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
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END OF LICENSE