Tome of the Lost Realms Player`s Handbook
Transcription
Tome of the Lost Realms Player`s Handbook
Tome of the Lost Realms Player’s Handbook Credits In memory of Robert “The Bobbit” Kennedy Jr. and Brian C. Dickson Author John M. Lopez Editor Thomas Welch Additional Contributing Authors Adam Beard, Brian C. Dickson, Jorge Sipaila, Robert “The Bobbit” Kennedy Jr., Linda Kennedy, Mark Rowlands, Mike McFarland. Artists Aaron Henson, Jason Walton, John Milner, Joseph J. Calkins (Cerberus Illustration), Larry Elmore, Maciej Zagorski (The Forge Studios), Rick Hershey, Mark Huffman, Nicklas Lundqvist, Paul Daly, Pawel Dobosz (The Forge Studios), V. Shane, William McAusland. Printed in the U.S.A. Red Dragon Tavern Games Email: [email protected] ISBN 978-0-6151-8234-6 Visit the Red Dragon Tavern Games storefront at www.lulu.com/reddragontaverngames for all your Tome of the Lost Realms printed material. © 2008 Red Dragon Tavern Games. All rights reserved. Reproduction without the written permission is expressly prohibited. Tome of the Lost Realms, Red Dragon Tavern Games, and the Red Dragon Tavern Games logo are Trademarks of Red Dragon Tavern Games. All characters, names, places, items, and text herein are copyrighted by Red Dragon Tavern Games. All rights reserved. Reference to other copyright material in no way constitutes a challenge to the respective copyright holders of that material. Artwork is copyrighted by the respective artist and is used with permission. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This printing of Tome of the Lost Realms Player’s Handbook is done under version 1.0a of the Open Game License. Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License. Open Game Content may only be Used under and in terms of the Open Game License. Designation of Product Identity: The following items are hereby designated as Product Identity as provided in section 1(e) of the Open Game License: 1. The name “Red Dragon Tavern Games” as well as all logos and identifying marks of Red Dragon Tavern Games, including but not limited to the Red Dragon Tavern Games logo; 2. Any and all Red Dragon Tavern Games product names, either published or upcoming, including but not limited to Tome of the Lost Realms Player’s Handbook; 3. All artwork, symbols, designs, depictions, likenesses, formats, poses, illustration, graphic design, maps, and cartography, including any text contained within such items; 4. All proper names of deities, characters, places, realms, kingdoms, nations, cities, towns, villages, hamlets, seas, oceans, rivers, calendar names including names of the seasons, and geographic locations, including the following proper names: Darkling(s), House of the Black Blade, House of Crossed Diamonds, Knights of Falandra, Knights of Kobarith, Knights Vigilant, Nimrias, Order of Seekers, Seven Star Company, Shadeuxthorne Clan, Shadowkind Thieves Guild, Shadowkind Assassins, the Nighthawks, the Rings, the Twisted Brotherhood, the Vipers, and the Vipers of the Red Brigade. Designation of Open Game Content: All game mechanics, statistics, other material derived from the SRD and other Open Game Content from other sources are considered Open Game Content. Some artwork from Arcane Publishers 1, 2, 3, 4, 5, 6, 7, 8, copyright, Artist V. Shane, used with permission; Some artwork copyright, Artist Paul Daly, used with permission; Some artwork from The Forge Studios, copyright, Artist Maciej Zagorski, Pawel Dobosz, used with permission; Some artwork in this book is copyright, 2006, Reality Deviant Publications, used with permission; Some artwork copyright, William McAusland, used with permission; Some artwork copyright JupiterImages, used with permission; Some artwork from Elmore Productions Inc., copyright, Artist Larry Elmore, used with permission. Some artwork copyright, OtherWorldy Creations, Inc., used with permission; Some artwork copyright, John Milner, used with permission. Some artwork copyright, Nicklas Lundqvist, used with permission; Some artwork from Heraldic Designs, copyright 1999, Dover Publications, Inc., used with permission; Some artwork from Fantasy Filler Art, Copyright Rick Hershey, All Rights Reserved; Some artwork in this book is copyright, 2007, Reality Deviant Publications, used with permission. Table of Contents Introduction The Beginning World of Durrill Lost Realms of Beltora Lost Realms Languages Lost Realms Currency Lost Realms Time & Seasons 5 5 6 7 12 14 15 Chapter 1: Abilities What You Need to Play The Core Mechanic Creating a Character The Abilities Generating Ability Scores 17 17 17 18 18 19 Chapter 2: Races Dwarves Eldlorn (Arcane Dwarf) Khâl (Hill Dwarf) Isdŭn (Mountain Dwarf) Elves Col’aer (High Elf) Kae’aer (Gray Elf) Pae’aer (Night Elf) Shor’aer (Wild Elf) Shyr’aer (Wood Elf) Gnomes Daewan (Forest Gnome) Quarden (Rock Gnome) Svirfneblin (Deep Gnome) Half-Breeds Hüeg (Half-Ogre) Hülf (Half-Elf) Hünts (Half-Giant) Iëric (Half-Orc) Halflings Hoūbbit (Lightfoot Halfling) Korëril (Tallfellow Halfling) Humans Antilian Drelian Feltaran Keltin Shaduan Keshean Minotaurs Planetouched Aasimar Tiefling Vital Statistics Alignment 21 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 35 35 36 36 37 38 38 39 39 39 40 40 40 41 42 42 42 43 44 Chapter 3: Core Classes XP and Level Benefits Class Descriptions Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Warlock Wizard Multiclass Characters 47 47 47 49 52 57 61 66 73 77 84 88 91 95 102 Chapter 4: Skills How do Skills Work? Types of Checks Time and Skill Checks Checks without Rolls Combining Skills Attempts Ability Checks Skill Descriptions Acrobatics Arcane Awareness Climb Concentration Craft Deception Gather Information Heal Insight Intimidate Jump Knowledge Perform Persuasion Ride Speak Language Stealth Survival Swim Thievery Use Rope Skill Stunts 103 103 104 105 105 105 106 106 107 108 110 112 113 114 115 117 118 118 119 120 121 121 122 124 125 125 126 126 127 129 129 Chapter 5: Feats Types of Feats Feat Descriptions 131 131 133 Chapter 6: Equipment Weapon Qualities Weapon Descriptions Masterwork Weapons Armor Qualities Armor Descriptions Masterwork Armor Armor for Unusual Creatures Goods & Services 151 154 155 160 160 162 164 165 165 Chapter 7: The Gods Mortals and the Gods The Gods 173 174 174 Chapter 8: Rules of the Game Combat Statistics Initiative Attacks of Opportunity Actions in Combat Standard Actions Move Actions Full Round Actions Free Actions Miscellaneous Actions Injury and Death Movement, Position, Distance Special Combat Actions Special Initiative Actions Carrying Capacity Moving in Three Dimensions 183 183 185 186 186 188 191 192 193 193 193 196 200 206 207 209 Exploration Breaking and Entering Hero Points Craft Points 210 211 213 215 Chapter 9: Magic Wild Magic Areas Dead Magic Areas Casting Spells Spell Descriptions Arcane Spells Divine Spells Special Abilities Spell Points 217 217 218 218 221 229 231 232 233 Chapter 10: Spells Bard Spell List Cleric Spell List Cleric Domains Druid Spell List Paladin Spell List Ranger Spell List Warlock Spell List Wizard Spell List Spells 237 237 238 239 248 249 249 249 250 253 Chapter 11: Glossary Special Abilities Conditions The Environment Dungeons Dungeon Terrain The Wilderness Traps 427 427 439 442 446 447 456 472 Open Game License 484 Introduction Welcome to the Lost Realms Red Dragon Tavern Games is pleased to present Tome of the Lost Realms Player’s Handbook; a new and exciting guide for players that is compatible with the world’s most popular fantasy roleplaying games 3.5 system. This tome describes how to create characters designed for the Lost Realms. It describes eight core races and eleven core classes. Each class is designed with player customization in mind. This tome contains new prestige classes, a quick and easy new skill system, new feats, new spells, simplified rules, and gives insight into the lands that make up the Lost Realms. We hope you will enjoy your guide to adventure!!! The Beginning……… Legends say that in the beginning of time there was an all powerful being named Anfalas [An-FALL-as]. He ruled the universe with great compassion and love for life. He created the stars, suns, planets, moons, and even many forms of life that he scattered across the universe. Anfalas wielded many great powers, some of which he could not totally control. While experimenting with one of these powers Anfalas mistakenly punctured the fabric of space and time, which caused a large vacuum in the universe. It formed a black void that pulled the great god into a realm of total darkness. Then as quickly as it had opened, it sealed itself - thus trapping Anfalas inside. There were no stars, suns, planets, or anything else within the void – only Anfalas. Anfalas attempted many times to undo what he had done by using all of his powers to free himself but nothing worked. Anfalas was lost to the universe he once knew and loved so dearly. For Eons Anfalas remained in the darkness of the black void trying in vain to figure out how to return to his universe. In time, Anfalas grew tired of being alone in the darkness of the black void. He decided that if he could not find a way back into the universe he once knew, he would create a whole new one within the void. Using his powers he forged the Lost Realms. From nothingness Anfalas created the four elements; fire, air, water, and earth. He then imbued the four elements with his power, sparking a chain reaction. This reaction created the first four planes of existence within the void - the Plane of Fire, Air, Water, and Earth. To bring balance to these new planes Anfalas next forged the Positive and Negative Energy planes. From the first planes of existence Anfalas proceeded to forge the first creatures of the Lost Realms. These he called the Nimrias [Nim-RYE-as]. Anfalas gave his Nimrias’ great powers and tasked them with forging the rest of the new universe while he rested and continued to ponder how to correct his mistake from so long ago. Since then, the Nimrias have forged the Demiplanes, the Outer Planes of Gladden and Morgal, the Plane of Eirdeir (the Abyss), the Plane of Boli’caer (the Layers of Hell), the Transitive Planes known as the Astral Plane, the Plane of Shadow, the Ethereal Plane, and the Material Plane of Durrill. The Material Plane known as Durrill has taken a wondrous form consisting of breathable air, and drinkable water. It is a world that supports all sorts of life. It is here in the Lost Realms where all the elements meet and forge life as we know it. -5- The World of Durrill The world of Durrill represents the Material Plane in the Lost Realms where it is expected the majority of adventuring will occur. Durrill is home to the many races and is steeped with magic. Durrill itself is a round planet that orbits one sun, known to most folks as Sollitis. Durrill also has two round moons known as Apupya, and Quyo, that orbit around the planet. Durrill has an axis tilt of 23.5 degrees, and spins from left to right at 1000 miles per hour. The sun rises in the east, and sets in the west. The world of Durrill is 12,000 miles in diameter, about 70 percent of it covered with water. It has one continent known as Beltora. Beltora contains several woodland areas, lakes, rivers, grassy plains, bare deserts, high mountain ranges, and volcanoes, both dormant and active. Durrill also has several islands, and a vast underground network of caverns known as the Depths. The climate of Durrill varies from region to region. High elevations are colder than their surroundings and are usually ice capped. The highlands are often cool and temperate, and contain the woodland realms or grass plains. The lowlands are steaming jungles, savannahs, deserts, or tropical forests. The prevailing winds are generated by weather cells with high pressure over the large oceans, or low pressure over the land masses found within Durrill. In the northern hemisphere, the cells usually rotate clockwise, and in the southern hemisphere, they usually rotate counter clockwise. These winds blow across the large oceans and seas of Durrill picking up moisture and bring the moisture -6- inland to the continent. Humid winds are responsible for the heavy rainfall in Durrill, seen in some of its regions. Winds that cross the continents of Durrill tend to loss their moisture, weakening the weather cell and becoming dry. The solid portion of Durrill’s crust is divided into a number of plates that rest upon each other. The continent, small islands, underground caverns, and oceans of Durrill rest on top of these huge plates of rock. Volcanic pressure from within these plates sometimes causes seismic activity. The greatest seismic activity is found at the edges of these plates, making Durrill prone to earthquakes, tidal waves, and eruptions. In addition to the natural geologic activity, magic, mysterious forces, and even the gods, sometimes cause these plates to move. Durrill supports many forms of life, including everything from humans, to the smallest of insects. This is due to Durrill’s atmosphere, which is composed of a layer of gases, which is retained by Durill’s gravity. The atmosphere contains roughly 78% nitrogen, 21% oxygen, and about 1% of other gases. The mixture of these gases creates the breathable air which supports the life forms of Durrill. This breathable air can also be found in the waters of Durrill. Water breathing life forms have special gills that act like filters, taking the breathable air from the water Overall, Durrill is a beautiful world with many wonders to discover and explore. From the Falls of Wonder, to beautiful Sapphire City, adventure can be found at every turn. Lost Realms of Beltora Beltora is the continent detailed in the Tome of the Lost Realms Campaign Setting. It is approximately three thousand miles from East to West, and has everything from forests, to mountain ranges, to deserts. Beltora is divided into ten realms. Short descriptions of each are described below. It is here that the forces of good and evil meet to do battle, in a mystic time of epic heroes, great empires, and legendary beasts with phenomenal powers. Antal This peninsula sits between two large seas, the Vantel Sea to the West, and the Hithgaer Sea to the East. As such, it enjoys a large coast line, and the nations upon it are highly active on the seas. Sea fairing vessels are common place in the many port cities of Antal. The Keltor Mountains dominate the center of this peninsula, and are often ice capped even through the middle of summer. Many forests encompass the land between the sea and mountains. The seas keep the temperature cool, and rainfall is frequent. Aside from the mountains, the countryside is hilly, and is either forested or grassland. There are many kingdoms on the Antal peninsula. The largest of these kingdoms are Rialt, and the United Kingdom of the Glenwood. The sea is the main mode of transportation for many of these nations, but roadways do exist, and offer a cheaper way to move goods from city to city. Each nation patrols its borders with vigilance, because there is always trouble brewing with the denizens of the mountains close by. Various small villages, hamlets, and towns, dot the peninsula. Many old treasure troves are to be found within the mountains. Night elves make excursions into this land from the Keltor Mountains, and the Depths below them. Political intrigue awaits those that wish to enter the political arena. Antal is a peninsula that has seen nations rise and fall and it is full of life. Darkling Lands The Darkling Lands compose the center of the continent of Beltora. Several different terrains are found within these lands. In general, the Darkling Lands have a reputation as being dangerous, and often, evil places. Many people and creatures in these lands are insane, twisted, deformed, or mutated in some ways. These creatures as a whole are called Darklings, and their existence is rumored to be due to a monstrous curse. It is thought of as a disease (like lycanthropy). In some areas Darklings are persecuted, in others, revered or pitied. But everywhere Darklings are encountered, they are feared. The Darkling Lands have no central form of government, unlike the Protectorate to the West. Any form of organized rule can only be found within the larger cities, and even that varies from city to city, depending on which Darkling is currently running the show. Eastern Reaches A long peninsula located in the southeastern region of Beltora is known as the Eastern Reaches. The region borders portions of Antal to the west, and shares the Dragon Sea with Falandra to the north. While the Eastern Reaches are large, its inhabitants dare not leave the safety of civilization, due to the predatory nature of the great wyrm red dragon, called Old Fear, and other hostile creatures. Old Fear claims the entire Eastern Reaches as his domain. The Eastern Reaches are home to many races and religions. Most inhabitants live in the North. In the north lie the evil Plains of Peril, and the Desert of the Lost. There is also the Fal’saer swamp which is inhabited by lizard folk. However, there influence is severely limited, as they are stuck between the Dragon Lich King to the west, and the To’Maury Ocean to the east. -7- -8- Khâl (Hill Dwarf) While many different kinds of dwarves can be found all throughout Beltora, the most common one found is the Khâl, or hill dwarf in the common tongue. Khâl’s make their homes in the hills of Beltora and make up the vast majority of dwarven kingdoms. They are stout warriors, trained in the art of underground warfare. They have a special hatred of goblins, orcs, giants, and dislike for elves, but will fight along side one. Khâl’s favor earth tones in their clothing and prefer simple and functional garb, except during times of celebration when they wear jeweled clothing to show their status in the dwarf society. Khâl’s value dwarf traditions that have been passed down throughout the ages of time. They seldom do things that would differ from the traditions of the dwarven society. Khâl’s are stoic, direct, and are often are perceived as rude, but Khâl’s are actually the friendliest of the dwarven race. The skin of a Khâl is dark, but it is always some shade of tan or brown. Their hair color is usually black, gray, or brown with a long beard, a dwarf tradition. Khâl’s average 5 feet tall and weigh as much as adult humans. Khâl Racial Traits • +2 Constitution, +2 Wisdom. • Medium size: As medium-sized creatures, Khâls have no special bonuses or penalties due to their size. • Khâl’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). • Low-Light Vision: A Khâl can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. • Stonecunning: This ability grants a Khâl a +2 racial bonus on Awareness checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that is not stone but that is disguised as stone also counts as unusual stonework. A Khâl who merely comes within 10 feet of unusual stonework can make a Awareness check as if he were actively searching, and a Khâl can use the Awareness skill to find stonework traps as a rogue can. A Khâl can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. • +2 racial bonus on saving throws against poison. • +2 racial bonus on saving throws against spells and spell-like effects. • +1 racial bonus on attack rolls against orcs and goblinoids. • +2 racial bonus on Insight checks that are related to stone or metal items. • +2 racial bonus on Craft checks that are related to stone or metal. • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it is caught flat-footed, it loses its dodge bonus, too. • Weapon Familiarity: Khâls may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. • Stability: A Khâl gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Regional, Terran, and Undercommon. • Favored Class: Fighter. Racial Special Abilities Khâl’s may take each of the following abilities one time in place of feats. • Axe Mastery: You receive a +1 racial bonus on attack rolls and a +2 on damage rolls with all axes you are proficient with. • Hammer Mastery: You receive a +1 racial bonus on attack rolls and a +2 on damage rolls with all hammers you are proficient with. - 23 - Pas’aer (Night Elf) Pas’aer, or night elf in the common tongue, were once a surface dwelling sub-race of elves that lived under the night sky and worshipped Latahl, the Goddess of the Moons. It was the betrayal to the elven race by assassination of several high ranking Kae’aer family members by the Pas’aer that caused the Civil War of Shyraes, and lost them the favor of the LaTahl. The Pas’aer were defeated in the civil war and were banished from the surface world to the underground known as the Depths. The Pas’aer began to worship demons, and have since reorganized, building great underground cities and capturing slaves to serve their every whim. They have become quite powerful and seek to return to the surface world to avenge the loss of the civil war. Some Pas’aer have turned away from their evil past and have rejoined the surface world in hopes they can get a fresh start, but the treachery of the Pas’aer is legendary and is widely remembered among other elves, especially among the Kar’aer. Most elven realms are not so trusting to let them back into their society. White is the most common hair color among Pas’aer, but almost any pale shade is possible. Pas’aer tend to be smaller and thinner than other sorts of elves, and their eyes are often a lilac color or vivid red. Pas’aer Racial Traits • +2 Dexterity, +2 Charisma. • Medium size: As medium-sized creatures, a Pas’aers has no special bonuses or penalties due to their size. • Pas’aer’s base land speed is 30 feet. • Low-Light Vision: A Pas’aer can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. • +2 racial bonus on Will saves against spells and spell-like abilities. • +2 racial bonus on Awareness checks. A Pas’aer that merely passes within 5 feet of a secret or concealed door is entitled to an Awareness check to notice it as if she were actively looking for it or is considered taking 10 on the check, whichever is higher. • Weapon Proficiency: A Pas’aer is automatically proficient with the hand crossbow, the rapier, and the short sword. - 28 - • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Pas’aer for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. • Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. • Favored Class: Warlock (male) or cleric (female). Racial Special Abilities Pas’aer’s may take each of the following abilities one time in place of feats. • +2 racial bonus to Intelligence. • Surface Walker: You are no longer penalized when exposed to abrupt bright light (such as sunlight or a daylight spell). • Spell-Like Abilities: Pas’aer can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the Pas’aers class levels. • Spell resistance equal to 11 + class levels. Prerequisite: Spell-Like Abilities. Barbarian Barbarians are considered by civilized realms and nations to be primitive. Barbarians can be nomads that travel the world living life free from laws or tribal warriors waging war on nearby civilizations. Barbarians are extremely dangerous and are feared on the battlefield. They use brute strength, aggression, and are relentless with their assaults. Barbarians enrage themselves in battle, making them stronger and more deadly. They use powerful attacks, are hard to injure, and usually never stop their rage in the heat of battle. Barbarians can be found in just about every part of the Lost Realms divided up into tribes, hordes, and even barbarian kingdoms. A large portion of barbarians can be found in the Realms of the Darkling Lands, Eastern Reaches, Falandra, Shadua, and Sundyra. Game Rule Information Barbarians have the following game statistics: Abilities: Strength is the most important to the barbarian because of its role in melee combat. Several of the barbarian’s class skills are based on Strength. A high Constitution give the barbarian a greater amount of hit points and lets then use their rage ability for longer periods. Alignment: Any nonlawful. A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class. Hit Die: d12. Starting Gold: 4d4×10 (100 gp) Class Skills The barbarian’s class skills are Awareness (Wis), Climb (Str), Craft (all, taken individually) (Int), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Persuasion (Cha), Ride (Dex), Survival (Wis), and Swim (Str). Trained Skills at 1st Level: (4 + Int modifier). Class Features All of the following are class features of the barbarian. Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Feat: At 1st level, you gain a feat of your choice. Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend a one of his available trained skills to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had. Rage (Ex): Once per encounter, a barbarian can fly into a rage. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, a barbarian cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Acrobatics, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued for the duration of the current encounter. - 49 - Table 3.4: The Barbarian Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Feat, illiteracy, rage, talent — Talent — Talent — Talent — Talent — Talent — Talent — Talent — Talent — Talent — Talent: Every odd-numbered level, the Barbarian gains a talent selected from the Awareness, Damage Reduction, Defensive, Energy Resistance, Fast Movement, Melee Smash, Rage, Savage, Unbreakable, or Trap Sense talent trees. A barbarian is free to select talents from the different talent trees as long as he meets all the prerequisites. Awareness Talent Tree You notice things more quickly than other which helps you avoid perilous situations. • Keen Eye (Ex): You ignore any cover bonus to AC when attacking a target that has cover (but not total concealment). • Keen Initiative (Ex): You may choose to re-roll any Initiative check, but you must accept the result even if it is worse. • Keen Senses (Ex): You may choose to re-roll any Awareness check, but you must accept the result even if it is worse. Damage Reduction Talent Tree You can ignore some damage from weapons, but not from energy, magic, or special attack forms • Damage Reduction 2/-: You ignore 1 point of damage from melee or ranged weapons. This talent can be taken multiple times. Each time this talent is taken your Damage Reduction increases by 2. Defensive Talent Tree Your reflexes are honed to the point you can react at almost superhuman speed. • Uncanny Dodge (Ex): A barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different - 50 - class, he automatically gains improved uncanny dodge (see below) instead. • Improved Uncanny Dodge (Ex): A barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. Prerequisite: Uncanny Dodge. Energy Resistance Talent Tree You are particularly resistant to deadly energy effects. • Acid Resistance: You gain acid resistance 5. This talent can be taken multiple times. Each time increases the resistance by 5. • Cold Resistance: You gain cold resistance 5. This talent can be taken multiple times. Each time increases the resistance by 5. • Electricity Resistance: You gain electricity resistance 5. This talent can be taken multiple times. Each time increases the resistance by 5. • Fire Resistance: You gain fire resistance 5. This talent can be taken multiple times. Each time increases the resistance by 5. • Sonic Resistance: You gain sonic resistance 5. This talent can be taken multiple times. Each time increases the resistance by 5. Fast Movement Talent Tree You move faster than the norm for your race. • Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not Warlock Warlocks are arcanist born with magic in their blood and over their life time learn to master their innate eldritch powers. Warlocks are rumored to be descended from dragons and their innate magical ability has been passed down over generations. Others believe they are masters of the dark arts, given innate powers for serving demonic or infernal lords. Game Rule Information Warlocks have the following game statistics: Abilities: Charisma is the most important to the warlock because it determines the power level of his spells. A high Dexterity helps the warlock aim his eldritch bolt at opponents. Alignment: Any. Hit Die: d6. Starting Gold: 3d4×10 (75 gp) Class Skills The warlock’s class skills are Arcane (Int), Concentration (Con), Craft (all, taken individually) (Int), Deception (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana), and Knowledge (local) (Int), Knowledge (the planes). Trained Skills at 1st Level: (2+ Int modifier). Class Features All of the following are class features of the warlock. Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons and light armors. Armored Casting (Ex): At 1st level, a warlock can cast warlocks spells derived from her spell list while in light armor without the normal arcane spell failure chance. Spells from other arcane classes still suffer arcane spell failure. Eschew Materials (Ex): At 1st level, the warlock is considered to have the Eschew Materials feat due to her abilities being innate in nature. This ability does not apply towards other spellcasting classes the warlock may multiclass into. Feat: At 1st level, you gain a feat of your choice. Spells: A warlock casts arcane spells which are drawn from the warlock’s spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier. Like other spellcasters, a warlock can cast only a certain number of spells per day. His base daily spell point allotment is given on Table 3.21: The Warlock. In addition, he receives bonus spells points per day if he has a high Charisma score. A warlock’s selection of spells is extremely limited. A warlock begins play knowing four 0 level spells and two 1st level spells of your choice. At each new warlock level, he gains one or more new spells, as indicated on Table 3.22: Warlock Spells Known. Unlike prepared spells per day, the number of spells a warlock knows is not affected by his Charisma score; the numbers on Table 3.22: Warlock Spells Known is fixed. These new spells can be common spells chosen from the warlock’s spell list, or they can be unusual spells that the warlock has gained some understanding of by study. The warlock cannot use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every evennumbered warlock level after that (6th, 8th, and so on), a warlock can choose to learn a new spell in place of one she already knows. In effect, the warlock “loses” the old spell in exchange for the new one. - 91 - Table 3.21: The Warlock Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Armored casting, eschew materials, feat, talent — Talent — Talent — Talent — Talent — Talent — Talent — Talent — Talent — Talent — The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric, a warlock need not prepare his spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells points per day. She does not have to decide ahead of time which spells she will cast. A warlock’s 0-level spells cost no spell points to cast. A warlock can cast a number of her 0-level spells each day equal to three + the number of spell points gained by her class at 1st level. Talent: At every odd-numbered level, the Warlock gains a talent, which must be selected from the Abyssal Pact, Draconic Ancestry, Eldritch Power, Energy Resistance, or Infernal Pact talent trees. A warlock is free to select talents from the different talent trees as long as she meets all the prerequisites. Abyssal Pact Talent Tree Your family made pacts with fiends that grant you demonic powers and knowledge. • Demonic Inquisition (Su): Once per day, a warlock can contact a demon to seek advice on a specific course of action. This is as the divination spell cast by a cleric of a level equal to the warlock’s Hit Die total. Because this is a supernatural ability, it requires no divine focus. It is the warlock’s pact with fiends, rather than a deity, that offers a prediction. Prerequisite: Any one Abyssal Pact Talent. • Demonic Stench (Su): Once per day as a standard action, a warlock can produces a foulsmelling, toxic liquid. Any living creature (except - 92 - Spell Points per Day 3 5 8 14 19 29 37 51 63 81 97 115 131 149 165 183 199 217 233 249 demons) within 10 feet must succeed on a Fortitude save (DC 10 + half the warlock’s level + her Charisma modifier) or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. A creature that successfully saves cannot be affected again by the warlock’s Demonic Stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The warlock is unaffected by the stench. This talent can be taken multiple times. Each time increase the number of uses per day. • Demonic Screech (Su): Once per day as a standard action, a warlock can emit a piercing screech. All creatures except for the warlock within a 30-foot radius must succeed on a Fortitude save (DC 10 + half the warlock’s level + her Charisma modifier) or be stunned for 1 round. This talent can be taken multiple times. Each time increase the number of uses per day. • Demonic Healing (Sp): Once per encounter as a standard action, a warlock can drain the life force out of all living creatures within a 20’ radius. All living creatures within the area must make a Fortitude save (DC 10 + half the warlock’s level + her Charisma modifier) or suffer 1d8 points of damage. The damage dealt to each creature is transferred healing the warlock. This talent can be taken multiple times. Each time increase the number of uses per encounter. Draconic Ancestry Talent Tree You can use the power of your dragonic bloodline. • Dragon Eyes (Ex): You can see like your dragon kinfolk. You gain Darkvision out to 60 feet. Chapter 4 Skills Character skills represent a wide variety of abilities the character can perform in the Lost Realms. A skill check takes into account the training of a skill (trained skill bonus), the level of your training (character level), natural talent (ability modifier), and a bit of luck (the die roll). It may also take into account his or her race’s knack for doing certain things (racial bonus) or what armor he or she is wearing (armor check penalty), or a certain feat the character possesses, among other things. Trained vs. Untrained When you create a character, you select a number of trained skills. Your character receives a number of trained skills based of the class you selected and the character’s intelligence modifier (minimum of 1 trained skill). Trained skills are selected from the character’s class skill list at 1st level and a character acquires a new trained skill at 3rd, 6th, 9th, 12th, 15th, and 18th level. You can also select the Skill Training feat to gain a new trained skill (see the feats chapter) when a feat selection is available. Generally, if your character attempts to use a skill he or she is not trained, you make a skill check without the +3 training bonus. The training bonus is not added in because the character is not trained in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check. Many skills can be used only by someone who is trained in them. Using Skills When your character uses a skill, you make a skill check to see how well he or she does. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a particular number (a DC or the result of an opposed skill check) for the check to be successful. The harder the task, the higher the number you need to roll. Circumstances can affect your check. A character that is free to work without distractions can make a careful attempt and avoid simple mistakes. A character who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise he or she would fail. How do Skills Work? Each character begins play trained in a number of skills chosen from the character’s class skills list. When creating a character, choose a number of skills you are trained in based on your first class level (see Table 4.2: Trained Skills by Class). Human characters add one to their number of trained skills. If you trained in a class skill you are attempting, your character gains a +3 bonus to the skill check. To make a skill check, roll: d20 + your character level + key ability modifier + miscellaneous modifiers + 3 (if trained) If you trained in a cross-class skill you are attempting, your character gains a +3 bonus to the skill check. To make a skill check, roll: - 103 - d20 + ½ your character level + key ability modifier + miscellaneous modifiers + 3 (if trained) If you are trained in the skill, add +3 to the skill check result. This roll works just like an attack roll or a saving throw, the higher the roll, the better. Either you are trying to match or exceed a certain Difficulty Class (DC), or you are trying to beat another character’s check result. Making Skill Checks To make a skill check, roll 1d20 and add your character’s skill modifier for that skill. The skill modifier incorporates the character’s level, the ability modifier for that skill’s key ability, plus any other miscellaneous modifiers that may apply, including racial bonuses and armor check penalties and a +3 training bonus if the character is trained in the skill. The higher the result, the better. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure. Advancing Skills A character’s modifier automatically increases as the character gains levels since they are based on his character level. The character’s class skills whether trained or untrained increase by 1 at every level. Cross-class skills increase by ½ your character level at every level or by 1 at every even level. Note: Some skills can only be used if you are trained and thus would not increase if you are not trained. Types of Checks There are two types of skills checks, the check against a Difficulty Class (DC) and the Opposed Check. Difficulty Class Some checks are made against a Difficulty Class (DC). The DC is a number (set using the skill rules as a guideline) that you must score as a result on your skill check in order to succeed. Table 4.0: Difficulty Class Examples Difficulty (DC) Very easy (0) Easy (5) Average (10) Tough (15) Challenging (20) Formidable (25) Heroic (30) Nearly impossible (40) - 104 - Example (Skill Used) Notice something large in plain sight (Awareness) Climb a knotted rope (Climb) Hear an approaching guard (Awareness) Rig a wagon wheel to fall off (Thievery) Swim in stormy water (Swim) Open an average lock (Thievery) Leap across a 30-foot chasm (Jump) Track a squad of orcs across hard ground after 24 hours of rainfall (Survival) Opposed Checks An opposed check is a check whose success or failure is determined by comparing the check result to another character’s check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie. Table 4.1: Example Opposed Checks Opposing Skill (Key Ability) Task Skill (Key Ability) Con someone Deception (Cha) Insight (Wis) Pretend to be Deception (Cha) Awareness (Wis) someone else Create a false map Deception (Cha) Awareness (Wis) Hide from someone Stealth (Dex) Awareness (Wis) Make a bully back Intimidate (Cha) Special1 down Sneak up on Stealth (Dex) Awareness (Wis) someone Steal a coin pouch Thievery (Dex) Awareness (Wis) Tie a prisoner Use Rope (Dex) Acrobatics (Dex) securely 1 An Intimidate check is opposed by the target’s level check, not a skill check. See the Intimidate skill description for more information. Untrained Checks Some skills can be used even if the character does not have training. Some skills cannot be used at all without training and are marked “No” in the Untrained column on Table 4.3: Skills. Trying Again In general, you can try a skill check again if you fail, and you can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. A few skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless. Favorable and Unfavorable Conditions Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier for a skill check or a change to the DC of the skill check. The chance of success can be altered in four ways to take into account exceptional circumstances. 1. Give the skill user a +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character (see Combining Skill Attempts), or possessing unusually accurate information. 2. Give the skill user a –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or having misleading information. Table: 7.2: The Nimrias Name Altaria Goddess of Archery & Hunting Amavanna Goddess of Nature Baal God of War & Tyranny Domains Artifice, Chaos, Good, Hunting Rank L Alignment CG I NG I Favored Weapon Composite Longbow Būrgol God of Gnolls Cobin God of War & Chivalry Animal, Good, Peace, Plant, Water Destruction, Evil, Law, Scalykind, War Darkness, Death, Magic, Peace, Repose Chaos, Destruction, Evil, Strength Glory, Good, Law, Protection, War Dyiel God of Slaughter Fal’tec God of Evil Dragons Grakas Demigod of Mining Chaos, Death, Evil, Suffering, Trickery Chaos, Destruction, Evil, Fire Creation, Earth, Knowledge Gratiln God of Halflings Community, Good, Fellowship, Protection Balance, Earth, Plant, Sun, Weather L NG I N Shortsword or Halfling Slingstick Spear Chaos, Protection, Magic, Travel L CN Sling Chaos, Death, Evil, Strength Animal, Nobility, Plant, Water Good, Law, Protection Air, Chaos, Destruction, Liberation, Travel, Weather Balance, Good, Healing, Plant Good, Lunar, Protection, Travel Chaos, Charm, Humor, Music Animal, Chaos, Good, Music L CE L N D LG Orc Double Axe Net or Spear Longsword G CN Javelin L NG Light Mace L NG L CN L CG Silver Longsword Elven Royalsword Greatsword or Hooves Chaos, Darkness, Destruction, Evil L CE Shortsword or Claw Good, Justice, Protection Community, Earth, Good, Law, Rune, Strength Darkness, Destruction, Evil, War Chaos, Cold, Hunting, Weather Glory, Law, Strength L NG Longbow G LG Dwarven Battlehammer L NE Morningstar L CN Longbow D LN Quarterstaff or Unarmed Strike Bel Goddess of the Dead Gwavnia Goddess of Agriculture & Harvest Heleus God of Travel Horkus God of Orcs Itaria Goddess of Sea Creatures Jaheine Demigoddess of Protection Kethian God of the Sky Laraisis Goddess of Spring LaTahl Goddess of the Moons Lethros God of Theater & Wine Lume Goddess of Centaurs & Fey Creatures Mairae Goddess of the Night Malash God of Freedom Mandal God of the Earth Muzal God of Goblins, Hobgoblins, & Bugbears Nirieniel God of Winter Ondorë Demigod of Strength - 176 - Portfolio Archery, crafts, elves, hunting LE Elven Sheerblade Heavy Flail Fertility, lakes, nature, rivers, woodlands Conquest, tactics, territory, tyranny, war I N Scythe Dead, death, fate, judgment, underworld L CE Battleaxe I LG Bastard Sword I CE Morningstar L CE D N Greatsword or Claw Pickaxe Conquest, destruction, gnolls, strength, territory Chivalry, honor, justice, knighthood, nobility, protection, valor, war Death, killing, murder, trickery Destruction, evil dragons, flight, territory Deep Gnomes, inventions, mines, secrets under the earth Community, defensive tactics, fellowship, protection, vigilance Agriculture, famine, farming, harvest, rain Distance, heralds, herds, Flocks, journeys, roads, travel Screams, strength, territory, terror Nobility, sea creatures, sea plants, water Honor, protection, valor Air, clouds, cold, lightning, storms, thunder, travel, weather, wind Healing, rebirth, spring, youth Good lycanthropes, hunting, moons, protection, travel Humor, revelry, theater, wine Centaurs, fey creatures, nature, wild animals Beasts, darkness, evil lycanthropes, night, slaughter Defenders, freedom, justice, protection, valor Earth, home, life, mountains, strength, stone, territory Bugbears, darkness, destruction, goblins, hobgoblins, war Archery, cold, hunting, winter Bravery, brawling, competition, retribution, strength Būrgol The god of gnolls, Būrgol, is chaotic evil. He is known as the Lord of Gnolls. He is worshipped by barbarians and gnolls. The domains he is associated with are Chaos, Destruction, Evil, and Strength. Cobin The god of war and chivalry, Cobin, is lawful good. He is known as the Guardian, the Protector, and the Battle Planner. He is worshipped by fighters, guards, heroes, knights, magistrates, nobles, the oppressed, and Paladins. The domains he is associated with are Good, Glory, Law, Protection, and War. Multiclass Note: Monks of Cobin may freely multiclass as paladins or clerics. Paladins of Cobin may freely multiclass as fighters, clerics, and monks. Dyiel The god of slaughter, Dyiel, is chaotic evil. He is known as the Bloodhunger and Lord of Death. He is worshipped by assassins, barbarians, gnolls, minotaurs, murderers, necromancers, orcs, and warlords. The domains he is associated with are Chaos, Death, Evil, Suffering, and Trickery. Fal’tec The god of evil dragons, Fal’tec, is chaotic evil. He is known as the Fire Starter and the Great Red Wyrm. The domains he is associated with are Chaos, Destruction, Evil, and Fire. Grakas The demigod of mining, Grakas, is neutral. He is known as the Keeper and the Silent Pick. He is worshipped by deep gnomes, fighters, gem cutters, jewelers, inventors, and miners. The domains he is associated with are Creation, Earth, and Knowledge. - 178 - Gratiln The god of halflings, Gratiln, is neutral good. He is known as the Defending Blade. He is worshipped by fighters, halflings, and paladins. The domains he is associated with are Community, Good, Fellowship, and Protection. Gwavnia The goddess of agriculture and harvest, Gwavnia, is neutral. She is known as the Lady of the Earth, Lady of Fall, Lady of Harvest, and the Green Goddess. She is worshipped by druids, elves, farmers, gardeners, halflings, peasants, rangers, and servants. The domains she is associated with are Balance, Earth, Plant, Sun, and Weather. Heleus The god of travel, Heleus, is chaotic neutral. He is known as the Messenger and the Patron of Travelers. He is worshipped by bards, gnomes, halfling, merchants, messengers, negotiators, rogues, and Travelers. The domains he is associated with are Chaos, Protection, Magic, and Travel. Horkus The god of orcs, Horkus, is chaotic evil. He is known as the Screaming Lord and the Lord of Orcs. He is worshipped by barbarians, fighters, and orcs. The domains he is associated with are Chaos, Death, Evil, and Strength. Itarie The goddess of sea creatures, Itarie, is neutral. She is known as the Queen of Merfolks and the Princess of the Seas. She is worshipped by merfolk, sea elves, sea gnomes, and sentient sea Open Game License OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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Schend.; Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas.; Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Author Erik Mona.; Freeport: The City of Adventure, Copyright 2002, Green Ronin Publishing; Authors Chris Pramas and Matt Forbeck.; Mercenaries, Copyright 2002, Alderac Entertainment Group; Authors Noah Dudley, Andrew Getting, Travis Heermann, Jeff Ibach, Mike Leader, Mike Mearls, Jim Pinto, Eric Steiger, John Baxter Stringfellow, and Douglas Sun.; Airships, Copyright 2003, Bastion Press, Inc.; Bastards & Bloodlines: A Guidebook to Half-Breeds, Copyright 2003, Green Ronin Publishing; Author Owen K.C. Stephens.; Bow & Blade: A Guidebook to Wood Elves, Copyright 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Thomasson.; Cloud Warriors, Copyright 2003, Fast Forward Entertainment.; Fang & Fury: A Guidebook to Vampires, Copyright 2003, Green Ronin Publishing, Author Jim Bishop.; Skull & Bones, Copyright 2003, Green Ronin Publishing, Authors Ian Sturrock, T.S. Luikart, and GarethMichael Skarka.; Testament: Roleplaying in the Biblical Era, Copyright 2003, Green Ronin Publishing, Author Scott Bennie.; Uncommon Character, Copyright 2003, Trident Inc., d/b/a Atlas Games.; The Village of Briarton, Copyright 2003, Gold Rush Games; Authors Patrick Sweeney and Christina Stile; Editing & Additional Material by Spike Y Jones.; Waysides: Book of Taverns, Copyright 2003, Eden Studios, Inc.; Aasimar & Tiefling: A Guidebook to the Planetouched, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb.; Advanced Bestiary, Copyright 2004, Green Ronin Publishing; Author Matthew Sernett.; Aerial Adventure Guide: Sky Captain’s Handbook, Copyright 2004 Goodman Games (contact [email protected], or www.goodmangames.com); Author Michael Mearls.; The Black Company Campaign Setting, Copyright 2004, Green Ronin Publishing; Authors Robert J. Schwalb and Owen K.C. Stephens.; The Trojan War, Copyright 2004, Green Ronin Publishing; Author Aaron Rosenberg.; Advanced Race Codex, Copyright 2005, Green Ronin Publishing; Author Robert J. Schwalb, et al.; Advanced Race Codex Dwarves, Copyright 2006, Green Ronin Publishing; Authors Jesse Decker and Robert J. Schwalb; Medieval Player’s Manual, Copyright 2004, Green Ronin Publishing; Author David Chart.; Character Portraits: Fantasy Heroes, Copyright 2003, Mongoose Publishing.; Character Portraits: Fantasy Heroines, Copyright 2003, Mongoose Publishing.; Cleave Asunder Copyright 2000, Michael J. Kletch; Heroes of High Favor: Dwarves, Copyright 2002, Authors Benjamin R. Durbin; published by Bad Axe Games, LLC.; Spells & Magic, Copyright 2002, Bastion Press, Inc., Authors Sam Witt, Joe Crow, and Lee Hammock.; Black Lightning Copyright 2002 Sean K Reynolds; Character Clip Art & Color Customizing Studio Copyright 2002, Elmore - 484 - Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore.; The Complete Librum of Gar'Udok's Necromantic Artes Copyright 2002,Ambient Inc.; Authors M Jason Parent, Denise Robinson,Chester Douglas II; d20 Weekly August 28,2002 Copyright 2002, Steve Jackson Games Incorporated.; d20 Weekly September 4, 2002 Copyright 2002, Steve Jackson Games Incorporated.; Encyclopaedia Arcane: Necromancy – Beyond the Grave Copyright 2001, Mongoose Publishing.; En Route Copy right 2001,Trident Inc. d/b/a Atlas Games; Hollowfaust: City of Necromancers Copyright 2001, White Wolf Publishing, Inc.; Improved Caster Level Copyright 2001, Carl Cramér; Moon Elves ,Copyright 2002 Dark Quest, LLC; Pocket Grimoire Arcane Copyright 2002, Green Ronin Publishing; Psionics Toolkit Copyright 2002,Fiery Dragon Productions, Inc. ,www. fiery dragon.com; Author Mike Mearls; Relics & Rituals Copyright 2001, Clark Peterson; Relics & Rituals II Copyright 2002,White Wolf Publishing, Inc.; Secret College of Necromancy, Copyright 2002,G reen Ronin Publishing,Authors David “ Zeb ” Cook and Wolfgang Baur; 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires, Copyright 2002, Author Philip Reed, www.philipjreed.com; Artifacts of the Ages: Swords and Staves Copyright 2003, The Game Mechanics, Inc.; Authors JD Wiker and Rich Redman; Bestiary of Loerem, Copyright 2002, Sovereign Press; Book of Erotic Fantasy, Copyright 2003, Valar Project, Inc.; Codex Arcanis, Copyright 2001, Paradigm Concepts, Inc.; Author Scott Charlton, Brian Dalrymple, Jarad Fennell, Matt Forbek, Shawn Havraneck, Henry Lopez, William Simoni, Eric Weiner, based upon the original concept by Henry Lopez.; Common Ground II – Guard Towers, Private Clubs and Thieves Guild Copyright 2002, Bard’s Productions, LLC; Creature Collection, Copyright 2000, Clark Peterson; Creature Collection II: Dark Menagerie, Copyright 2001, White Wolf Publishing, Inc.; Crime and Punishment, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Keith Baker; d20 Firearm Mechanics, Copyright 2001, Kenneth S. Hood; d20 Skills-n-Feats Martial Arts System, Copyright 2001, Kenneth S. Hood ; d20 Skills-n-Feats Psionics System, Copyright 2001, Kenneth S. Hood; Dark Walkers Copyright 2003, Mystic Eye Games; Authors Steven Creech and Kevin Ruesch; Dawnforge Copyright 2003, Fantasy Flight Publishing, Inc.; Death in Freeport, Copyright 2000, Green Ronin Publishing; Diomin, Copyright 2000, OtherWorld Creations, Inc.; Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott; Egyptian Gods, Copyright 2002, Bastion Press, Inc.; Eldest Sons: The Essential Guide to Elves, Copyright 2002, Paradigm Concepts, Inc.; e-Minions: Cunning Creatures, copyright 2001, Bastion Press, Inc.; Encyclopaedia Arcane: Demonology Copyright 2001, Mongoose Publishing; Fading Suns d20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy Harmon; Faeries Copyright 2003, Bastion Press, Inc.; Forbidden Kingdoms, Copyright 2002, OtherWorld Creations, Inc.; Forged in Magic, Copyright 2002, Paradigm Concepts, Inc.; From to Steel Copyright 2003, MonkeyGod Enterprises LP.; Good, Copyright 2003, Alderac Entertainment Group; Grim-n-Gritty Hit Point and Combat Rules, Copyright 2001, Kenneth S. Hood; Interludes: Brief Expeditions to Bluffside Copyright 2001, Thunderhead Games, Inc.; Into the Black Copyright 2003, Bastion Press, Inc.; Into the Green Copyright 2003, Bastion Press, Inc.; Love and War, copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart; Magus, Copyright 2001, Hector Hernandez; Masters of Arms Copyright 2002, Steven Palmer Peterson; Minions: Fearsome Foes, Copyright 2001, Bastion Press, Inc.; Nightmares & Dreams: A Creature Collection, Copyright 2001, Mystic Eye Games; Nightmares & Dreams II: A Creature Collection, Copyright 2002, Mystic Eye Games; Nyambe: African Adventures, Copyright 2002, Trident Inc. d/b/a Atlas Games; author Christopher W. Dolunt; Oathbound: Domains of the Forge, Copyright 2002, Bastion Press, Inc.; Oathbound: The Plains of Penance, Copyright 2003, Bastion Press, Inc.; Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press; Open Game Content from Seas of Blood – Fantasy on the High Seas Copyright 2001, Mongoose Publishing; Open Game Content from Seven Strongholds Copyright 2002, Trident Inc. d/b/a Atlas Games; author Robin D. Laws; Pale Designs: A Poisoner’s Handbook, Copyright 2002, Bastion Press, Inc.; Path of the Magi, Copyright 203, Troll Lord Games; Authors Sean K. Reynolds, Jeff Quick, W. Jason Peck and Mike McArtor; Spycraft, Copyright 2002, Alderac Entertainment Group; Swashbuckler, Copyright 2001, Felix Lim Jr.; The Book of Eldritch Might, Copyright 2001, Monte J. Cook (Malhavoc Press). All Rights Reserved.; The Codex Compendium, Copyright 2002, Paradigm Concepts, Inc. ; The Devil Player’s Guide Copyright 2003, Fast Forward Entertainment, Inc.; The Lore of the Gods: The Asgardians, copyright 2002, Bastion Press; The Lore of the Gods: The Olympians, copyright 2002, Bastion Press; The Quintessential Rogue, Copyright 2002, Mongoose Publishing; The Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peterson and Bill Webb; Tome of Horrors, Copyright 2002, Necromancer Games Inc., Author Scott Greene, based upon original material by Nigel Morgan; Villains, Copyright 2002, Bastion Press, Inc.; Vitality and Wound Points, A d20 System Conversion Guide, Copyright 2000 by Bradley D Thompson; Way of the Witch, Copyright 2002, Citizen Games; Authors Janet Pack, Jean Rabe, Megan Robertson, and Christina Stiles; Weird Wars, Weird War Two, Copyright 2001, Pinnacle Entertainment Group, Inc.; Arms and Armor v3.5, Copyright 2004, Bastion Press, Inc., Authors Jim Butler, Steve Creech, and Kevin Ruesch.; Creature Collection 2: Dark Menagerie Copyright 2001, White Wolf Publishing, Inc.; The Divine and Defeated Copyright 2001, White Wolf Publishing, Inc.; Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc.; The Wise and the Wicked Copyright 2001, White Wolf Publishing, Inc.; Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.; The Complete Guide to Treants by Joe Crow, Copyright 2002 Joseph Goodman DBA Goodman Games (contact [email protected], or see www.goodman-games.com); Cooshees from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax; Open Game Content from Encyclopedia Divine: Shaman Copyright 2002, Mongoose Publishing; If Thoughts Could Kill Copyright 2002 Bruce R. Cordell. All Rights Reserved; Nyambe: African Adventures Copyright 2002, Trident Inc. d/b/a Atlas Games; author Christopher W. Dolunt.; Scarred Lands Campaign Setting: Ghelspad Copyright 2002, White Wolf Publishing, Inc.; Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.; Vigil Watch: Warrens of the Ratmen, Copyright 2002, White Wolf Publishing, Inc.; Into the Green, Copyright 2003, Bastion Press, Inc.; Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved.; Open Game Content from The Penumbra Bestiary Copyright 2003, Trident Inc. d/b/a Atlas Games; editor Michelle A. Brown Nephew; Corwyl: Village of the Wood Elves Copyright 2004, Green Ronin Publishing; Authors Christina Stiles and Patrick Sweeney.; Dezzavol: The Fortress of the Drow, Copyright 2004, Green Ronin Publishing, LLC; Authors Christina Stiles and Stephen Trustrum.; Gnomes: Masters of Illusion, Copyright 2003, Dark Quest LLC., Authors Michael Hammes, Lysle Kapp, Patrick Lawinger, Neal Levin, Fraser Ronald, and David Woodrum.; Death in Freeport Revised, copyright 2000, 2004 Green Ronin Publishing, LLC. All rights reserved, Author Chris Pramas; Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named spells from the Player’s Handbook that were renamed in the System Reference Document. The Compendium can be found on the legal page of www.necromancergames.com.; Eldritch Sorcery, Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary Schotter, Joe Walmsley, and Bill Webb.; Book of Templates: Deluxe Edition Copyright 2003, Silverthorne Games; Authors Ian Johnston and Chris S. Sims.; Tome of Horrors III, Copyright 2005 Necromancer Games, Inc.; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb.; Mongoose Pocket Player’s Handbook, Copyright 2003, Mongoose Publishing; Tournaments, Fairs, and Taverns Copyright 2002, E.N. Publishing; Beyond Monks – The Art of the Fight, Copyright 2003, Chainmail Bikini Games, Ltd.; Authors James Garr, Heather Garr, Bryon Dahlgren; Fang & Fury: A Guidebook to Vampires; Copyright 2003, Green Ronin Publishing; Author Jim Bishop; Book of Eldritch Might, copyright 2001 Monte J Cook.; Book of Eldritch Might II: Songs and Souls of Power copyright 2002 Monte J. Cook; The Book of Hallowed Might copyright 2002 Monte J Cook.; Call of Duty Copyright 2002, Chainmail Bikini Games, Ltd.; Moon Elves, Copyright 2002, DarkQuest, LLC; Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named spells from the Player’s Handbook that were renamed in the System Reference Document. The Compendium can be found on the legal page of www.necromancergames.com.; Eldritch Sorcery, Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary Schotter, Joe Walmsley, and Bill Webb.; Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Authors Erik Mona and Chris Pramas.; Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc.; Open Game Content from The Tide of Years, Copyright 2001, Michelle A. Brown Nephew; Open Game Content from The Athenaeum, Lurient’s Legacy, and Spirits of Bohnarii by Alex Knapik; Dalika by Michelle A. Brown Nephew; Death’s Forsaken and Openers of the Way by John Seavey; The Forge and The Reborn by Keith Baker; God Seekers and Justicars by James Maliszewski, The Order of Endings and Survival Cults by Scott Reeves; Shepherds of the Root and Ten Thousand Heroes by Mike Mearls; and Way of the Wolf by Justin Bacon; Copyright 2001, Trident, Inc. d/b/a Atlas Games; Seafarer’s Handbook, Copyright 2001, Fantasy Flight Publishing, Inc.; Spells & Spellcraft, Copyright 2002, Fantasy Flight Publishing, Inc.; Testament: Roleplaying In the Biblical Era, Copyright 2003, Green Ronin Publishing; Author Scott Bennie; The Village of Briarton Copyright 2003 by Gold Rush Games; Authors Patrick Sweeney, Christina Stiles; Editing and Additional Material by Spike Y Jones; Uncommon Character Copyright 2003, Trident Inc., d/b/a Atlas Games; Waysides: Book of Taverns Copyright 2003, Eden Studios, Inc.; The Lore of the Gods, Copyright 2004, Bastion Press, Inc.; The Book of Iron Might Copyright 2004 Monte J. Cook. All rights reserved.; Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved.; The Book of Experimental Might Copyright 2008 Monte J. Cook. All rights reserved.; The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved.; Pocket Sourcebooks, Copyright 2004 The Le. Published by The Le Games, www.TheLeGames.com; Unorthodox Bards, Copyright 2004 The Le. Published by The Le Games, www.TheLeGames.com; Iron Heroes Revised Copyright 2007 Adam Windsor. All rights reserved.; E.N. Classguide: Heroes of Code Copyright 2005, E.N. Publishing; Author Marcin Adamczyk; Unorthodox Rogues, Copyright 2004 The Le. Published by The Le Games, www.TheLeGames.com; Primal Heroes: The Knave, Copyright 2005, Bloodstone Press.; Unorthodox Barbarians, Copyright 2004 The Le. Published by The Le Games, www.TheLeGames.com; Unorthodox Rangers, Copyright 2004 The Le. Published by The Le Games, www.TheLeGames.com; Primal Heroes: The Savage, Copyright 2005, Bloodstone Press.; Primal Heroes: The Sentinel, Copyright 2005, Bloodstone Press.; Skreyn’s Register: The Book of Magic and “Deities of the Faithful”, Copyright 2002, Author Sean K Reynolds. All Right Reserved.; The Open Game Pantheon, Copyright 2004, Author James Wilber.; Character Portraits: Fantasy Heroes, copyright 2003, Mongoose Publishing; Character Portraits: Fantasy Heroines, copyright 2003, Mongoose Publishing; The Lore of the Gods, Copyright 2004, Bastion Press, Inc.; Disciple of Orcus Prestige Class Copyright 2002, Necromancer Games, Inc.; Author Bill Webb and Scott Greene; Pathfinder Roleplaying Game. Copyright 2008, Paizo Publishing, LLC; Author: Jason Bulmahn.; Tome of the Lost Realms Player’s Handbook, Copyright 2008, Red Dragon Tavern Games; Author John M. Lopez. All rights reserved. END OF LICENSE