch. A living foe hit by the Samhein’s
touch attack must make a Will Save (DC = 10 + Samhein level +
Charisma modifier) or fall unconscious for 1 round per Samhein
level. This ability may only be used against a living creature of
equal or fewer Hit Dice than the Samhein’s class level (thus, a
10 HD monster would not be affected by a 7th level Samhein’s
Swoon ability).
The Samhein may use this ability once per day as a standard
action. The Samhein must declare he intends to use this ability
before making the attack roll, and a failed touch attack ruins the
attempt. Creatures immune to fear or mind-influencing effects
are not affected by this ability.
Weaken (Su): Extreme amounts of fear have been known to sap
the strength of those in its grasp, and by 7th Level, the Samhein
has learned to bring this effect to bear against his enemies. A
living foe hit by the Samhein’s touch attack must make a Will
save (DC = 10 + Samhein level + Charisma modifier) or suffer
1d10 points of temporary Strength damage.
The Samhein may use this ability once per day as a standard
action. To use this ability, the Samhein must state that he
intends to Weaken his opponent before making the touch attack
roll (thus, a missed touch attack ruins the attempt).
Lost strength returns at the rate of 1 point per hour. Regardless
of the amount of Strength damage inflicted, this ability cannot
be used to reduce a creature to less than 1 point of Strength.
Creatures that are immune to fear or mind-influencing effects
are immune to this ability, as well as creatures that do not have
Strength scores (such as incorporeal creatures).
Scarecrow (Su): By 8th Level, the Samhein has gained the
supernatural ability to ward an area with a residue of fear. To
use this ability, there must be plenty of spare materials (old
clothing, straw or leaves, wooden sticks, etc.) handy. The
Samhein creates a scarecrow and places it in an outdoor area,
spending at least one hour constructing and enchanting the
effigy.
Once completed, the entire area within 300 feet of the scarecrow
is warded by an unexplainable, intense aura of fear: all living
creatures who enter this area must make a Will save (DC = 15 +
Samhein level + Charisma modifier) each round or flee the area
as quickly as possible. Please note that living creatures already
in the warded area when the scarecrow was built are not affected
until they leave the area and later attempt to re-enter it.
This effect is permanent until the scarecrow is destroyed.
Creatures that are immune to fear or mind-influencing effects
are not affected by this ability.
Eerie Whisper (Sp): Samhein eventually learn to spread fear
and panic into their foes with the sound of their voices. At 9th
Level, the Samhein may use a special sonic attack that has one
of the following spell-like effects on all unfriendly creatures
within 30 feet: cause fear, doom, hold person, or scare.
The Samhein may only use this ability once per day. Using this
ability is a full-round action that provokes attacks of
opportunity, and the save DC for this ability is 10 + Samhein
level + Charisma modifier. Creatures that are immune to sonic
attacks, fear, or mind-influencing effects are also immune to this
ability.
Scare to Death (Su): At 10th Level, the Samhein has mastered
fear, and can channel lethal amounts of pure fear into an
opponent. To use this ability, the Samhein must succeed with a
melee touch attack against a living creature. The creature
touched must make a Will save (DC 18) or die. Even if the save
throw is successful, the unnerving touch of pure fear still inflicts
3d6+10 points of damage.
This ability may be used once per day as a standard action. The
Samhein must state that he intends to use this ability before
making his attack roll, and a failed attack roll ruins the attempt.
Creatures who are immune to fear or mind-influencing effects
are not affected by this ability.
THE SAMHEIN
Class
Base Attack
Level
Bonus
1
+0
2
+1
3
+2
4
+3
5
+3
6
+4
7
+5
8
+6/+1
9
+6/+1
10
+7/+2
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Aura of Courage, Spontaneous Fear, Trickery
Frightful Presence
Spur
Fear Domain
Costume
Swoon
Weaken
Scarecrow
Eerie Whisper
Scare to Death
Spells per Day
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
Prestige Class: Totem Warrior
“Lead on, Coyote brother.”
The spirit of the wolf, the power of the bear, the wisdom of the
owl…they are a part of us all, but few embrace their animal
spirit. Those proud warriors who do, become the devoted
tribesmen known as the Totem Warriors.
The Totem Warrior is a tribal fighter who draws strength from
his “totem:” an animal to which he shares a special bond. This
totem animal grants the Totem Warrior special abilities and
power, in exchange for food and protection. By calling upon the
spirit of his animal, the Totem Warrior is able to enhance his
combat prowess and sharpen his skill.
Totem Warriors are known by their animal names: Coyote
Warrior, for example, is the name given to a Totem Warrior who
calls upon the spirit of the coyote. Typically, they dress in the
hides and pelts of their fallen totem animals, and proudly adorn
themselves with bones, feathers, teeth, antlers, or other parts of
their totem animals that died honorably.
Totem Warriors are common among the nomadic plainsmen of
the Northland, but may be found among any primitive culture.
They are usually human, although many of the primitive or
“savage” races (elf, goblin, kobold) have their fair share. They
are well respected and honored among their tribes, and are
considered the elite among their hunters and fighting forces.
Requirements
To qualify for the Totem Warrior Prestige Class, a character
must fulfill all of the following criteria:
Alignment: Any neutral
Base Attack Bonus: +6
Skills: Handle Animal (5 ranks), Survival (5 ranks), Knowledge
(nature) (5 ranks)
Feats: Track
Special: The character must call a totem animal of 10 HD or
less, spending one day in meditation for each Hit Dice of the
animal he wishes to call. This meditation must be done alone
and in the wilderness, in a region native to the totem animal. For
example, a character who wishes to become a Coyote Warrior
must spend one day in meditation in the plains. After this time, a
totem animal will come to the character and serve him faithfully
(see Totem Bond, below).
Hit Dice: d8
Class Skills
The Class Skills for the Totem Warrior Prestige Class (and key
ability for each) are Climb (Str), Craft (Int), Handle Animal
(Cha), Intuit Direction (Wis), Knowledge (nature) (Int), and
Survival (Wis).
Skill points per level: 2 + Int. modifier
The Totem Warrior also gains the racial skills of his totem
animal as Class Skills. See “Totem Skill,” below.
Class Features
The following are class features of the Totem Warrior Prestige
Class:
Weapon and Armor Proficiency: The Totem Warrior gains no
new weapon, armor, or shield proficiencies by taking this
Prestige Class.
Totem Companion (Ex): At 1st level, a Totem Warrior may
gain an animal companion, of his totem animal’s type. This
animal is a loyal companion that accompanies the Totem
Warrior on his adventures as appropriate for its kind. This
ability is identical to the druid’s Animal Companion ability
described in the SRD, except that the Totem Warrior may only
call animal companions of his totem animal type.
For the purposes of this ability, the Totem Warrior is treated as a
druid of equal class level. Thus, Totem Warriors with powerful
totem animals (such as a Polar Bear Warrior) may not be
eligible for an animal companion until acquiring two or more
levels of the Totem Warrior Prestige Class. For more
information, refer to the Animal Companion ability description
in the SRD.
Totem Warriors who already have the Animal Companion
ability from a previous class may stack their Totem Warrior
class with their previous class for the purpose of this ability, but
only regarding their totem animals. For example, Cloudbringer
(Druid8/Totem Warrior4) may call an animal companion of his
totem animal type as a 12th level druid, or may call any other
animal as an 8th level druid.
Totem Skill (Ex): A Totem Warrior studies and reveres his
totem animal, and gradually learns to imitate his animal in
behavior and skill. This fine attunement to his totem allows him
to become skilled in activities that might otherwise be restricted.
At 1st Level, all racial skills for the totem animal become class
skills for the Totem Warrior.
For example, a Coyote Warrior would gain Listen, Spot, Swim,
and Survival as Class Skills if he does not already have them
(since a coyote has Listen +5, Spot +5, and Swim +5 listed as its
racial skills, and gains a +8 racial bonus to Survival checks
when tracking by scent).
At 5th Level, the Totem Warrior gains a +2 synergy bonus to all
skill checks with these extra Class Skills. A Coyote Warrior, for
example, would gain a +2 synergy bonus to Listen, Spot, Swim,
and Survival checks, even if these skills were already class skills
prior to becoming a Coyote Warrior.
These new Class Skills are permanent and cannot be lost by the
death of the totem animal. A Totem Warrior who has a dire or
legendary companion will gain any additional skills that the dire
or legendary version possesses.
Alertness (Ex): At 2nd Level, the Totem Warrior’s connection
to his totem animal is especially keen. As long as the two are
within 5 feet of each other, both gain the Alertness feat for free.
Totem Spirit (Sp): At 3rd Level, the Totem Warrior can call
upon the spirit of his totem animal to fight alongside him. Once
per day for every 3 levels, the Totem Warrior may forth a
number of celestial or fiendish creatures of his totem type, to
fight on his behalf. This ability functions like the summon
nature’s ally V spell cast by a 9th level druid, except that the
Totem Warrior may only summon animals of his totem kind.
Totem Shape (Sp): At 4th Level, the Totem Warrior can use a
limited form of the druid’s wild shape ability to take the form of
his totem animal once per day, as a druid of equal class level.
To use this ability, the Totem Warrior must be wearing light
armor or no armor. For every three Totem Warrior levels
gained, the number of times that this ability may be used is
increased by one. At 9th Level and above, the Totem Warrior
may choose a dire form of his totem animal, if desired.
Characters that already have the wild shape ability (such as a
Druid/Totem Warrior) may stack their levels for the purpose of
this ability, but only when using the wild shape ability to assume
the form of a Totem animal. For example, a 10th Level
Druid/8th Level Totem Warrior would be able to use the wild
shape ability 6 times per day to assume the form of a totem
animal (as am 18th level druid), or may assume the form of any
other animal 4 times per day (as a 10th level druid).
Ex-Totem Warriors: A Totem Warrior who ceases to be
neutral, who dismisses his totem animal, or who deliberately
attacks an animal of his totem type, loses all class abilities
granted by the Totem Warrior Prestige Class, and can no longer
gain levels as a Totem Warrior. These penalties remain in place
as long as the character remains neutral in alignment, or until the
character atones for his misdeeds (see the atonement spell
description in the SRD for more information).
Bonus Feat (Ex): The Totem Warrior closely observes and
imitates his totem animal’s behavior, and learns to employ
certain tricks and tactics of the animal. At 5th level, the Totem
Warrior gains a bonus feat, selected from among those already
possessed by his totem animal.
Once the Totem Warrior has atoned for his deeds, he may call
another totem animal as before (meditating for one day per Hit
Dice of the new totem animal). This new totem animal need not
be the same type of animal as before (thus, a Coyote Warrior
could dismiss his Coyote companions and become an Eagle
Warrior instead), but the Totem Warrior faces special penalties
for changing totems.
For example, a Leopard Warrior may choose the Alertness feat
or the Weapon Finesse feat at 5th level as a bonus feat, since the
leopard has both the Alertness and Weapon Finesse feats.
Totem Perception (Sp): At 8th Level, a Totem Warrior can
share the sensory input of his totem animal. Sensory input
includes sight, hearing, taste, temperature, touch, and smell, but
not thoughts or emotions. This ability may be used once per day.
The effect lasts for 1 hour per Totem Warrior level.
All class skills granted by the Totem Warrior’s previous totem
animal immediately become cross-class skills, unless the new
totem animal also has these same racial skills. The number of
ranks invested in these skills when they become cross-class
skills is immediately reduced to one-half. Moreover, any bonus
feats that might have been granted by the previous totem animal
are lost, and may not be replaced.
To use this ability, the Totem Warrior must touch his totem
animal and state that he wishes to use the ability. At any time
afterward for the duration, the Totem Warrior need only
concentrate for 1 round (while taking no other action) to be able
to see through his totem animal’s eyes, listen through his totem
animal’s ears, and so forth. This is a supernatural ability that
provokes an attack of opportunity.
Perfect Bond (Ex): At 10th level, the Totem Warrior’s bond
with his totem animal is complete, and he takes on certain
animalistic qualities of his beloved animal. He retains all
extraordinary abilities of his totem animal while in either
humanoid form or in the form of his totem animal.
For example, a Coyote Warrior would permanently acquire the
low-light vision and scent qualities of his totem animal, and
would gain the coyote’s Trip ability. He would retain these
abilities even while in humanoid form, but the Trip ability
would require him to first use his Totem Shape ability (since it
requires a bite attack to use).
THE TOTEM WARRIOR
Level
BAT
Fort
1
+1
+2
2
+2
+3
3
+3
+3
4
+4
+4
5
+5
+4
6
+6/+1
+5
7
+7/+2
+5
8
+8/+3
+6
9
+9/+4
+6
10
+10/+5
+7
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Totem Companion, Totem Skill
Alertness
Totem Spirit 1/day
Totem Shape 1/day
Totem Skill +2, Bonus Feat
Totem Spirit 2/day
Totem Shape 2/day
Totem Perception
Totem Spirit 3/day, Totem Shape (dire) 2/day
Totem Shape (dire) 3/day, Perfect Bond
Prestige Class: Touch Healer
“Our hands must always heal, and never harm.”
While most Prestige Classes focus on the ability to dish out
damage, the Touch Healer Prestige Class focuses on the ability
to undo it. Clerics, Druids, Paladins, and even Bards dabble in
the powers of healing, but none excel like the Touch Healer.
Touch Healers get their name from their unique method of
healing. They channel positive energy into the bodies of their
patients, sacrificing their own stamina and life force in the
process. As their life-giving energy flows into the body of the
sick or injured, it leaves the Touch Healer exhausted and
drained…sometimes to the point of unconsciousness. Only
characters of Good alignment are capable of this sacrifice of
one’s self for the benefit of another.
Touch Healers come from all walks of life and all races. In fact,
almost any divine spellcaster with a disposition toward good can
qualify for this class. Humans are the most common, and clerics
find it easiest to meet the requirements of this class.
Touch Healers live by a strict code of ethics, common to most
Good-aligned characters. They believe that their purpose is to
remove pain and suffering from the world, and they pursue this
mission with the fervor and dedication of a devout. A Touch
Healer may not demand payment or recompense for healing
another creature, and may not refuse to treat any living creature
that asks her for help. To do so carries grave consequences (see
Code of Conduct, below).
With a love for healing also comes a strong aversion to inflicting
harm. Touch Healers become the best in the game at treating
injury and illness, but at a price. Their strict code of conduct
forbids them to inflict harm to another living creature. This
outlook makes Touch Healers well respected in friendly
communities, or objects of ridicule in less savory areas.
Prerequisites:
To qualify for the Touch Healer Prestige Class, a character must
fulfill all of the following criteria:
Abilities: Wisdom 12+
Alignment: any Good
Skills: Heal (8 ranks)
Feat: Skill Focus (healing)
Spells: Ability to cast cure moderate wounds.
Class Skills: The Touch Healer’s Class Skills (and the key
ability for each) are Concentration (Con), Craft (Int), Diplomacy
(Cha), Heal (Wis), Profession (Wis), and Spellcraft (Int).
Skill points at each level: 2 + Int modifier
Hit Dice: d6
Class Features: Below are the class features of the Touch
Healer class:
Weapons and Armor Proficiency: Touch Healers gain no
additional weapon or armor proficiencies by taking this Prestige
Class. In combat, Touch Healers suffer strict penalties for
causing actual damage to living creatures (see Code of Conduct,
below), so Touch Healers often use only blunt weapons that can
inflict subdual damage (the quarterstaff and the club are the
most popular choices).
Spells per Day: A Touch Healer continues training in magic as
she learns to refine her curative spells. When a new Touch
Healer level is gained, the character gains new spells per day is
if she had also gained a level in a spellcating class she belonged
to before she added the Prestige Class. She does not, however,
gain any other benefit a character of that class would have
gained from another level (improved chances of turning the
undead, improved Smite Evil damage, etc.).
If a character had more than one spellcasting class before
becoming a Touch Healer, she must decide to which class she
adds each level of Touch Healer for this purpose.
Healing Domain (Su): At 1st level, the Touch Healer gains
access to the Healing domain, in addition to any other domains
he or she may already possess. This gives the character the
granted power of the Healing domain (cast all cure spells at +1
caster level), and allows the character to choose spells from the
Healing Domain spell list.
For example, a 5th Level Bard/1st Level healer may prepare two
extra spells each day: one 1st Level spell and one 2nd Level spell,
from the Healing Domain spell list, even though the character is
not a cleric. These spells are prepared in addition to any other
spells that the character is eligible for, and do not count towards
the bard’s number of spells per day.
For the Healing Domain spell list, refer to the Core Rulebook I.
Healing Touch (Su): At 2nd Level, the Touch Healer has
unlocked the secrets of healing magic, and can cure damage and
illness with a gentle touch at the cost of her energy. Once per
day per Touch Healer level, the Touch Healer may cure a
number of hit points equal to her Touch Healer level x 3 to any
creature touched. Using this ability is a full-round action that
provokes an attack of opportunity.
After using this ability, the Touch Healer is winded (–2 penalty
to Strength and Dexterity, cannot run or charge) for 5 rounds.
No amount of treatment, magical or otherwise, can remove this
penalty…only time itself can recharge her life force.
Cleansing Touch (Su): At 3rd level, the Touch Healer can use
her Healing Touch ability (above) to force illness, disease, or
toxins out of the body of her patient. While using her Healing
Touch ability, the Touch Healer may choose to cure disease or
neutralize poison instead of healing damage. This effect is
equal to the cleric spells of the same name, cast as a cleric of
equal caster level.
As with Healing Touch, using this ability is a full-round action
that provokes an attack of opportunity, and the Touch Healer is
winded for 5 rounds afterward.
Heal (Sp): Beginning at 4th level, the Touch Healer may heal
one creature of any minor affliction by using her Healing Touch
ability. While using her Healing Touch ability, the Touch
Healer may choose to cast heal, as a spell-like ability. This
ability is cast as a cleric of equal caster level.
Using this ability is very exhausting. Immediately after using
this ability, the Touch Healer becomes fatigued. Fatigued
characters suffer a –2 penalty to Strength and Dexterity, and
become exhausted from physical exertion.
The fatigue lasts until the Touch Healer can get 8 hours of
complete rest. Like her Healing Touch ability (above), no
amount of treatment (magical or otherwise) can quicken her
recovery; only time and rest will restore her strength.
Raise Dead (Sp): At 5th level, the Touch Healer may restore life
to a deceased creature, at the cost of her own life force. By
using her Healing Touch ability, the Touch Healer may raise
dead as a spell-like ability. This ability is identical to the cleric
spell of the same name, cast as a cleric of equal caster level.
Using this ability is taxing on the Touch Healer, and leaves her
drained and weak. Immediately after using this ability, the
Touch Healer becomes fatigued (as above) and temporarily
suffers 1 negative level. These penalties remain until the Touch
Healer gets 8 hours of rest. As with all of her touch healing
abilities, this need for rest cannot be quickened by any means
other than rest and time. This is a spell-like ability.
Oath of Healing: A Touch Healer’s creed is to never inflict
harm. A Touch Healer who willfully inflicts actual damage on
another living creature must immediately make a Will save (DC
20) or lose all Touch Healer special abilities for 24 hours. This
penalty does not apply to non-living creatures (such as undead
or constructs). Subdual damage does not count as “actual
damage;” thus, most Touch Healers carry blunt weapons and use
them only as a last resort.
In addition to never inflicting harm, a Touch Healers must never
charge money or place stipulations on her services. She believes
that it is her solemn duty to remove suffering and pain from the
world at large. Also, she must never refuse treatment to any
living creature that asks for her help.
A Touch Healer who attempts to exact payment or services in
exchange for her healing, or who refuses treatment to another
living creature who asks, loses all class abilities until atonement
can be made.
PRESTIGE CLASS: TOUCH HEALER
Class
Level
1st
2nd
3rd
4th
5th
Base
Attack
+0
+1
+1
+2
+2
Fort
Save
+2
+3
+3
+4
+4
Ref
Save
+0
+0
+1
+1
+1
Will
Save
+2
+3
+3
+4
+4
Special
Oath of Healing, Healing Domain
Healing Touch
Cleansing Touch
Heal 1/day
Raise Dead 1/day
Spells per Day
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
New Feats in Shannara
FEAT DESCRIPTIONS
Talent: Talents are a special type of feat that characters may
only take at first level. They otherwise work like any other
general feat.
Arcane Armor (General)
You are more adept at casting arcane spells while wearing a
particular type of armor.
Prerequisites: Armor Proficiency
Benefit: Choose one type of armor that you are proficient with,
such as chain mail. While you are wearing this particular type
of armor, the percentage chance for arcane spell failure is
reduced by 10%, to a minimum of 0%.
Special: This feat may be taken multiple times. Its effects do
not stack. Each time the Arcane Armor feat is taken, it applies
to a different type of armor.
Arcane Shield (General)
You are more adept at casting arcane spells while using a
particular type of shield.
Prerequisites: Shield Proficiency
Benefit: Choose one type of shield that you are proficient with,
such as a buckler. While you are using this particular type of
shield, the percentage chance for arcane spell failure is reduced
by 5%, to a minimum of 0%.
Special: This feat may be taken multiple times. Its effects do
not stack. Each time the Arcane Shield feat is taken, it applies
to a different type of shield.
Armor Focus (General)
You can move better in a particular type of armor.
Prerequisites: Armor Proficiency
Benefit: Choose one type of armor that you are proficient with,
such as scale mail. While you are wearing this particular type of
armor, the armor check penalty is reduced by 1.
Special: This feat may be taken multiple times. Its effects do
not stack. Each time the Armor Focus feat is taken, it applies to
a different type of armor.
Fighters may choose this feat as a bonus feat.
Armor Specialization (General)
You know how to get the maximum protection benefit from a
particular type of armor.
Prerequisites: Armor Proficiency, Armor Focus
Benefit: Choose one type of armor that you are proficient with,
such as scale mail. While you are wearing this particular type of
armor, the armor bonus is increased by +1.
Special: This feat may be taken multiple times. Its effects do
not stack. Each time the Armor Specialization feat is taken, it
applies to a different type of armor.
Fighters may choose this feat as a bonus feat.
Channel Spell (Metamagic)
You can use a melee weapon to deliver touch-ranged spells in
combat.
Prerequisites: Combat Casting, Weapon Focus
Benefit: While using a melee weapon, you may deliver a touchranged spell as part of a melee attack. To use this ability, you
must be armed with a melee weapon for which you have the
Weapon Focus feat, and you must have a touch-ranged spell
prepared for the day. Material components required for the
spell, if any, must be held in your off-hand (thus, two-handed
weapons or shields cannot be used when channeling spells with
material components).
As part of a full-round action, you state that you would like to
channel the touch spell through your weapon, and you make one
single attack roll at your highest attack bonus. Casting a spell in
this manner does not provoke attacks of opportunity. If the
attack misses, no damage is scored and the spell fails (and is no
longer available for casting). If the attack roll is successful, you
score weapon damage as normal on your target, and the target is
immediately subject to the touch spell as normal. Precision
damage (such as critical hits or sneak attack damage) is only
applied to the weapon damage, and not to the touch spell’s
damage, if any.
Channeling a spell through a weapon uses up a spell slot one
level higher than normal.
Special: The Quicken Spell metamagic feat cannot be stacked
with this ability; channeling a spell through a weapon still
requires a full-round action and allows only a single attack per
round.
Federation Soldier (Talent)
Your character was a soldier in the Federation Army prior to
beginning his or her career as an adventurer.
Prerequisite: Character level 1
Benefit: Profession (soldier) is a class skill for your character.
You begin play with standard issue Federation gear: chain shirt,
masterworked longsword, large metal shield, and uniform in
addition to your usual starting amount of gold.
Special: Starting the game with this extra equipment does not
imply that the character is automatically proficient in their use.
Characters who are not proficient with light armor, shields, or
longswords must still acquire all appropriate feats to be able to
use these items without penalty.
First-level fighters may select this talent as their 1st level bonus
feat, if they desire.
Freedom Fighter (Talent)
Your character was a member of the Resistance prior to
beginning his or her career as an adventurer. Your affiliation
with this underground organization has trained you to live a
double life.
Prerequisites: Character level 1
Benefit: Disguise and Forgery are class skills for your character.
Shield Focus (General)
You can move better while equipped with a particular type of
shield.
Prerequisites: Shield Proficiency
Benefit: Choose one type of shield that you are proficient with
(large steel shield, for example). While you are equipped with
this particular shield, its armor check penalty is reduced by 1.
Special: This feat may be taken multiple times. Its effects do
not stack. Each time the Shield Focus feat is taken, it applies to
a different type of shield.
Fighters may choose this feat as a bonus feat.
Shield Specialization (General)
You can manipulate a shield more effectively, gaining more
benefit from its protection.
Prerequisites: Shield Proficiency, Shield Focus
Benefit: Choose one type of shield that you are proficient with
(large steel shield, for example). While you are equipped with
this particular shield, its shield bonus is increased by +1.
Special: This feat may be taken multiple times. Its effects do
not stack. Each time the Shield Specialization feat is taken, it
applies to a different type of shield.
Fighters may choose this feat as a bonus feat.
Skill Finesse (General)
Your natural agility and grace allows you to compensate for a
lack of strength.
Prerequisites: Dex 15+
Benefit: You apply your Dexterity modifier instead of your
Strength modifier to Climb, Jump, and Swim checks.
Wilderun (Talent)
You were born and raised in the Wilderun, and have learned
several tricks for surviving in that harsh environment.
Prerequisites: Character level 1
Benefit: Knowledge (nature) and Survival are class skills for
your character.
Wishsong (Talent)
The gift of the wishsong runs in your family.
Prerequisites: Character level 1
Benefit: Perform (singing) is a class skill for your character.
You gain no other benefit from this feat until your character
attains at least 18 ranks in this skill, at which time he/she gains
the spell-like ability to cast wish once per day as a full-round
action.
The character must pay the commensurate XP cost associated
with using this ability each time it is used. For more
information, refer to the wish spell description in the SRD.
New Feats: Siege Combat
The following feats are not unique to the world of Shannara;
they were just unfortunate oversights in the 3rd Edition Players
Handbook. In the original D&D game there were rules for
siege weapons (like catapults and battering rams), and rules
for using them on the ocean as well as the battlefield. There
are no such rules under the 3rd Edition, so I took matters into
my own hands. I have adapted the original rules into the 3rd
Edition game, and introduced them into this campaign as a
way to add a historic sense of realism to full-scale war.
(Because let’s face it: not all wars are won by person-toperson combat.)
These “siege” feats are useable by any class, and are
considered to be Bonus Feats for the Fighter Class as well. I
doubt seriously that any of your characters will ever take these
feats…but it is better to have them and not need them, than to
need them and not have them. Besides, I never know when
you guys might decide to launch a full-scale war against the
neighboring town.
Trebuchet
SIEGE WEAPON PROFICIENCY (General)
You are skilled in the use of siege weapons. Choose one of
the following: arbalest, ballista, bore, battering ram, catapult,
mangonel, onager, or trebuchet (above). A character who is
skilled in the use of at least one siege weapon is known as a
“siege engineer.”
Prerequisite: Intelligence 13+
Benefit: You gain a +2 bonus to hit rolls with this weapon.
This feat also allows ranged siege weapons (such as catapults
and trebuchets) to fire at their standard rate.
Normal: A character manning a siege weapon that he or she is
not proficient with suffers a –4 penalty to hit rolls with that
particular weapon, and it fires at half its normal rate.
Special: You may gain this feat multiple times. Each time
you take it, it applies to a different siege weapon.
BALLISTICS (General)
You have a keen understanding of missile attacks when using
a certain type of siege projectile weapon (such as the
trebuchet).
Prerequisites: Intelligence 13+, Siege Weapon Proficiency,
Point Blank Shot
Benefit: You gain an additional +1 bonus to hit rolls when
using this particular missile weapon.
Special: You may gain this feat multiple times. Each time
you take it, it applies to a different siege weapon.
SIEGE TACTICS (General)
You are skilled in siege warfare, and know how to plan or
endure a lengthy siege situation.
Prerequisite: Leadership
Benefit: You gain a +2 leadership bonus when under siege, or
when laying siege to an area. Your knowledge of siege
warfare, combined with your brilliant leadership and tactical
mind, are a comfort and inspiration to those who fight
alongside you.
TRAJECTORY (General)
You are especially good at hitting moving targets with a
particular type of siege weapon.
Prerequisite: Weapon Focus (siege weapon), Siege Weapon
Proficiency
Benefit: You suffer no penalty when firing siege weapons at
moving targets (such as war galleys). The target must be large
enough to be hit by the siege weapon (at least Huge in size, or
at least 20’x20’) and have a movement rate of 30’ or less, and
the person firing the weapon must be able to anticipate the
direction in which the target is moving.
Normal: A character without this feat would suffer a –4
penalty to hit rolls against a moving target when using a siege
weapon.
Special: You may gain this feat multiple times. Each time
you take it, it applies to a different siege weapon. Please note
that gaining a Trajectory feat for a different siege weapon
requires gaining a Weapon Focus feat and a Siege Weapon
Proficiency for that particular siege weapon first.
Catapult
22
New Familiars
The 3rd Edition Players Handbook states that a familiar is “a magical, unusually tough, and intelligent version of a small animal.”
(page 50). While this works fine for many campaign settings, I felt it was a bit too limiting. I have expanded this list of small
animals, and have allowed arcane spellcasters to call normal insects as well. The following list of familiars may be used by any
character or monster who qualifies for a familiar:
Butterfly Familiar: CR --; Fine magical beast; HD. ½, HP. ½
master’s; Speed 5’, fly 30’ (average); Init +3, AC. 20 (touch 19, flatfooted 18); Atk --; Face/Reach ½ ft. x ½ ft./0 ft.; SQ granted abilities;
AL Any good; SV Fort +1, Ref +3, Will +5; Str. 1, Dex. 15; Con. 12,
Int. 8, Wis. 16, Cha. 10.
Hummingbird Familiar: CR --; Fine magical beast; HD. ½; HP ½
master’s; Speed 5’ fly 50’ (perfect); Init +5, AC. 24 (touch 23, flatfooted 21); Atk --; Face/Reach ½ ft. x ½ ft./0 ft.; SQ granted abilities;
AL Any; SV fort +2 Ref +5 Will +2; Str. 1, Dex 21, Con 10, Int 5,
Wis 13, Cha 10.
Skills: Move Silently +12, Spot +4 (or master’s, if better)
Special: A butterfly familiar grants its owner a +1 to all of his or her
spell DCs.
Skills: Move silently –4, Spot +6 (or master’s, if better)
Special: A hummingbird familiar grants its master a +1 bonus to his
or her Dexterity score.
Cricket Familiar: CR --; Fine magical beast; HD. ½; HP. ½
master’s; Speed 10’; Init. +4, AC. 21 (touch 20, flat-footed 19);
Atk --; Face/Reach ½ ft. x ½ ft./0 ft.; SQ granted abilities; AL Any;
SV Fort +2 Ref +4 Will +5; Str. 1, Dex. 17, Con. 14, Int. 6, Wis. 16,
Cha. 8.
Locust Familiar: CR --; Fine magical beast; HD. ½; HP ½ master’s;
Speed 5’ fly 30’ (clumsy); Init +2, AC. 21 (touch 20, flat-footed 18);
Atk --; Face/Reach ½ ft. by ½ ft./0 ft.; SQ granted abilities; AL any;
SV Fort +2 Ref +2, Will +2; Str. 1, Dex 15, Con. 10, Int 5, Wis 10,
Cha 8.
Skills: Listen +4, Hide +4 (or master’s, if better)
Special: A cricket familiar grants its master a +2 bonus to all Will
saves.
Skills: Listen +4, Climb +5 (or master’s, if better)
Special: A locust familiar grants its master a +10 bonus to all jump
checks.
Dove Familiar: CR --, Diminutive magical beast; HD. 1; HP. ½
master’s; Speed 10’, fly 50’ (average); Init +2; AC 18 (touch 16, flatfooted 15); Atk --; Face/Reach 1’ by 1’/0’; SQ granted abilities;
AL any; SV Fort +2, Ref +2, Will +5; Str. 1, Dex. 14, Con. 10, Int. 6,
Wis. 15, Cha. 6
Mantis Familiar: CR --; Fine magical beast; HD. ½; HP ½ master’s;
Speed 10’; Init +2, AC. 21 (touch 20, flat-footed 18); Atk --;
Face/Reach ½ ft x ½ ft/0 ft.; SQ granted abilities; AL Any; SV Fort
+2 Ref +2 Will +3; Str 1, Dex 15, Con 12, Int 5, Wis 12, Cha 10.
Skills: Climb +5, Hide +10 (or master’s, if better)
Special: A mantis familiar grants its master a +4 bonus to all Hide
checks.
Skills: Listen +4, Spot +6 (or master’s if better)
Special: A dove familiar grants its master a +1 bonus to his or her
Charisma score.
Rabbit Familiar: CR --; Tiny magical beast; HD 1; HP ½ master’s;
Speed 40’; Init +4, AC 22 (touch 20, flat-footed 16); Atk --;
Face/Reach 1 ft. x 1 ft./1 ft.; SQ granted abilities; AL Any; SV Fort
+1 Ref +4 Will +2; Str. 1, Dex 18, Con 11, Int 5, Wis 13, Cha 8.
Fox Familiar: CR --; Small magical beast; HD 2; HP ½ master’s;
Speed 30’; Init +3, AC 16 (touch 14, flat-footed 13); Atk +4 melee
(1d4-2 bite); Face/Reach 1 ft. x 1 ft./5 ft.; SQ granted abilities;
AL Any; SV Fort +2 Ref +2 Will +2; Str. 1, Dex 15, Con 12, Int 8,
Wis 13, Cha 6.
Skills: Hide +4, Spot +4, Listen +5 (or master’s, if better)
Special: The rabbit familiar grants its master the Run feat for free. If
the master already has this feat, the rabbit grants an extra 10’ to the
movement rate of its master.
Skills: Listen +4, Spot +4 (or master’s, if better)
Special: A fox familiar grants its master +2 to Move Silently.
Gecko Familiar: CR --; Diminutive magical beast; HD. 1, HP ½
master’s; Speed 10’; Init. +1; AC 16 (touch 15, flat-footed 15); Atk -; Face/Reach 1 ft. x 1 ft./0 ft.; SQ granted abilities; AL Any; SV Fort
+2, Ref +3, Will +4; Str. 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4.
Scorpion Familiar: CR --; Fine magical beast; HD ½; HP ½
master’s; Speed 20’; Init +1, AC. 20 (touch 18, flat-footed 17); Atk
+1 melee (0+poison sting); Face/Reach ½ ft. x ½ ft./1 ft.; SA poison;
SQ granted abilities; AL Any non-good; SV Fort +3 Ref +1 Will +1;
Str. 1 Dex. 13, Con. 15, Int. 3, Wis. 8, Cha. 8
Skills: Hide +15, Climb +15 (or master’s, if better)
Special: A gecko familiar grants its master darkvision 30’.
Skills: Climb +8, Hide +8 (or master’s, if better)
Poison: DC = 11, 1d2 Str initial and secondary
Special: A scorpion familiar grants its master a +2 bonus to all
Fortitude saves vs. poison.
Hermit Crab Familiar: CR --; Fine magical beast; HD. ½, HP ½
master’s, Speed 5’; Init. +1; AC. 18 (touch 17, flat-footed 16); Atk --;
Face/Reach ½ ft. x ½ ft./0 ft.; SQ granted abilities; AL Any, SV Fort
+4, Ref +1, Will +2; Str. 1, Dex. 12, Con 18, Int 6, Wis 13, Cha 8.
Snail Familiar: CR --; Fine magical beast; HD ½; HP ½ master’s;
Speed 5’; Init -2, AC 18 (touch 16, flat-footed 16) Atk --; Face/Reach
½ ft. x ½ ft./ ½ ft.; SQ granted abilities; AL Any; SV Fort +3 Ref +0
Will +1; Str. 1, Dex. 6, Con 15, Int 10, Wis 12, Cha 8.
Skills: Listen +4, Spot +4 (or master’s, if better)
Special: A hermit crab familiar reduces its master’s chance for arcane
spell failure by half (to a minimum of 10%).
Skills: Climb +10 (or master’s, if better)
Special: A snail familiar grants its master a +2 bonus to natural armor
class. This bonus stacks with any other racial modifiers for base
armor class.
23
Squirrel Familiar: CR --; Tiny magical beast; HD ½; HP ½
master’s; Speed 40’; Init +3, AC. 22 (touch 20, flat-footed 16); Atk -; Face/Reach 1 ft. x 1 ft./1 ft.; SQ granted abilities; AL Any; SV Fort
+2 Ref +4 Will +2; Str. 1, Dex. 18, Con 13, Int 6, Wis 13, Cha 8.
Turtle Familiar: CR --; Fine magical beast; HD ½; HP ½ master’s;
Speed 5’ swim 30’; Init -2, AC 18 (touch 16, flat-footed 16) Atk --;
Face/Reach ½ ft. x ½ ft./ ½ ft.; SQ granted abilities; AL Any; SV
Fort +3 Ref +0 Will +1; Str. 1, Dex. 6, Con 15, Int 10, Wis 12, Cha 8.
Skills: Climb +10, Hide +3, Spot +5 (or master’s, if better)
Special: The squirrel familiar grants its master a +4 bonus to all
Climb checks.
Skills: Swim +10 (or master’s, if better)
Special: A turtle familiar reduces the armor check penalty of its
master by half (to a minimum of –1).
Tarantella Familiar: CR --; Fine magical beast; HD ½; HP ½
master’s; Speed 30’; Init +1, AC. 20 (touch 18, flat-footed 17); Atk
+1 melee (0+poison bite); Face/Reach ½ ft. x ½ ft./1 ft.; SA poison;
SQ granted abilities; AL Any non-good; SV Fort +3 Ref +1 Will +1;
Str. 1 Dex. 13, Con. 15, Int. 3, Wis. 8, Cha. 8
Skills: Climb +8, Hide +4, Jump +2 (or master’s, if better)
Poison: DC = 11, 1d2 Str initial and secondary
Special: A tarantella familiar grants its master a +2 bonus to all Hide
and Climb checks.
24
New Deities
Religion was never an important part of the Shannara novels. Few religious beliefs are ever mentioned, and those that were are used
with negative connotations. Religion and theology, sadly, are largely viewed as things of the past by most people in The Four Lands.
Introducing clerics and paladins into the Shannara setting required a few changes to be made to this, for these classes depend greatly
upon higher powers and their church. After careful consideration, I decided that some of the deities mentioned in the Players
Handbook did not fit the Shannara setting, and were omitted. To help fill in the gaps created by these omissions, new deities were
created for use in this campaign.
Clerics and Domains: Clerics in The Four Lands may select one or two Domains to base their magic on. If clerics decide to select
domains, they are forbidden from choosing Chaos, Evil, Good, Law, and Luck. This is to make sure that the clerics in Shannara are
not followers of any demanding political cause, and to insure that church violence and holy wars would be very rare indeed...quite
similar to the Shannara novels.
Paladins in Shannara: When a paladin attains the level mentioned in the 3rd Edition Players Handbook required for spellcasting, he
or she may or may not choose a domain for spells. The restrictions mentioned in the PHB have not been changed for the paladin class.
Deities That Were Removed:
The following Deities in the 3rd Edition Players Handbook were removed from the game, to better conform to the Shannara campaign
setting:
-
Corellon Larethian
Garl Glittergold
Gruumsh
Nerull
Vecna
All others outlined in pages 90-92 of the PHB are playable in this campaign.
In Defenders of the Faith, several new deities (primarily for monsters) were introduced. I generally will not allow your character to
select one of these as his or her patron deity, but there are always exceptions. If your character fits the description of this particular
deity’s followers, and if you can come up with a convincing story as to why he or she would even want to follow this particular deity
(without saying something like “Because it has really cool domains and favored weapons.”), I might allow it. But probably not.
25
The New Deities:
Below is a list of new deities for the Shannara setting, and their respective alignments. Regardless of the cleric's alignment, he or she
may not choose more than one deity or church to follow, and all Domain restrictions (above) still apply. A cleric who changes
alignment is still subject to all penalties mentioned in the Players Handbook.
Grimm (Neutral Evil) (pronounced grim)
During the harsh years after the First War of the Races, the people of The Four Lands suffered greatly. Many who had no hope or
direction began to worship life's only certainty: Death. While Death has many names, the most common in Shannara is Grimm.
Grimm is not a patron, a god, or even a legend...Grimm represents the natural process of death. Followers of Grimm tend to be
Neutral-Evil in alignment, although any non-good alignment may follow Grimm's path. Grimm is depicted as a figure with black
wings and robes, holding a scythe, and most of his followers favor this weapon. His only domains are Death, Destruction, and
Knowledge. His symbol is simply a scythe, or a black-robed angel with black wings holding a scythe.
Paazu (Lawful Evil) (pronounced PAY-zoo)
Depicted as a man with the head and wings of a locust, Paazu is the god of famine. His followers are known for wearing brown robes
and leather necklaces with wooden pendants carved to resemble locusts. While most of Paazu's followers are Lawful Evil, people of
any Lawful alignment may be inspired to follow him. Lawful Evil followers seek to bring famine by destroying crops and fields.
Lawful good clerics who follow Paazu are especially known for the bags of grain they carry, planting seeds along the roads wherever
they travel. Paazu's favored weapon is a wooden club, and his domains are Destruction, Magic, Pestilence, and Travel. (The Pestilence
domain is a Prestige Domain, mentioned in the Defenders of the Faith game supplement.) His clerics usually carry his symbol (a
wooden carving of a locust about 4" long) on their staves or on the ends of their belts.
Soderven (Lawful Neutral) (pronounced SO-der-vinn)
While more of a legend than a "god," Sodervin is followed mostly by those who seek to be Elder Druids, or by those who imitate the
ways of the Druid Council. He is the patron of blind justice and equality in The Four Lands, and his followers seek peace by bringing
those who hurt others (whether they be good or evil) to justice. He is depicted as a tall, bearded human in black robes, bearing an
hourglass in one hand and a sickle in the other. Sodervin rules the domains of Divination, Knowledge, and Sun. His symbol is an
hourglass, usually white with gold sand. (The Divination domain may be found on page 78 of Defenders of the Faith.)
Rifkin (Chaotic Good) (pronounced RIFF-kin)
Many of the Rovers and Rogues of good alignments pay respect to Rifkin, the fabled Bard of Roads. He is the patron of those who
travel, those who sing, those who dance, and those who spend their lives on the road. He is the chief diety of halfling clerics.
Followers of Rifkin are known for their flaky personalities, odd mannerisms, and great love for entertainment. Clerics of Rifkin may
choose from the Travel, Magic, and Protection domains. His favored weapon is the short sword, and his symbol is a wagon wheel with
twelve spokes.
Sil Daris (Lawful Good) (pronounced SILL DAR-is)
Sil Daris is known as The Protector, The Ward, and The Silver King among his human followers. Depicted as an old man with a
lantern, his example of leadership and compassion echo in the lives of his followers, who seek to rid the land of fear and suffering
through benevolence, friendship, and generosity. His favored weapon is the dagger, which is often seen in paintings as having a wavy
blade (kris dagger). The domains that he represents are Mind, Magic, Protection, Sun, and Travel. His symbol is a kris-bladed dagger,
blade downward. (The Mind domain may be found on page 80 of the Defenders of the Faith game supplement.)
26
CHAPTER 4: OTHER NEW STUFF
New Equipment:
While these items are not unique to the world of Shannara, I thought they would be wonderful additions to game play. Below you will
find a handful of new darts, a couple of cool alchemic compounds, and some other nifty items for sale.
this area are immediately extinguished, and the surface
becomes incredibly slick. All who attempt to move through
an area covered in foam must make a Reflex save (DC=12) or
fall. Characters who fall must make a successful Reflex save
(as above) to regain their footing again. The foam lasts for 30
minutes, or until rinsed away.
Dart, Barbed
(Simple Ranged Weapon, Cost: 1 gp, Damage: 1+ special,
Critical: -, Range: -, Weight: ½ lb., Type: Piercing)
While most darts are simply needles with feathers, this
particular dart is longer and heavier, and is ridged with
backward-pointing spikes along its length. It is too heavy to
be used in a blowgun, but may be thrown or shot from a hand
crossbow. It inflicts one point of damage on a successful hit,
and lodges in the body of its target. The dart will continue to
work its way into the skin of a Large-sized or smaller creature,
inflicting 1 more point of damage per round until removed.
Removing the dart is a standard action that provokes an attack
of opportunity, and inflicts another 1 point of damage from the
barbs.
Glowstone
(Special Item, Cost 100 gp., Weight: ½ lb.)
Glowstones are chemically-treated rocks about the size of an
apricot. Similar to a sunrod, this stone gives off a faint yellow
light roughly as bright as a candle when warmed in the hands.
It will continue to glow as long as it is kept warm, or for a
total of 24 hours. After this period, it becomes a worthless
grey rock. They are non-reactive, non-combustible, and
cannot be extinguished by water or wind…which makes them
perfect for use in mines. Some are sold as pendants on leather
straps.
Barbed darts that are tipped with poison (sold separately) are
particularly deadly. Because the needle stays embedded after
impact, and because its removal is equally damaging, victims
of a poisoned barbed dart suffer a –2 penalty to their Fortitude
saves to resist the poison.
Quicklime
(Special Substance, Cost: 15 gp., Weight: -)
Dart, Bladed
(Simple Ranged Weapon, Cost: 2 gp, Damage: 1-2, Critical:
x2, Range: -, Weight: ½ lb., Type: Piercing)
Quicklime is a volatile liquid that reacts with exposure to air,
creating a choking white cloud of irritating dust. It is sold in
small clay vials at specialty stores that generally sell other
alchemic preparations. One vial will create a 10-foot cube of
dust. This dust blocks vision, and all who are in the area of
effect must make a Fortitude save (DC=12) each round or
begin to choke and gag on the irritating smoke. Choking
creatures are unable to move or act for one round. Please note
that creatures with more than 5 HD may be immune to the
effects of the quicklime.
Instead of a needle, this heavy throwing dart is tipped with a
small razor blade. Like the barbed dart, it is too heavy to be
used in a blowgun, but lends itself well to hand crossbows. It
otherwise works the same as a standard dart, except that it
inflicts more damage and may inflict critical hits.
Dart, Feathered
(Simple Ranged Weapon, Cost: 1 sp, Damage: -, Critical: -,
Range: -, Weight: -, Type: Piercing)
Scree
(Special Item, Cost: 200 gp., Weight: -)
This tiny flying needle is little more than a chicken feather
fitted with a needle and a lead weight. It is primarily used in
blowguns by assassins, and is almost useless without poison.
A scree looks like a simple clay pendant in the shape of the
number “8”. Two leather straps are threaded through each eye
of the pendant. These items are used to help locate
companions who easily become separated. To use the scree,
the pendant is broken in half and each half is then worn
around the neck of another person. Regardless of distance, the
two pieces of the scree will always point to each other, each
fragment glowing faintly with a pale blue light when held in
the general direction of the other piece. The enchantment only
works once, and ceases to operate once the pieces are within
10 feet of each other after being separated.
Foam
(Special Item, Cost 20 gp., Weight -)
Similar to quicklime (below), this small vial of inert liquid
bursts into a spray of frothing, detergent-scented foam when
shattered. The foam is primarily used to slow persuit or
extinguish flames, but creative people have found all sorts of
uses. When broken, a 20’ diameter area is immediately
covered in 6 inches of white soapy foam. All normal fires in
27
Rules Variant: Gunpowder, Firearms, and Cannons
HISTORY
Gunpowder is a fairly “new” discovery to The Four Lands,
currently enjoying heavy use by the Federation. Its recipe was a
long-lost secret guarded by the Druids of Paranor for centuries,
and played a powerful role in the First War of the Races.
Centuries later, the secret was passed to the dwarves of the East
to aid them in their defense of their own homelands in the
Second War of the Races, and tales of dwarven cannon fire is
still circulated by the bards in legends.
With the destruction of Paranor during the Second War of the
Races, the recipe for gunpowder was lost and remained known
only among the dwarves of the east, and a handful of surviving
druids. The dwarves later sold the recipe to the growing
Federation as part of a peace treaty giving the dwarves control
of more lands in the east, and has spread rapidly since.
Currently, the use of firearms and gunpowder is carefully
controlled by the Federation. The possession or sale of these
weapons and their accessories by non-Federation people is a
serious offense in Federation-controlled territory.
Firearms
Bayonet
Bomb
Pistol
Pistol knife
Rifle
Ammunition/Gear
Flint
Fuse, 10-second
Gunpowder
Holster, belt
Keg, powder
Lead bullets, 10
Powder horn
Size
S
S
S
S
L
Cost
5 gp
varies
300 gp
5 gp
600 gp
Cost
5 gp
10 gp
100 gp
3 gp
10 gp
1 gp
10 gp
Damage
1d6
2d6
1d10
1d4
1d12
Weight
--1 lb
2 lb.
1 lb.
1 lb.
½ lb.
Capacity
---1 lb.
5 lbs.
-1 lb.
Bayonet: A bayonet is a long, thin blade or spike, attached to
the end of a rifle and used as a spear after the rifle has been
fired. When attached to a rifle, it is considered a Large-sized,
two-handed simple weapon.
Bombs: Whenever gunpowder is detonated inside a container,
an explosion 40’ in diameter will result, inflicting fire damage to
all in the area. Bomb damage listed above is for one pound of
gunpowder detonated. The damage inflicted by the bomb is
increased by +1d6 for each additional pound of powder burned,
to a maximum of 10d6 points of damage.
Pistol: Pistols are small, one-handed flintlock muskets made
from steel, brass, and wood. Muskets are considered a Smallsized, one-handed weapons, that deal 1d10 points of piercing
damage (x3 critical) on a direct hit. Reloading a musket is a fullround action that provokes an attack of opportunity, and requires
the use of both hands. Using two pistols at once is identical to
fighting with two weapons, incurring any applicable penalties
for two-weapon fighting.
GUNPOWDER
The gunpowder in Shannara is not the high quality, weaponsgrade propellant we have today. It’s quality and power is closer
to the propellants used in Renaissance history…loud and smoky,
with a tendency to burn rather than explode when ignited outside
of a closed container.
Gunpowder can be used in the game as an incendiary device, a
propellant for muskets, or a bomb. The table below lists the
volume, cost, damage, range, and other weapon stats for the use
of gunpowder in the Shannara campaign.
FIREARMS
Using a firearm (musket or rifle) requires the character to have
the Firearms Weapon Proficiency feat (see below). A character
who is proficient with Simple, Martial, and/or Exotic weapons
must still take this feat to be able to effectively use the firearm.
Characters without this feat suffer a –4 penalty to attack rolls,
and are unable to reload the weapon.
Like crossbows, firearms may be fired from the prone position
without penalty. Unlike other missile weapons, firearms may
not be fired wet (in the rain, underwater) or in any other
condition where the flint would not spark (in a vacuum, for
example).
Critical
x2
x2
x3
x2
x3
Range
Increment
-10’
50’
-150’
Weight
1 lb.
1 lb.
3 lb.
1 lb.
10 lb.
Type
P
Fire
P
P
P
Notes
Small shards of flint used in rifles and muskets
One pound is enough powder for 10 shots.
Leather and brass, includes hip pouch for ammo
Wood keg sealed with wax.
Includes pouch, patches, and primer for 10 shots
Watertight, made from horn and sealed with wax
Pistol Knife: Similar to the bayonet above, except made for a
pistol. When attached to a pistol, it is considered a Small-sized,
one-handed simple weapon.
Rifle: Rifles are 5’ long muskets made from steel and wood,
often referred to as a Hand Cannons or Heavy Muskets. They
are considered Large-sized, two-handed weapons, that deal 1d12
points of piercing damage (x3 critical) on a direct hit. Reloading
a rifle is a full-round action that provokes an attack of
opportunity, and requires the use of both hands.
Flint: Flint supplies the spark that fires a rifle or pistol. Flint
requires replacement after about 100 firings.
Fuse: Hemp cord saturated with gunpowder.
Gunpowder: Gunpowder is sold by the pound or half-pound, at
a high cost from a limited number of suppliers.
Holster: A type of hip pouch for a musket, the holster keeps the
pistol barrel-down and within easy reach. A small pouch is
included, for ammunition.
Keg, Powder: A powder keg is a small wooden barrel, about a
foot high, sealed inside and out with beeswax. At full capacity,
the powder keg will hold five pounds of gunpowder. The keg
has a hardness of 3 and 5 hit points. A full keg of powder may
be detonated as a bomb, causing an explosion with a 30’ radius
that inflicts 6d6 points of fire damage.
Lead bullets (10): These small, insignificant bullets are cast in
clay molds and shaped into rough balls. They come in two
sizes, rifle and pistol.
Powder Horn: This small, watertight container is made from
the horn of a bull. A normal powder horn will hold one pound
of gunpowder, roughly enough for 10 bullets. Powder horns
typically have a hardness of 2 and 3 hit points.
Siege Weapon
Cannon, Light
Cannon, Heavy
Cannon Shot
Grapeshot
Cost
1200 gp
2000 gp
10 gp
15 gp.
Weight
1000 lbs.
2000 lbs.
1 lb.
1.5 lbs.
SIEGE ENGINES (CANNONS)
In addition to pistols and rifles, cannons are available in
Shannara. They are almost exclusively manufactured by the
dwarves of the Eastland, and are used as both anti-siege and
anti-personnel attack weapons. Their use has been growing
rapidly among the dwarven clans, but has yet to spread to the
other races…except for the few captured by gnomes in recent
border disputes.
Cannons are large, heavy tubes of iron or steel, which are
packed with an explosive charge and a heavy projectile. A fuse
ignites the explosive charge, sending the projectile toward its
target with great force and range. They are most often fixed onto
war galleys and castle ramparts, but portable versions mounted
on great wagons are not unheard of.
Damage
3d6
5d6
-special
Critical
---x2
Range Increment
300’
350’
-special
Crew
3 (1 min, 5 max)
5 (3 min, 7 max)
---
Cannon, Light: A light cannon (also called a "field cannon") is
about four feet long and two feet high. The cannon makes a
straight attack roll (1d20) with no modifications (no character
base attack bonuses, ability modifiers, etc.) except for range,
similar to a ballista. Deviation and hits, however, are handled in
the same manner as catapults (see Page 68).
MAKING/BUYING GUNPOWDER
Gunpowder is not available to the general public, but may be
acquired on the black market or through military installations at
the above-listed price. Characters with at least 3 ranks in
Knowledge: Chemistry may attempt to create gunpowder, using
the following rule.
Loading the light cannon and preparing it to fire takes the full
crew 4 full-round actions. Initially aiming (or reaiming) takes 2
minutes in addition to loading and preparation time. One shot
from the cannon uses 1 pound of gunpowder. Four crew
members can operate the cannon in half this time. One person
can crew a light cannon, but it aims and fires at three times the
normal rate.
Characters who wish to create gunpowder must spend 50 gp. per
pound on rare ingredients and chemicals, and must pass a
Knowledge: Chemistry check DC 15. This base DC increases
by 1 point for each additional pound of gunpowder being created
in the same attempt. Creating gunpowder takes 1 hour for each
pound created. Failure means that the ingredients were ruined,
and the character must start over.
Cannon, Heavy: A heavy cannon (also called a "siege cannon")
is about 6 feet long and four feet high. This is a larger, heavier
version of the light cannon (see above for more information).
Five crew members can load and prepare this device in 10 full
rounds and aim (or reaim) in 5 minutes. Three persons can crew
the heavy cannon, but it takes three times the time to aim and
prepare. Fewer than three crew members cannot operate this
weapon effectively.
MAKING/BUYING FIREARMS
The sale of gunpowder, firearms, and related equipment is
strictly regulated by the Federation in all of its occupied
territories, requiring the purchase of several licenses and written
permission from a superior officer. As a result, firearms are
almost impossible to acquire in Federation-occupied territory
(such as Varfleet and Tyrsis).
Cannon Shot: These are round balls of iron that are cast in large
clay molds. They are primarily used to attack ships, buildings,
and other large fortifications. Cannon shot uses the range
increment and damage of the cannon it was fired from.
Grapeshot: Grapeshot is a small cluster of iron pellets or
stones, packed tightly into a small cloth sack. It is fired from
either a light or heavy cannon, and used to attack ground troops.
Grapeshot fired from either a light or heavy cannon creates a
cone of debris 300’ (light cannon) or 350’ (heavy cannon) long
and 100’ wide at its farthest end.
The grapeshot does minimum damage to objects and structures
in the area of effect (one point per die of damage), but does
normal damage (and possibly critical damage) to creatures and
other living targets on a successful hit. Make one hit roll for
each creature in the area of effect.
The demand for firearms, especially in this time of political
strife, has fueled the black market for such items in unoccupied
territories. In towns such as Leah and Culhaven, firearms and
ammunition may be purchased at the above listed price. The
chances of finding a dealer for firearms in such places requires a
successful Gather Information check DC 15.
In occupied territories, the black market for firearms is much
more lucrative and harder to find. The base DC for the Gather
Information check in Federation lands is 22, and all above listed
prices are double. Furthermore, there is a 50% chance that any
item purchased on the black market is damaged.
The creation of a firearm is a very difficult procedure, requiring
special machinery and expert craftsmen. Characters may not
attempt to create such weapons without at least 10 ranks in both
Knowledge: Mechanics and Craft: Firearms. The base DC for
such a weapon is 20, and the process takes 1d20+10 days. As a
result, only elite Federation tradesmen and dwarven machinists
are capable of creating such weapons.
New Rule: Gunshots and Non-Intelligent Creatures
A situation arose in a recent game where the party was being attacked by owlbears. The Ranger fired a musket at
one of them, hoping that the noise might scare these non-intelligent beasts away if the bullet didn’t drop them. I
made a couple of Will saves, and one of the owlbears fled the battle.
To keep the game consistent, and to handle these situations the same way in the future, I have drafted up this new
rule. Whenever a gunshot or thunderstone is used in a situation involving non-intelligent creatures, these new rules
will apply.
Non-intelligent creatures: Creatures with an Intelligence score of 5 or less (most animals and beasts). Creatures
with Intelligence scores of 6 or higher (such as dragons or humans), or creatures with no intelligence whatsoever
(such as plants or insects) are not affected by this rule.
1.
When attempting to frighten any creature away, an Intimidate Check must be made. The non-intelligent
creature involved must succeed a Will save against this check; failure indicates that the creature was frightened
away.
2.
When using loud noises, such as a gunshot or a thunderstone, to frighten non-intelligent creatures away, an
Intimidate check is still made. The DM will assign a bonus to this check, depending on how severe the noises
are. (A thunderstone will grant a +5 bonus, while a musket will grant a +10 bonus, for example.) The nonintelligent creature still makes a Will save to resist the intimidation, and is allowed to add its Intelligence score
as a bonus to this roll.
3.
Non-intelligent creatures might be frightened away by accident in a similar manner. Whenever a musket,
thunderstone, or similar effect is used, all non-intelligent creatures within 30’ must make a Will save against the
character’s Intimidate check or flee, even if the character did not intend to use Intimidation. Thus, it is possible
for characters to frighten away their own mounts, pets, and summoned animals by accident.
New Rule: Poison Type System
How to use these rules
Under these rules, poisons are handled in a game setting by assigning them a “type,” a letter from A to Z. This type is listed on a
chart, along with effects, damage, and other information for the game. (Please note that this system replaces any rules for poison in
the 3rd Edition Players Handbook, the 3rd Edition Dungeon Masters Guide, as well as Song and Silence.)
When a type of poison is used or purchased, the chart is consulted and all pertinent game information is gathered. Thus, all
information for the poison and its effects in the game are gathered into one easy-to-use document, and all use the same rules system
for purchase, creation, use, and effect.
POISON TYPE TABLE
Poison
Type
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
Example
DC
Delay
Spoiled food
Giant Bee extract
Black adder venom
Alcohol
Hornet venom
Giant centipede venom
Spotted toadstool
Coral snake venom
Deadly nightshade
Raw sewage
Desert scorpion sting
Liquid potassium
Blowfish quills
Arsenic
Giant spider
Giant jellyfish
Spitting cobra venom
Grub extract
Belladonna extract
Giant ant sting
Dregg spores
Black fungus juice
Ebony creeper tea
Rattlesnake venom
Black widow spider venom
Cyanide
10
13
15
10
12
15
18
22
25
10
12
15
18
22
25
12
15
12
12
10
12
15
18
15
18
20
15 minutes
15 minutes
15 minutes
2 rounds
2 rounds
1 round
1 round
1 round
1 minute
2 rounds
2 rounds
1 round
1 round
1 round
1 minute
Instant
1 round
1 minute
1 round
5 minutes
5 minutes
5 minutes
5 minutes
1 round
1 round
1 round
Primary Damage
or Effect
1 Con
1d6 Con
1d6 Con + 1d6 hp
1 Dex
1d2 Dex
1d4 Dex
1d8 Dex
2d6 Dex
2d6 Dex + 1d6 hp
1 Str
1d2 Str
1d4 Str
1d8 Str
2d6 Str
2d6 Str + 1d6 hp
Paralysis 2d6 rounds
Blindness 1d6 hours
Nausea 1d6 hours
Sleep 2d6 rounds
1d4 hp
1d6 hp
2d4 hp
2d6 hp
1d6 Dex. + 3d6 hp
1d6 Str. + 3d6 hp
Death
Secondary Damage
or Effect
1 Con
1d6 Con
1d6 Con + 1d6 hp
1 Dex
1d2 Dex
1d4 Dex
1d8 Dex
2d6 Dex
2d6 Dex + 1d6 hp
1 Str
1d2 Str
1d4 Str
1d8 Str
2d6 Str
2d6 Str + 1d6 hp
Paralysis 1d6 rounds
Permanent blindness
Nausea 1d6 hours
Sleep 1d6 rounds
1d4 hp
1d6 hp
2d4 hp
2d6 hp
Death
Death
Death
Base cost
(per dose)
1 gp
50 gp
100 gp
1 gp
5 gp
10 gp
20 gp
50 gp
100 gp
1 gp
5 gp
10 gp
20 gp
50 gp
100 gp
20 gp
20 gp
5 gp
25 gp
10 gp
20 gp
50 gp
100 gp
300 gp
400 gp
500 gp
GLOSSARY
Following is a list of terms used on the above table:
Poison Type: This defines the type of poison being used or purchased.
Dose: A “dose” of poison is considered enough to have a full effect on a Medium-sized creature. To
have full effect, doses must be adjusted to fit the size of the creature to be affected. For every size
larger than Medium, the number of required doses will double (Large creatures require 2 doses, Huge
creatures require 4 doses, Gargantuan creatures require 8 doses, and Colossal creatures require 16
doses). If the poison is adjusted to the creature’s size, no bonuses or penalties apply to the save
throw or effects of the poison.
Delay: This is the amount of time from exposure to effect of the poison. In most cases, injected and
inhaled poisons are instantaneous (a Fortitude save is required immediately after exposure), contact
poisons use the time listed, and ingested poisons take twice the time listed before the first Fortitude
save is required. For example, a Type A poison would require an immediate save throw if it is
inhaled or injected, but if it were eaten would require a save throw 30 minutes after it was consumed.
Save: Required save throws to avoid the poison are listed here. “Primary” means a save throw is required to avoid the Primary
Damage or Effect, and “Secondary” means a save throw is required to avoid the Secondary Damage or Effect. “None” means no save
throw is allowed; this is rare and very dangerous. Save throws are adjusted by size. For every size smaller than Medium, the creature
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suffers a –2 penalty to the Fortitude save. For every size larger than Medium, the creature gains a +2 bonus to the Fortitude save if the
dosage is unadjusted (A Tiny creature would suffer a –4 penalty to the roll, while a Large creature would gain a +4 bonus).
Primary Damage or Effect: This is the effect of the poison on an affected creature who fails his or her Primary save throw. The
recorded damage or effect applies to Medium-sized creatures only unless its dosage is adjusted to match the creature’s size. For every
size smaller than Medium, the effect doubles itself, and for every size larger than Medium, the effect halves itself. (A Tiny creature
taking a full dose of poison would take 4x the normal damage, but a Huge creature would take ¼ the normal damage.)
Secondary Damage or Effect: This is the effect of the poison on an affected creature who fails his or her Secondary save throw. If
this column reads “none” for a particular poison, the poison does not inflict Secondary damage and the affected creature does not need
to make a Secondary save throw. Like Primary Damage or Effects (above), this amount is adjusted by size and dosage.
Base cost per dose: This price assumes that the poison purchased is intended to be ingested (swallowed). For injected poisons (like
those used to treat arrows or daggers), the cost is five times as much as the listed price. Contact poisons (like those placed on objects,
to be absorbed through the skin) cost 10 times as much as the listed price, and inhalants (poisonous gasses and powders) cost 50 times
the listed cost due to the extreme difficulty of manufacturing and handling such poisons.
Example: Poison Type C costs 100 gp per dose if it is to be used in food or drink. If the purchaser wishes to use it on her dagger, the
cost would be 500 gp per dose (since it must be more concentrated for this purpose). If she wanted to use the poison as a thrown
weapon (to be absorbed through the skin), the cost would be 1000 gp per dose, and if she wanted to purchase a breathable powder or
gas of the poison type, the cost would be 5,000 gp per dose.
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New Rule: Poison as Equipment
For starters, poison is not intended to be a common and everyday piece of equipment in the characters’ arsenal. Poisons should be
hard to find, illegal to possess, tricky to use, expensive to purchase, and dangerous to make. Poisons can greatly disrupt game balance,
especially if the players begin to rely on it too heavily in the game. The following guidelines should be followed and enforced to
ensure that the game remains fun, interesting, and challenging to everyone.
Song and Silence
Forget everything you ever read in this book about poison. The rules in Song and Silence are lame, unclear, ineffective, vague, and
lots of other adjectives that I haven't the time to type.
Alignment
The use of poison is an evil act, and is considered by many to be an act of cowardice. Therefore poison is often used by assassins and
never used by knights. Any “good” aligned character who knowingly uses poison is considered to be playing out of character.
Neutral characters may or may not use poison, depending on their attitude towards life and bravery. Evil-aligned creatures use poison
more out of a need to compensate for a lack of opportunity or physical might in combat.
RULE OF THUMB: By and large, only those who are desperate or evil seek poisons. Thus, people who make and sell these poisons
are quick to take advantage of their customers. Characters who use poison deliberately may NOT be Lawful, and may NOT be Good.
Buying poisons
Poisons are rare and dangerous, and so are the people who make and sell them. Poisons should not be available in the local town
market, because most people shun it and the local law enforcement would have it removed. Finding poisons for purchase should be a
challenge, probably involving the black market and paid informants before the party is able to even hear a rumor of a poison shop.
Such shops generally set their own prices, and have little concern for business and the laws of supply-and-demand. The prices listed
above are general; and may vary greatly depending on the personality of the person behind the counter. Cover fees are common, just
to get in the door.
People who make poisons generally only specialize in one or two types. No poison shop should have more than 3 types of poison for
sale in any form unless sanctioned by the local government, all poison types are never available in the same shop.
Making poisons
The creation of a poison is almost as difficult as the successful creation of a magic potion The Brew Poison feat (see the “New Feats”
section) is required, and ranks in Alchemy are very helpful. Only characters of Evil alignments, or characters who are neutral in the
sense of good vs. evil may make poison. Characters who seek to create a certain type of poison often have to find rare ingredients and
spend much time in a laboratory concocting their potables.
The cost of creating a type of poison is the same as the cost for purchase. The amount of time is 1-day minimum, plus 1 day for every
100 gp of the poison’s value. The DC for the poison creation to be successful is the same as its Fortitude DC, which is adjusted by the
following circumstances: making multiple doses (+1 per extra dose), making contact poisons (+2), making intravenous poisons (+3),
and making inhalants (+4). Thus, the DC for making four doses of an intravenous Type Z poison would be 26 (20 + 3 + 1 + 1 + 1).
The character then must make an Alchemy check against this DC to determine if it was successful.
If the attempt to create any poison fails, all time and materials spent are lost and the character must start over. If the Alchemy check
fails by 11 or more points, the failure is catastrophic and the character is accidentally exposed to every dose of his own concoction
(Fortitude saves apply, damage is as listed for the poison type being created). Thus, it is a good idea to keep a supply of antitoxin
around and possibly an antidote before beginning work on the poison.
Poisoned weapons
A weapon treated with poison is especially deadly, adding poison damage to an already dangerous weapon. Piercing and slashing
weapons must be treated with an intravenous poison, bashing weapons must be treated with a contact poison. No weapon can be
treated with an inhalant or ingestive poison. Only one dose at a time may be applied to a single weapon. For example, one dose of
poison will treat one arrow or 1 dagger. Two doses of poison cannot treat one arrow.
In combat, a successful hit with the arrow (or other poisoned weapon) requires that Initial and Secondary Fortitude saves be made by
the target to avoid the poison damage shown. Critical hits do not affect the potency of the poison. If a character misses the intended
target of the poison with a natural hit roll of 1, he or she has accidentally been exposed to the poison instead (nicked a finger, dripped
poison on clothing, etc.) and must make Initial and Secondary Fortitude saves. Please note that any use of poison, even accidental,
uses up the full dose of poison and the weapon is no longer venomed. Treating a weapon with poison is a standard action that
provokes an attack of opportunity. Concentration checks may be required if a character is trying to poison a weapon while in combat.
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Multiclassing
Multiclassing in Shannara is handled a little differently than the rules in the Players Handbook outline. This is to ensure that the
number of spellcasters in the party is low, and that each character in the party has an above-average amount of fighting skill. Also,
these guidelines help ensure that “class-hopping” is kept to a minimum.
The new guidelines are as follows (I’m sorry that they sound so boring and legalistic):
1.
The only classes that are required to multiclass are sorcerers and wizards. All other classes are not required to multiclass, but
may do so at their own discretion. If you play a sorcerer or a wizard, you must select a multiclass at your next level-up (Level 2),
and this new multiclass may not be another spellcasting class.
2.
All spellcasting classes (bard, cleric, druid, paladin, ranger, sorcerer, and wizard) may only be multiclassed with non-spellcasting
classes (barbarian, fighter, or monk, and a special exception is made for the ranger class) or commoner classes (aristocrat,
commoner, expert, or warrior). Furthermore, no two spellcasting classes can be multiclassed together (you cannot play a
cleric/paladin or a fighter/bard/ranger, for example). The only exception to this rule is with spellcasting Prestige classes (such as
a Fighter/Cleric/War Priest).
3.
Commoner classes (aristocrat, commoner, expert, or warrior) are completely optional in this campaign, and are not required to
remain within 2 levels of all other classes (as described in rule #7, below). Commoner class levels may be advanced as slowly as
the player desires.
4.
Characters cannot multiclass more than three classes together. For example, your character could be a fighter, or a fighter/rogue,
or even a fighter/rogue/wizard, but not a fighter/rogue/wizard/monk. If you choose 3 standard classes, you will not have enough
slots available to gain a Prestige Class. See rules #8 and #11, below.
5.
To multiclass, you must tell the DM one level in advance. You must tell the DM what class you intend to multiclass with when
you level up, and you will not be able to multiclass until the level after you make your announcement. If you change your mind
while waiting to gain the next level, you will not be allowed to multiclass. (For example, don’t tell the DM that you want to
multiclass with a monk, and then change your mind to a rogue at your next level-up.) This is to simulate a training period for
your character, as he or she slowly begins to learn the ways of the new class.
6.
You cannot have more than two levels of difference between each of your standard or Prestige classes (but not commoner
classes). For example, let’s assume you have a Fighter 1/Wizard 3. At the next level-up, you must advance your Fighter class,
because advancing your Wizard class would put more than two levels of difference between your classes. Commoner classes are
not subject to this restriction (see rule #3, above), nor are Paladins (see page 43 of the PHB).
7.
There may be no more than 1 wizard class, and no more than 2 sorcerer classes, in the party at any given time, regardless of
multiclassing. If two other members of the party are already fighter/sorcerers, for example, you cannot multiclass your character
with the sorcerer class…unless one of the other sorcerers leaves the party.
8.
Prestige classes are multiclasses. While a fighter/rogue could select a prestige class once he meets the requirements, a character
who is already a fighter/rogue/sorcerer will not be able to select a prestige class, because of the 3-class limit. Characters who
wish to take a Prestige class later on in the game must not combine more than two classes.
9.
A character cannot select more than one Prestige class, even if he or she has not multiclassed at all. For example, a 6th level
Fighter decides to take the Duelist Prestige class at his next level-up, becoming a Fighter 6/Duelist 1. He cannot decide to adopt a
second Prestige class at a later time, but he could select a standard class if he desires (becoming a Fighter6/Duelist1/Rogue1, for
example).
10. Prestige classes may be advanced as quickly or as slowly as you want. You can have a Fighter8/Duelist1 or a Fighter3/Duelist10,
if you so desire. If you already have two standard classes and you select a Prestige class, both of your standard classes must still
remain within 2 levels of each other, however. For example, a Ranger5/Fighter3 takes the Duelist class. The Duelist class may
be advanced any way the player wants, but the player cannot add levels to the Ranger class until the Fighter class is increased.
11. Once selected, a multiclass is permanent and cannot be changed, removed, undone, altered, ignored, or forgotten. This is why it
is very important to select your multiclasses and your Prestige Classes very carefully, and to always consider the consequences
and possible downfalls of the class you intend to adopt.
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CHAPTER 5: MAPS
In this section, you will find two maps…one is the overview map of The Four Lands, and the other is the Town of Varfleet (the
starting town for your characters). The keys and legends for each map give you detailed information about the people, places, and
things on each map.
NOTE: Some of the information on the maps and on the map keys is not exactly true. From the game perspective, assume that this
information is gathered from various sources, and could have been influenced by rumors, legends, and public opinion. This
information is meant to give you and your characters a general idea of the places and people in the game world…not to give you game
stats. Much of the information will require you to fill in the gaps, do your own exploration, and “see for yourself.”
A random rumor generator is located on the front page of the website ( http://surf.to/shannara ). It changes often, and there are over a
hundred rumors about The Four Lands at any given time. So be sure to check it out.
Map 1: The Four Lands
equipped at the barracks and at the gate in five minutes should
the alarm be raised.
The Four Lands are so named due to their geographic
divisions. The elves rule the Westland from the city of
Arborlon, the trolls lay claim to the barren and mountainous
Northland, and the dwarves and gnomes battle endlessly for
dominion of the Eastland. Mankind, once the globe's dominant
race, now precariously clings to the Southland. The humans
have been divided ever since the Great Wars, an apocalypse
brought on over two thousand years ago by their own
meddling.
Elven hunters, a special branch of the military, are scattered
throughout the Drey Wood. Their duty is to report any nonelven presence and impede any invading forces. Thanks to this
tactic, all attempts to invade through the Drey Wood have
failed. Armies invading through the Wood arrive at Arborlon
weakened and tired, with much of their equipment and
provisions destroyed.
Culhaven
The only dwarven city not underground, Culhaven lies on the
Silver River at the northernmost point of the Lower Anar
forests. The city lacks walls but it does not need them. No one,
save the dwarves, knows the Anar Forest well enough to get
through unscathed.
The following is a list of rumors and legends about each place,
which may or may not be true.
MAJOR CITIES
Arborlon
The capital city of the elven kingdom, Arborlon is perhaps the
most aesthetically pleasing of all the great cities in The Four
Lands. Defended on the southern and eastern sides by the
seemingly endless Drey Wood, the city has never fallen to
invasion despite multiple sieges during the last several
centuries. The age of the city is unknown, and no record of its
construction exists. Many believe the foundations were grown
from the earth in the days when the elves' blood ran thick with
powerful magic.
A council of eight elders rules the dwarven nation. The eldest
is known as the First Speaker and acts as the head of the
council. The dwarven nation is not known to have other
settlements above the ground, but they lay claim to the Lower
Anar and the Wofsktaag Mountains, a claim that most gnome
tribes dispute. Few know the exact number of dwarven
settlements beneath the ground, but it is rumored that in times
of need Culhaven can call enough reinforcements from below
to double, and possibly triple, its military might.
Should Culhaven ever be in danger of invasion, every member
of the population evacuates the city using underground
tunnels. Once the hostile threat has passed through the
abandoned city, the remaining dwarven army resurfaces and
does what it can to break the enemy using ambushes and other
guerrilla tactics. The Council of Elders never makes this
decision lightly, as it isn't always successful. This tactic
proved disastrous against the forces of the human Federation,
which remained in Culhaven until starvation forced the
dwarves out of hiding.
The elven nation is a monarchy ruled by the Elessedil family.
The Breakline Mountains to the north, the Valley of Rhenn to
the east, the Rockspur Mountains to the south, and Hoare flats
to the west mark the kingdom's borders. Six advisors give the
king or queen counsel, each of whom oversees an aspect of the
nation's welfare (military, economic, diplomatic, and so on).
Arborlon is the elves' only true city, although there are many
small towns and villages dotting the countryside.
The city is centered around the Gardens of Life where the
ancient Ellcrys tree rests, warding The Four Lands against the
demon hordes trapped within the Forbidding. Just outside the
silver gates surrounding the garden sits the royal manor house
where the monarchs reside, protected by the Home Guard.
Culhaven is usually a peaceful place, and many of the folk
who live there are hunters or farmers. Timber is their most
plentiful resource, but blacksmiths also make an excellent
living using iron sent to Culhaven from Capaal.
Archers man the city walls, and a barracks hunkers near the
only gate into the city. The gate is guarded by a reinforced oak
door and an iron portcullis. On either side of the gate is a
tower manned by five archers. The elven infantry can be
Culhaven is centered on the Assembly, a large hall where the
Council of Elders convenes. The city's defenders stay in two
barracks, on either side of the city.
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34
Tyrsis
Capital of the human nation of Callahorn, Tyrsis stands near
the center of The Four Lands. The city has never fallen in
battle to an invading force, and is the main city of the
Federation's operations and headquarters.
Leah trades with both Kern and Shady Vale, and it has close
ties with both communities. The small military of Leah is
nothing compared to that of Tyrsis, but the proud fighting
force of men and women are gladly willing to die in defense
of their homeland. The city is not walled.
A group of nobles rules the kingdom. They reside at the
former royal palace in Tyrsis where anyone with enough coin
can gain an audience. These nobles are more concerned with
keeping their own coffers full of gold than with the well being
of The Four Lands. Thanks to this new form of government,
Tyrsis is more a merchant city than a place of great political
power.
Shady Vale
This small hamlet is surrounded on all sides by the Duln
Forest. The hamlet's primary source of income is the lumber
industry, but they also hunt the forests for wild game and furs.
Shady Vale is a proud community, and it is surprisingly wellprotected against invasion. After the disbanding of the Border
Legion, many soldiers retired to Shady Vale and now act as
hunters. In times of war, these hunters double as militia. There
are roughly fifty such men, all trained with the bow and spear.
The lack of defensive walls means that should a large enough
force attempt to invade the Vale, there is little the militia could
do save slow them down.
Tyrsis has the most impressive military defense of all the
cities in The Four Lands. It is surrounded on all sides by
mighty stone walls and towers. The walls of the city are
twenty feet high and ten feet thick. There is a tower every fifty
feet, each containing five footmen and five archers. Three
archers patrol the battlements of each fifty-foot stretch of wall.
Steel doors and iron portcullis guard each of the gatehouses at
the north and south of the city. Tyrsis has never fallen to
invasion.
Storlock
In contrast to their warlike bretheren, the gnomes of Storlock
have forsaken violence and are the greatest healers in The
Four Lands. The fact that they will heal anyone, be he hero or
villain, is likely the only reason why they have never been
invaded, as the pacifists will not take up arms, even in selfdefense. There are no walls around Storlock, and the entire
community is based around the large infirmary at the center of
the village.
There are four barracks situated throughout the city, each
housing over five hundred men. Prior to the disbandment of
the Border Legion, there were an additional ten barracks in
operation. These buildings have been converted into
storehouses, and a few have been sold to mercenary
companies seeking more luxurious accommodations. At the
center of the city is the royal palace, where the four ruling
nobles of Callahorn reside. Although elves and dwarves reside
in Tyrsis, immigration is not encouraged. As a result, the
racial districts of Tyrsis have become smaller and smaller as
generations pass. The elven and dwarven districts maintain
markets where exotic materials can be acquired.
Wing Hove
The elves of Wing Hove have remained isolated since they left
the elven kingdom of Arborlon centuries ago. The small town
is completely self-sufficient. The Blue Divide offers more than
enough fish, and the nearby mountains are filled with iron.
The town is also close to a series of roc caves, and many of the
massive birds have been trained to carry riders. Few know the
exact location of Wing Hove, but many know of their elite
Wing Riders as they aided in the defense of Arborlon during
the Demon Wars.
TOWNS AND VILLAGES
Kern
Kern is a large town that lies upon the Mermidon River. The
city's economy is based upon the Mermidon; the town is filled
with fishermen. Kern owes its allegiance to Tyrsis and is part
of the kingdom of Callahorn. The town trades with both Tyrsis
and Leah.
Varfleet
Located fifty miles from Tyrsis, the large town of Varfleet is
little more than an outpost, providing advanced warning of an
invasion from the northeast. Varfleet is walled and has a
decent force manning the walls. The town's economy is based
on the silver found in the mountains of Runne. This town is
also rumored to be the birthplace of Allanon. Older than
Tyrsis, Varfleet now owes allegiance to Callahorn, and is
occupied by the Federation. Varfleet is the home and starting
location for the PCs in this campaign.
Should Kern ever be attacked, the townsfolk will use a unique
defensive strategy: the town breaks several dams along the
Mermidon, flooding the banks and slowing an approach to the
city. While the hostile force is delayed, the town evacuates its
entire population to Tyrsis.
Leah
Leah, a small city-state near the lowlands of Clete, was
independent for over two hundred years, until it fell under
occupation of the Federation almost a decade ago. The city is
fairly small compared to Tyrsis or Arborlon, but it has a strong
economy based on farming and livestock.
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Pykon
This elven fortress's garrison was massacred during the
Demon Wars by a particularly powerful demon, known only
as the Reaper. After the Demon Wars ended, the elven crown
was far more concerned with rebuilding the towns and villages
that were destroyed than with replacing garrisons in far away
strongholds. Thus, Pykon lay empty for several decades before
being reclaimed. It is rumored to be haunted by not only the
shades of the soldiers who perished there, but by the shade of
the Reaper as well.
OTHER PLACES OF INTEREST
Capaal
This ancient dwarven fortress sits on the Silver River, where it
joins with the Cillidellan. The fortress was constructed in the
time of Raybur, last of the dwarven kings. The fortress
protects the dams that regulate the flow of the Silver River,
preventing flooding from washing Culhaven away. The
fortress is nearly a millennia old, and it is defended by 500
dwarven soldiers. The fortress also defends a fairly rich iron
mine. Iron is ferried to Culhaven on the Silver River once a
month.
Silver River
The Silver River is a stream of sparkling blue water that feeds
Rainbow Lake. According to legend, the river is ruled by the
reclusive King of the Silver River, one of the few remaining
faerie creatures in The Four Lands. He is said to help travelers
in need, appearing to them in dreams and offering advice.
Another legend says the Silver River is haunted by the ghost
of a beautiful woman, who drowned in a rafting accident. She
is rumored to draw people to safety, with the light of her
lantern.
Graymark
The mord wraiths used this ancient troll fortress as a base of
operations during the Time of the Walkers. Since their defeat,
no one has had the courage to venture into the abandoned
fortress due to the dark magic that many believe still lies
within.
Grimpond
The Grimpond is actually a shade that inhabits an unnamed
lake north of Hearthstone in the Westland. The Grimpond
claims to be a creature as old as faerie, but no one truly knows.
Whatever its origin, the Grimpond has the ability to divine
mysteries hidden from mortals. However, the Grimpond is a
malicious spirit that must be tricked, forced, or bribed into
revealing useful information. It delights in tormenting those
who visit it with all the powers of illusion and divination at its
disposal...which is much.
The Silver River springs from Heaven's Well, a tower built
over a natural spring.
Valley of Shale
The Valley of Shale is a dark valley avoided by most travelers.
Although no visible dangers present themselves, many find the
place emits an evil and disturbing aura, and those who sleep
there have gone insane.
The most remarkable and feared place in the Valley of Shale is
the Hadeshorn, a body of murky green waters whose touch is
poison. A single drop of its bubbling and spitting waters on
exposed skin can kill a healthy man.
Hearthstone
In the central Westland lies the home of the ancient Druid
Cogline and his moor cat companion Rumor. Once a haven of
peace, Hearthstone was burnt to the ground by Cogline
himself in a desperate attempt to fend off a shadowen attack.
The Hadeshorn is one of the few focal points where the
netherworld and the real world come into contact. Some say
the dead can be contacted by gazing into the lake, and that the
spirits of the dead walk its shores.
Paranor
Paranor, a place filled with the knowledge of the ancients, was
once the home to the Druid Council. Galaphile, an elven
wizard who decided that only learning could guide the
inhabitants of The Four Lands to peace and prosperity,
established the Council. The druids were well versed in both
magic and the ancient sciences, and they worked to unite the
five races of The Four Lands. Unfortunately, the Druids
themselves were not immune to corruption, and eventually
they lost interest in anything outside their keep. All but a
handful of Druids were wiped out during the Second War of
the Races.
Wilderun
The Wilderun is a place of legend and fear. Riddled with
swamps and jungles, less than a dozen hamlets and villages
dot the massive region, and these communities are filled with
thieves and cutthroats. Monsters of every variety (human and
otherwise) roam the area, and few people dare to travel there.
For a period of two years, the brigands-turned-tyrants who
operated out of Pykon forcibly united the many hamlets there,
but their reign of terror ended with the reclamation of Pykon.
The keep was destroyed centuries ago, and its exact location
long forgotten. During the Time of the Walkers, Allanon
became aware that his death was not far off. To make certain
that the multitude of magical resources in Paranor would not
fall into the hands of those who would use them to subjugate
The Four Lands, he burned it to the ground.
At the center of the Wilderun lie the Hollows, a place where
the witch sisters Morag and Mallenroh contend for supremacy.
According to legend, deeper within the Hollows lies the
mystical Bloodfire, a place where the Plane of Fire touches
The Four Lands.
36
RUINS
Skull Kingdom
Skull Kingdom was the demesne of the Warlock Lord, the
base of operations from where he worked to overthrow those
that opposed him. At the end of the Third War of the Races,
the Warlock Lord was destroyed there. No one willingly goes
to the Skull Kingdom, for fear of finding creatures that might
have survived their master's destruction. The trip itself would
be dangerous, but the ruins of Skull Kingdom are rumored to
be filled with dark magics and wealth beyond imagining.
The Skull Kingdom is nearly impenetrable when occupied by
an army. To the east is the Malg Swamp, which produces
gasses deadly to the anatomy of any living creature. The Malg
feeds the River Lethe, which sweeps to the west below the
intimidating Knife Edge Mountains, among whose peaks can
be found Skull Mountain. To the west is the Kierlan Desert.
The heat of this inhospitable land causes massive amounts of
steam to rise off the lake formed by the outflow of the Lethe,
cloaking this area in a toxic mist that can kill in seconds.
The Hall of Kings
The Hall of Kings was originally a temple created by an
ancient cult of priests who worshiped the gods of death.
Although classified as a ruin, since the temple has remained
vacant for over a millennium, the Hall of Kings is still in
nearly perfect condition. There are many dangers within the
Hall of Kings; most are unknown. All who have ventured into
its stone walls have never returned.
37
38
Map 2: The Town of Varfleet
than those in Tyrsis, but the convenience makes it worthwhile.
Hess is allied with The Federation, her main customer.
There are about two hundred citizens who work and live
within the stone walls of Varfleet, and at least three times this
number in the surrounding areas and outskirts. The following
shops (and a brief description of each) can be found in
Varfleet:
5. Butcher: Nedri is the town butcher, and runs “The Meat
Block” meat shop near the market.
He is a young
entrepreneur, with a very keen business sense…but not much
else sense to speak of. He is poor with people, and not much
of a conversationalist, but his service to the community is
valued and respected. He is not married, and his family is
from Tyrsis. His stock and his prices vary greatly by season
and availability, but they are always fair.
1. Armory: The sale of weapons and armaments of any kind
to the general public is forbidden in Varfleet. Since the
members of The Resistance are not easily identified, the only
way that The Federation could suppress their arms supply is to
suppress the supply to the public.
6. Carpenter: “Copper Carpentry” is a family-owned
business in Varfleet, which has grown through the years into
one of the largest businesses in Varfleet. Practically every
shingle and shutter in this small town was put in its place by
Jeremy Copper or one of his apprentices.
“The Varfleet Armory” is a large brick building near the town
marketplace, operated and staffed completely by Federation
officers. There are no sales of weapons, armor, ammunition,
shields, or similar martial supplies to the public…to purchase,
a person must obtain written permission from the mayor or the
Baron. A person who meets this requirement and purchases a
weapon will often be tracked and followed for any number of
days by the Federation, who is constantly seeking those who
supply The Federation with arms.
7. Embalmer: A renovated temple serves as the “Varfleet
Memorial Chapel,” the funeral home for the town. It is run by
a creepy old woman named Agatha, who prepares bodies for
burial or cremation. Agatha bought the building (once a
temple for followers of Grimm) for a song, when the
Federation drove the clerics from the town.
The armory is guarded around the clock by no less than a
dozen armed Federation officers. For this reason, it has never
been successfully burglarized or raided…although a couple of
attempts have been made in the past.
8. Farmers: The fertile foothills to the east and north of
Varfleet are commonly farmed for produce and livestock. In
total, there are almost two dozen farms in Varfleet’s
surrounding areas, raising everything from carrots and onions,
to wheat, wool, and chickens. The names and backgrounds of
the families vary as much as their produce, but for the most
part, their political affiliation is neutral.
2. Bakery: A middle-aged widow (Lanna) and her three
teenage daughters (Cass, Rebecca, and Laurel…ages 16, 14,
and 9 respectively) run “The Stone Mill Bakery.” Loaves of
bread, of various flavors, each sell for 1 cp. Lanna is being
courted by the owner of the mill (Hedric), but hasn’t remarried
because her 2 Years of Mourning haven’t passed. Her
husband was bitten by a snake while moving sheaves of grain
in the storehouse 18 months ago, and died soon after.
9. Fishermen: Alongside the river, a shanty-looking building
called “Sarg’s Bait & Tackle” slowly sinks into the bank. The
owner of this small fishing supply store, Sarg, can be found at
the window during business hours, and out on the river in his
skiff just about anytime else. A standard fishing rig (pole,
line, hooks, bait, floats, etc.) costs 2 gp., and is adequate for
most fishing needs.
Lanna and her daughters have a good reputation in the town as
being both very talented bakers, and very honest merchants
(they are most famous for their peach tarts, which sell for 1
sp.). Most people in Varfleet have adopted the three daughters
as if they were their own, and watch out for their welfare since
their father’s death.
10. Fletcher: Like all other weapons, armor, and ammunition,
the wares sold at “Varfleet Archery Supply” are for sale to
Federation associates only. Bows, arrows, darts, and other
flying sharp things are sold here to the public only with
written permission from the mayor or the Baron…and are sold
at a 50% markup. Only uniformed Federation troops may
purchase equipment freely and at cost. The shop is owned by
a man named Olis.
3. Beekeeper: Located on the east edge of town across the
river, Gord the Beekeeper sells honey, bee sugar, and beeswax
to those who are interested (one pound of either sells for 1
sp.). He has a total of twenty-five hives, spread out over five
acres of wildflower fields and orchards, which are tended by
10 servants who live on his modest estate. He supplies the
bakery and the orchard with the sugars they need for their
goods, and he supplies the wax for Damaera’s Candles.
11. Grocer: The central marketplace in the middle of town is
home to several booths and markets. During the early
morning hours until late afternoon, the park is bustling with
activity as all of the farmers, craftsmen, and merchants display
and sell their wares. For after-hours sales, or for those latenight purchases, citizens of Varfleet can visit “The Gold Leaf
Food Store.” This wooden, 2-story building is owned by
Garret and Tan, an elderly couple with a good reputation.
Gord is a jolly man, honest and well-liked in the community.
4. Blacksmith: A leathery-skinned woman named Hess runs
the local blacksmith, ”The Varfleet Block & Tackle.” She
makes and sells all manner of horse equipment, from shoes
and saddles to block and tackle. Her prices are 15% higher
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15a. Dag’s End: This two-story inn was built from an old
barn, making it very roomy and sturdy. It is owned by a burly
man named Dagget and his wife Ann, and has a staff of five
other people: a bartender, a cook, two maids, and a bouncer.
There are a total of nine rooms available for rent, and any
number of them may be occupied at any given time. This inn
has a reputation of being quiet and clean with the best food in
town, and tends to cater to the less-rowdy crowds…turning
away people who “look like trouble.”
Food prices here are fair, and the selection is moderate. The
shop is open as long as there is light outside. In addition to
various foodstuffs, the shop has a limited selection of
medicinal herbs and supplies (treat as Healing Kits) and a few
mundane household items like candles and cloth supplied by
the local tradesmen and guilds.
12. Guardposts: There are a handful of garrison towers on the
fringes of Varfleet, each manned with a dozen Federation
guards. Their main objective is to forewarn the citizens in the
event of invasion or attack, and their secondary purpose is to
enforce law and track The Resistance’s movements.
15b. The Elbow Room: This large inn is where the roughnecks
go to have a good time. Huge heavy tables and chairs are
nailed to the floor, liquor bottles are stored behind locked
cabinet doors, and weapons are checked at the door…all
testaments to the frequent bar fights that take place on a
regular basis here. The Elbow Room is owned by a young
hotshot named Dart, who keeps a large staff of bouncers and
guards to maintain a certain level of order (and fairness in
fights). There are a total of 12 rooms here for rent, any
number of which may be occupied at any given time.
13. Herald: A scribe named Farl runs “The Varfleet Herald,”
a very small business and news stand close to the main
marketplace. His service to the community is little more than
a bulletin board, but it is very much appreciated. For a small
fee (usually 1 sp per page), he will “publish” an announcement
onto parchment and post it on his bulletin board facing the
market…this has become a major source of advertisement for
local merchants as well as private sales. For an additional fee,
he will scribe multiple fliers and post them at various places
throughout the town…this fee is usually 1 sp. per page.
Both inns are used by The Resistance as well as The
Federation, as a way of moving people in and out of Varfleet
covertly. Neither of the innkeepers bother to keep up with the
politics of Varfleet, and don’t care too much about the
Federation occupation as long as business remains good.
Farl also sells a small newspaper of sorts, aptly named “The
Varfleet Herald.” It is little more than a hand-written scroll
full of advertisements, stories, poetry, and articles submitted
by the citizens of Varfleet (by personal interview). It is
published twice a month.
16. Jeweler: One of the most troubled businesses in Varfleet,
the “Silver Shoppe” is not doing well at all since the
Federation occupation. Business sales are low, as the local
townsfolk guard their money closely under the threat of war or
arrest. Silver, since it is mined and smelted in the hills outside
the town, is not in high demand either. The shop’s owner, an
aging man named Clad, has considered cutting his losses and
moving to Leah, where the economy is much better.
Farl is a young and intelligent man, with aspirations of being
the herald for the King. He is fascinated with any rumors,
legends, or news worthy of print, and sometimes does his own
journalism and reporting. Business has been so good the past
couple of years that he brought a new scribe on staff to help
him…this scribe is named Iree, and she is now engaged to
marry Farl.
Silver items and jewelry can be bought here for 25% less than
they could be found in other cities. Also, silver-edging and
silver-tipping of weapons can be done at half the usual cost at
The Silver Shoppe. Silver daggers and arrowheads are the
only weapons in Varfleet that are not restricted by The
Federation, and are for sale at –25% cost.
14. Herbalist: “The Spice Rack” in Varfleet is just another
cooking supply store, at first glance. For those who are
knowledgeable with plants, it is one of the most controversial
and unique stores in The Four Lands.
17. Locksmith: As one would expect, the wooden building
with the swinging key-shaped sign labeled “Locksmith” is the
home of a retired rogue. Mikkin is an aging man with keen
eyes and nimble fingers, and a knack for opening just about
any lock.
Row upon row of clay jars and glass vials fill the store,
containing herbs and spices imported from all over The Four
Lands. Dry plants, fresh herbs in season, extracts, teas, and
other earthy products are sold here for a slight markup. Also
for sale is a limited selection of non-edible plants good for
making potpourri, incense, and other household goods.
He sells a full array of padlocks, door locks, and such for a fair
price, and can acquire masterwork goods with 2 days’ notice.
The owner of The Spice Rack is a soft-spoken half-elf named
Nik. In addition to running the store, he also helps Kasha Re
with her orchard and gives helpful advice to local farmers.
18. Loom: A small textile mill straddles the river just south of
the grain mill. Inside, one of the town’s main exports is
created: wool cloth. The large brick building is filled with
various dye vats, looms, wool bundles, and spinners. A total
of 50 of the town’s citizens work at the textile mill, and almost
a hundred more raise the sheep that provide the wool. The
finished fabric is exported to Leah and Tyrsis, and sold for a
generous profit.
15. Inns: There are two inns in Varfleet, “Dag’s End” and
“The Elbow Room.” Both inns serve food and drink for 1 sp.
per person, and offer rooms for rent at 1 sp. The cost of rent
doubles for each available room that is rented (if 1 room is
rented, the next will cost 2 sp.; if another room is rented, the
next will cost 4 sp., and so on), to a maximum cost of 10 gp.
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him generous amounts of fresh peaches for free. Many in the
town suspect them of being romantically involved…and while
the thought of this does not displease either of them, the
relationship would be a difficult one. At the time, neither of
them seems comfortable enough with current events to make
their relationship anything more than plutonic.
19. Mill: “The Old Stone Mill” is owned and operated by a
gentleman named Hedric, a native of the foothills surrounding
Varfleet. He is currently courting Lanna the baker, having lost
his own wife and daughter to fever almost five years ago.
The mill grinds the locally raised grains into flour, which is
exported to Tyrsis and Leah and sold for a good price. Hedric
also donates a large portion of grains and flour to the town
storehouse each month, as part of a new “Benevolence Fund”
that he helped coordinate with other farmers and merchants.
22. Potter: The small brick cottage with the billowing
chimney is the home of “Mermidon River Pottery.” Here, a
handful of skilled workers mold clay into pots, jars, vases, and
other vessels, and then fire them in the great kiln near the back
of the cottage. These vessels are then painted or glazed, and
either sold or exported to other towns.
Hedric is an honest man, with a reputation for generosity and
hard work. He built the mill himself with money that he saved
as a soldier for the Border Legion, and now wants to settle
down and live a comfortable life with the beautiful baker. He
sees the Federation occupation as a threat to this dream.
Pottery and vials may be made to order here, for a small fee.
This fee ranges from 1 to 100 gp., depending on the size and
finish of the item. The kiln is too small to fire items larger
than 2 feet wide, tall, or deep..
20. Mine: Northwest of Varfleet, in the foothills, a large silver
vein was discovered a little more than 20 years ago. A mine
was established, and the silver quickly became the life-blood
of the town. At least 50% of the town’s citizens work in the
silver mine, either digging its tunnels, smelting its ores, or
guarding its mint.
The shop is owned by the Norvi family, one of the few
dwarven families in Varfleet. All are excellent craftsmen (at
least Exp1) and excel in the pottery trade. Their vessels are
prized among the gnomes of Cullhaven, and bring a high price
in Tyrsis, Leah, and Shady Vale. They also supply Kasha Rae
with crocks to can her peaches with, and she gives payment in
the form of preserved fruit for the winter. The family leader,
Kar Norvi, makes pottery and manages the shop.
The mine itself is five levels deep, slowly reaching deep into
the mountains above it. Each level of the mine spans about
400 feet square, and is connected by numerous drop shafts,
staircases, and ladders. A primitive trolley and rail system
help convey the ore to the surface, where it is carried into a
large stone building. There, the silver ore is smelted and
refined, and finished silver bars are carried under armed guard
to Tyrsis twice a month.
23. Quarry: On the other side of the river from the mine,
there is a large stone quarry, where granite is mined and sold.
The stone from this quarry is carried overland and sold, or
used locally. Practically every block of stone in Varfleet’s
town wall came from this quarry.
In structure, the quarry is a large pit with many branching
tunnels leading into the mountain, following the deposits of
unbroken granite. A long aquifer, a tunnel about 10 feet wide
and hundreds of feet long, keeps the quarry pit dry by draining
groundwater into the river. The town has plans to block this
aquifer once the stone quarry exhausts itself in about 5-8
years, creating a lake…but in the meantime, enjoys a large
supply of construction-quality stone.
It is the silver that first brought the Federation to Varfleet, and
it is the silver that keeps them there. The Federation
occupation is little more than a garrison to protect their
interest in the silver mine. The Resistance occasionally raids
the storehouses here in an attempt to acquire silver, but such
attempts usually end in failure. The mines are the single most
heavily-guarded part of the town.
21. Orchard: Just past the beekeeper, a large grove of peach
trees enjoys the waterfront next to the river. This orchard is
known simply as the “Peach Grove” by the residents of
Varfleet, and is owned by a quiet older woman known as
Kasha Rae. The orchard produces about a hundred bushels of
peaches in late summer. While this is not enough to make a
good commercial export, it is enough to meet the town’s
needs. Kasha’s peaches are sold fresh to the bakery, given as
payment for goods or services, and are also canned, dried, and
otherwise preserved for sale year-round in the grocery store.
One quart of peaches sells for 1 sp, one pound of dried
peaches for 2 sp, and one bushel of fresh peaches for 4 sp
(orders may be halved).
24. Sheriff: The sheriff of Varfleet is a burly, stocky man
named Hoel, who gets the unpleasant task of managing the
Varfleet Jail. He is one of the most powerful members of The
Federation in the area (Fighter9), with extensive military and
martial training. His four deputies are also well trained
(Fighter3), and manage the patrols in different parts of the
town at different hours.
While he is a Federation officer, his task of maintaining law
and order in Varfleet keeps him very busy. He has little time
to track and hunt members of The Resistance, and prefers to
delegate this task to his underlings.
25. Stables: The large barn next to the Varfleet Block &
Tackle is the place to leave your horse, pony, or mule if you
are staying the night. Stable fees are 1 sp. per night, with a 3day maximum stay. Animals kept in the stable overnight are
fed, watered, brushed, and walked if necessary. There is room
Kasha is a good friend of Nik, the druid who owns “The Spice
Rack” in town. He often performs small favors for her, such
as ridding her orchard of pests or fertilizing her trees. She
repays this favor by allowing Nik to raise various plants and
vegetables in a private garden on her property, and by giving
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27. Tanner: “The Drey Wood Leathersmith” is both the
name of a shop near the market and the nickname of a jolly
and robust man named Doddick, a dwarf with a knack for
tooling leather. Practically any leather item (except armor)
can be bought here for the standard price, and custom items
can be ordered here with 2 weeks’ notice.
for up to 30 horses here, which more than accommodates the
needs of the community.
A larger horse ranch is located just south of town, where
people can shelter their horses for extended periods of time.
The Varfleet Horse Ranch charges 10 gp. per week per horse,
to stable and keep mounts for locals and visitors. One week’s
pay in advance is required, and animals are considered
abandoned (and are sold) if payment is more than a month
overdue. Horses kept here are fed, brushed, exercised, and
treated for illness if necessary.
Doddick also buys furs, pelts, hides, and leathers for a fair
price or trade. Trappers and hunters keep him fairly well
stocked with fox, deer, rabbit, and rawhide, but a rare or
unique specimen would fetch a very good price with Doddick.
Such items are fashioned into very nice products and resold
for a profit.
The stable and the ranch are both managed by a man named
Renn, a tall and handsome man with gray hair and a stocky
build. While he is not an officer, he does support The
Federation’s occupation by employing many of the undercover
Seekers in his stables, and by stabling their horses for free. He
has a reputation for being quite a “ladies man,” and is
considered one of the most eligible bachelors in Varfleet.
28. Woodcarver: “Halbrand Furniture” is probably the oldest
establishment in Varfleet, making furniture for almost 40
years. It is owned by a grey-haired old man named Glen
Halbrand, and is operated by his son and daughter-in-law
(Merris and Jade Halbrand). All are well known around town,
and are famous for their skill with a hammer and chisel. Most
furniture in the town of Varfleet bears their famous hallmark:
a shield with the letter “H”.
26. Tallow: “Damaera’s Candles” is one of the newer stores in
Varfleet…it has only been open for business for less than a
month. Much of the inventory is still packed in boxes, the
shelves are in various stages of construction, and the walls
aren’t yet painted. Candles of practically any size, shape,
color, or scent can be purchased (or even custom ordered with
2 days’ notice) here. Prices range from 1 cp. for a small
votive, to 1 gp. for exquisitely colored and scented pillars fit
for the most magnificent chapel. Huge candles (3’ tall and up)
are sold by weight, usually 10 gp per pound.
Damaera, a delicate-looking female elf, relocated her store
here from Tyrsis after her husband was killed in an accidental
house fire. She is truly a master craftsman, able to do things
with wax and wick that most professionals have never seen
before. She is quickly building a reputation in Varfleet as the
best artist in the land, bar none.
Having been in business since the town’s establishment almost
half a century ago, Glen has seen many faces come and go
through his town, and knows the story of just about everyone.
He sees the Federation occupation as unfair, unnecessary, and
destined for failure, and views the Resistance movement as
rash, irrational, and guided by romantic dreams of greatness.
42
CHAPTER 6: APPENDIX
This section has lots of useful forms, tools, and lists that will make your gaming experience in Shannara a lot easier. Keep in mind
that you are not required to use these; they are provided here more as a favor from me to you.
Character Sheet: A person named The Mad Irishman created this character sheet. It was posted online as “Public Domain” material,
so you can photocopy it until your little heart is content. It is not mandatory that you use this character sheet, but I highly recommend
it. Unlike most character sheets, this one has all of the boxes for armor class adjustment (like a Wisdom modifier for monks), and it
has empty skill slots at the bottom for adding new skills. However, if you have a character sheet that you prefer to use, feel free.
Generic Spell Book: If you don’t like to list your spells on the back of the Character Sheet, you may use this form. It is just a handy
way to keep track of the spells that you have. It also is “Public Domain,” so make all the copies you need.
Spell Lists: If you play a spellcaster, you will find a comprehensive list of every single spell in the game on these pages. Even the
new spells in Tome and Blood and Defenders of the Faith have been added to these lists, and I expect to add more when Song and
Silence and Masters of the Wild are finally released. So keep your eyes on the website for updated spell lists.
Hex paper: There are four different sheets here…two are small grid, and two are large grid. If you look closely, you will notice that
one set of paper is aligned horizontally, and another is aligned vertically. Feel free to photocopy these as needed…I created them
myself, and I give you permission. You can never have too much hex paper.
Graph paper: There are two different sizes of graph paper here. You may prefer to buy your own pad of graph paper, but if you want
to save a couple of bucks, you can always photocopy these.
Player Reference Sheet: This is probably the most helpful form in the Appendix. It has tons of information that you might need
during game play, all in one handy 2-sided sheet. Combat, movement, skill checks, and tons more can be found in a few seconds’
notice, rather than fumbling through your PHB. This form was typed by a man named Alex, and is posted online as “Public Domain”
material…so make copies. Seriously. Make many, many copies, laminate them, and keep one with you at all times. Put one in your
glove compartment. Wallpaper your room with them. Give them to your friends for Christmas. They are worth their weight in gold.
Magic Reference Sheet: This is another incredibly helpful and time-saving form. It has all of the information you will need for
casting and resisting spells, using magic items, and other forms of razzle-dazzle…all at a glance. If you play a spellcaster, or if you
often find yourself targeted by those who are, you should always have a copy of this handy little form with you.
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(Insert Charactersheet.pdf)
(Insert GenericSpellBook.pdf)
(Insert SpellLists.pdf)
(Insert HexPaper.pdf)
(Insert GraphPaper.pdf)
(Insert PlayerReferenceSheet.pdf)
(Insert MagicReferenceSheet.pdf)
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