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m E R C E n A R JE S
M o n e y is t h e o n l y c a u s e w o r t h d y i n g fo r .
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I
Thats my dollars worth. Hope you enjoy this scan.
:
s '
sm
Cordially,
p
I
^KriTTeR/
I M
W gm
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October 2, 2002
In t r o d u c t io n
w r it in g
N o a h Dudley, A n d re w G e ttin g ,T ra v is H e e rm a n n ,
EDITING
S h an e L acy H en sley , jim p in to
ART DIRECTION
jim p in to
PROJECT MANAGER
jim p in to
COVER DESIGN
D ave A g o sto n and M ark Jelfo
COVER ILLUSTRATION
K evin M illard
M ich a e l Phillippi
SPECIAL THANKS
IN TERIO R ILLUSTRATIONS
S to rn C o o k , L iz D an fo rth , L im G uo L ian g,
M ich a e l P hillipp i, K evin W asd en , Je f f W rig h t
A HEROES' WELCOME
To D ave A g o sto n fo r d o in g th e im p ossib le.
DEDICATION
T h is o n e is fo r all th e u n su n g h ero es.
You k n o w w h o you are.
In t r o d u c t io n
Chapter 7: Spells................................................................................. 1 0 7
Alchemist E lixirs.......................................................................... 107
Bard Spells....................................................................................... 110
Cleric S p e lls...................................................................................I l l
Cleric D o m ain s............................................................................ 113
Druid S p e lls...................................................................................125
Myridon Spells...............................................................................126
Paladin Spells.................................................................................127
Ranger S p ells.................................................................................128
Guardian, Sorcerer, and Wizard Spells.................................128
Tattoo Mage S p e lls ......................................................................130
New Spells....................................................................................... 132
Chapter 8 : M e rc e n a rie s...................................................................1 4 7
Hiring M ercenaries......................................................................147
N egotiations...................................................................................149
M o ra le ..............................................................................................152
Skirmish Combat Rules............................................................. 156
Random M ercenary C reation.................................................. 161
100 M ercenary Adventure Id e a s............................................166
M y rm id o n .......................................................................................37
N om ad................................................................................................39
S c o u t.................................................................................................. 42
Tattoo M ag e ............... .............................. ...................................... 44
Chapter 3 : S k i l l s ................................................................................. 4 9
New Uses for Old S k ills............................................................. 49
S tealth ................................................................................................55
Chapter 4 : F e a ts ....................................................................................5 7
Feat D escrip tions.......................................................................... 57
Chapter 5 : D e scrip tio n ..................................................................... 6 9
M ercenary W arriors......................................................................69
A lig n m e n t....................................................................................... 70
Religion............................................................................................. 77
Dune R u n n e r.................................................................................200
Vital S tatistics................................................................................ 80
Chapter 6 : E q u ip m e n t..................................................................... S I
Selling L o o t.....................................................................................83
W eapons........................................................................................... 84
Legacy................................................................................................209
A rm o r..................................................................... ......................... 92
M an-at-Arms...................................................................................211
D racotechn ics.................................................................................94
Adventuring G ear.......................................................................... 95
Partisan..............................................................................................213
Chariots..............................................................................................96
Skirmisher....................................................................................... 216
C lo th in g ........................................................................................... 97
S lay er................................................................................................217
C o n ta c ts ........................................................................................... 97
G u ild s................................................................................................97
Spellslayer.........................................................; ............................219
Stalwart D efender........................................................................221
Unseen H an d .................................................................................223
T itles..................................................................................................101
A rtifacts................................. ; ........................................................232
Chapter 1 2 : M o n s te rs ..................................................................... 2 3 3
Beasts o f B u rd e n ..........................................................................233
Beasts o f the E arth ........................................................................237
In t r o d u c t io n
INTRODUCTION
<
o f bein g good."
Josh Billings
to en v y o r ev en b eg ru d g e, fo r th e day m ay c o m e w h en
sw ord in o rd e r to eat.
T h is b oo k co n ta in s e v e ry th in g a DM n eed s to cre a te
O r m o n ste rs.
O r actu al, im m e d ia te , k arm ic re trib u tio n fo r th e ir activ
ities.
Fantasy m e rce n a rie s h ave n o su ch luxury, and m u st
c o m p e te w ith th e c o m m o n a d v e n tu re r fo r m an y o f th e ir
c o n tra cts . T h ey m ak e d an g ero u s foes, and p ossib ly even
m o re d a n g e ro u s allies. M e rc e n a rie s are a te m p ta tio n to all
w arlord s, and a p aw n to be sacrificed . T h ey m ay fig h t for
ideals, n atio n s, races, o r loyalty, b ut th ey alw ays fig h t for
m oney.
W h ile m o st fan tasy a d v en tu rers v iew m e rce n a rie s w ith
u n m itig a te d c o n te m p t, m e rce n a rie s th e m se lv e s p o in t o u t
th a t a lm o st e v e ry o n e is a m e r c e n a ry o n so m e level. E v e n
th e m o st e n lig h te n e d soul rarely p lies his trad e fo r free,
and m e rce n a rie s are in th e ir o w n ey es at least sim
p ly h o n e st ab ou t th e ir p ro fessio n . M e rc e n a rie s are esp e
cially c ritic a l o f o th e r ad v en tu rers, w h o w o rk o n a fo r-h ire
basis, y et se e m to lack th e co u ra g e to a ck n o w led g e
su ch m a te ria lism . A fter all, n o t all m e rce n a rie s ab an
d o n m o ra lity in th e ir q u est fo r m oney.
A t least n o t at first.
T h e p ro b le m w ith su ch th in k in g is th at m e rc e n a r
ies face th e w o rst th e w orld h as to offer, o n a co n sta n t
basis. D e p e n d in g o n th e n atu re o f th e c o n tr a c t, th ey
m u s t se rv e as s h o c k tro o p s, s k ir m is h e rs , su icid e
squads, o r assassins (b attlefield o r o th e rw ise ). T h o u g h
th ey p rid e th e m se lv e s o n th e ir m en tal an d p h ysical
fo rtitu d e , ev en th ey h ave lim its, and th e g rin d in g ca r
n age th a t m e rce n a rie s face tak es its toll. Few su rv ive
lo n g w ith o u t su ccu m b in g to d esp air o r m a d n e s s ...
but th o se w h o d o are h e ro e s in th e ir o w n rig h t, as
w o rth y o f re s p e ct as an y palad in o r m age. A soul
fo rg ed in th e te rro rs o f w ar h as little to fear o ff th e
b attlefield , an d m u c h to g ain o n it. G od s o f w ar,
slayers o f m e n , h e ro e s fo r h ire, vile traito rs, and h o n
<
>
-L
<
Races
UJJITh.^
____________________ AR A D AN
o r in h alflings lands.
ch ao s w h e re v e r th ey go.
d an g e r; th e y e x h ib it d arin g th at m o s t o th e rs c a n n o t
m a tch .
v a stly m o r e c o m m o n re d d ish b ro w n . T h e ir in c is o rs
th e C o m m o n an d H alflin g to n g u e s as w ell.
A r a d a n N a m e s : A n arad an h as a g iv en n a m e , a clan
ib ly rap id m e ta b o lis m
th a t e n h a n c e s th e ir p h y sica l
Races
ASHEMI
A sid e fro m
t h e ir u n u su a l a p p e a ra n c e , th e y a re b est
h o n o ra r y
N i c k n a m e s : S o m e sa m p le c la n -g ra n te d
and c o m e ly th an m o st h u m an o id s.
M ed iu m -size: A s M ed iu m -size c re a tu re s, arad an have
n o sp ecial b o n u ses o r p en alties d u e to size.
A rad an base speed is 4 0 ft.
D ark vision: A rad an can see in th e dark up to 6 0 ft.
A rad an d ark visio n is in full co lo r, and A rad an can
fu n ctio n n o rm ally w ith n o lig h t at all.
+ 2 racial b on u s o n L isten ch e ck s: A rad an have
k een ears and sen ses.
S ce n t: A rad an h ave an e n h a n ce d sen se
o f sm ell an d p ossess th e S ce n t ability.
A u to m a tic L an g u ag es: C o m m o n (al
th o u g h aradan speak a lim ited v e r
sio n ). B o n u s L an g u ag es: D w arv -en ,
E lv e n , G n o m e , G ob lin , H alfling,
and O re.
F av o red C lass: F ig h ter. A m u lti
class arad an s fig h te r class d oes n o t
c o u n t w h e n d e te rm in in g w h e th e r
he su ffers an X P p en alty fo r m u lticlassing.
>
&
<
Races
so n s m o re a cce p ta b le in a p p earan ce to so m e o f th e o th e r
fin d
m u s ic , w h ile
o n ly
th e
th e h u m a n p ro v es h im s e lf w orthy.
n a tu ra l
a tte n tio n , th e m e lo d y o f a b ro o k ,
the b eat o f th u n d e r, th e h a rm o n y
o f th e w in d . T h e y g re atly love th e
L ik ew ise w ith g n o m e s, w h o m
c o n f in e m e n t
d ark
busy fo r th e ir ow n g o o d . H alf-
spaces o f th e u n d e rg ro u n d to be
cla u stro p h o b ic . H o w e v e r, fo r
and
th e
m i d istru st th e m at best.
A lig n m e n t:
A sh e m i
his w ra th , w h e n faced by th e
love th e co m p a n io n sh ip
d e n ce o f so m e d ep raved act,
to o th e rs o f th e ir ra ce
s o m e tim e s s h o c k s e v e n th e
and m e m b e rs o f th e ir
h ou se
all
its
ful
b eauty in h e re n t in all th in g s as a
good,
M any
P h y s i c a l D e s c r i p t i o n : A sh em i
how ever
ash em i
m in d s e t
to w ard s
c o m p le te ly h a irle ss . H o w e v e r,
ig n m e n ts .
fo r all h is s m o o th d elicacy,
of
m o r e p h ilo s o p h ic a l
lo n e rs
'
m ay
te n d
n e u tra l
an d
A nd
al
th e
o u tc a s ts
m ay ev en b e so m ew h a t
a sh em i sk in is to u g h and
say
to
th e re are ex ce p tio n s.
Som e
te n d s
m ak e m o st ash em i law
th e
re s ilie n t.
fam ily.
fo rm s . T h is
c o m b in a tio n
p o lite to th e ir c o m r a d e s and
th e ir e n e m ie s . T h e y v ie w
an d
th e y
m i w h o is evil is all b ur u n k n o w n .
S u ch a th in g w ou ld be th e m o st reviled ab o m in atio n c o n
his o w n race.
A s h e m i L a n d s : A sh em i p re fe r to in h ab it th e w ild
>
I Ii i
Mil
tu res o f k n o w n g o o d alig n m en t.
+2 racial b o n u s to all In tu it D irectio n , S earch , S en se
M o tiv e, Spot, and W ild e rn e ss L o re ch e ck s.
+1 n atu ral b o n u s to A C.
class d o es n o t c o u n t w h en d e te rm in in g w h e th e r h e suf
fers an X P penalty.
is alw ay s p ro
o n to h is H o u se by so ilin g h is n am e. S o m e H o u se n am es
N a m e s : A n a s h e m is H o u se
n am e
A rak eo.
M a le
N am es:
R ik iu l,
Z u riu l,
S a ru u l,
G ard iu l,
S am an d riu l, K ep h aru l.
F e m a l e N a m e s : R ash iel, Y ep h iel, R em iel, Z o p h iel,
c o n d u c t th at p re v e n ts th e m fro m c h e a tin g em p lo y e rs o r
sp ell-like effects.
-- -----------------------H
3-
Races
fin en ess o f elfin fe atu res. T h e y av erag e 6 ft. tall, w ith ath
trav el in h ig h regard .
N a m e s : M o st bael n am es co n sist o f tw o
w h o a re ju st as av aricio u s as th e bael.
e n d in g each syllable. S in ce th ey d o n ot
th ey d esp ise th e m , v ie w in g th e m as
s p rin g
h is o w n
T o d m ik , Ruspil.
F e m a l e N a m e s : Jim a t, B irtris,
pid. In sh o rt, n o o n e is as g o o d as
a b ael, w h ic h is all th e m o re rea
fro m
M a l e N a m e s : Jo s tic h , B asril,
m ig h t b e n e fit
re n o w n e d n am e.
S u ln am , H ad m el.
so n o th e r ra c e s m u st be m ilk ed
A d v e n t u r e r s : M o st bael seek
o f th e ir p re cio u s co in . B ecau se
ad v en tu re fo r a sin g le reason ,
a ccu m u la tio n o f w ealth and
o f th e ir lo n g -sta n d in g b e lie f
p o w er.
in th e ir o w n su p erio rity ,
b e h in d
th e
v e n e e r, th e y ca n be
gant.
su re ly
b ael
w ith in
e a rsh o t. T h e y also
fcw / C
B e c a u se o f th e ir
and
rip e fo r
p lu c k in g
any
b ffo r r
A lig n m e n t:
g re e d
o f so m e
d raw th e in terest o f
h a u g h ty and a rro
ten d en cy
R u m o rs
g re a t tre a s u re
th e ir affab le
ik,
know
s c a le
to w a rd s
th a t
la rg e -
w a rfa re
can
b rin g g o ld e n o p p o rtu n i
vanity,
tie s fo r a m e r c h a n t w ith
b e ca u se o f th e ir so m e w h a t flexib le m o rality , th e
th e
a lig n m e n t.
a n v th in e b ut w ealth .
>
a cu te h earin g .
+ 2 racial b on u s to all W ild e rn e ss L o re c h e c k s m ad e in a
d e se rt o r arid e n v iro n m e n t.
- 2 racial p e n alty to all S earch an d S p o t ch e c k s m ad e
w h ile n o t in dayligh t.
___________________ DRALLOKS
F ro m h id d en cav es an d u n k n o w n byw ays to th e d e p th s o f
Bael w izards an d so rc e re rs re ce iv e a + 2 b on u s to th e D C
o f an y e n c h a n tm e n t o r co n ju ra tio n sp ells th e y cast.
as
c o m p a n io n s
on
th e ir
a d v e n tu re s.
revels.
P h y s ic a l
D e s c rip tio n :
The
>
Races
clo th es, each w eig h ted w ith d agg ers, sh eath es, and p o u c h
es.
th e d ro w re co v e re d th e ir n u m b e rs in th e a fte rm a th o f a
is little m o re th an a serf, an y c o m m o n e r c a n d em an d th e
and abilities.
th e ir destiny.
side w orld.
n ey far fro m h o m e.
sh ip an d p o w er in th e ir co lo n ie s. T h o se d rallok s w h o
co lo n ie s o n ly ally w ith o th e rs if th e ir e x is te n c e is th re a t
e n c e to th e ir elders.
w a n d e re rs , d ra llo k a d v e n tu r e rs p re fe r to k e e p t h e ir
h o m e s a n d fa m ilie s o u t o f th e c o n f lic ts t h e ir w ork
in v o lv es and th e e n e m ie s th e y earn .
tion s.
M ed iu m -size: As M ed iu m -size cre a tu re s, d rallok s have
n o sp ecial ad van tages o r p en alties d u e to th e ir size.
,,V
Races
_____________________ LAHRYK
S ilen tly ch e ck s.
lig h ts ,
flare,
an d
g h o st so u n d o n c e p e r day
e a ch as a ls t-le v e l so rcerer.
P e r s o n a l i t y : L a h ry k a re v e ry
D ra llo k s d o n o t s u ff e r a
loyal to o th e rs o f th e ir o w n k in d,
c h a n c e o f sp ell failure fo r
w e a rin g arm o r.
T h e y are ca u tio u s, an d w h en
F o r g e n e r a tio n s , d ra llo k s
h a v e w o rk e d as sp ies and
u n fa m ilia r,
th e y
in ce s
m e rc e n a rie s fo r a v ariety o f
th e ir sen sitiv e to n g u e s,
try in g to sen se an y p os
V u ln e ra b ility :
D ra llo k s
are
b u t if p u sh ed h ard e n o u g h and
lo n g e n o u g h , th ey are ju st as
B ecau se o f th is, m a n y ra ce s
an d
h u m o r le s s ,
b ut
th a t is n o t th e case.
es d isco m fo rt b u t n o d am ag e.
W h ile th e y do
M o st d rallok s leave o n ly th e ir
n o t h ave the
q u ick
th e su rface to avoid th is d am ag e.
D ark vision: A side e ffe ct o f th e ir
su b te rra n e a n e x is te n c e , d rallok s can
see up to 6 0 ft. in th e dark.
A u to m a tic L a n g u a g e s: U n d e r c o m m o n
and C o m m o n . B o n u s L an g u ag es: D raco n ic,
D w a rv e n , G o b lin , Ig n a n , O re , an d T erran .
w it
of
e lv e s
or
b ael,
th e y
are
in te llig e n t an d
ca p a b le
o f e n jo y in g
life. B u t e v e ry e m o tio n , w h e th e r
e n jo y m e n t o r rag e, c o m e s at its o w n p ace.
d oes n ot co u n t w h en d e te rm in in g w h e th e r he suffers
an X P penalty.
d u cin g so u n d s th at c a n n o t be re p ro d u ce d in a h u m an o id
m o u th .
th a t m ak e th e m d ifficu lt fo r o th e r races to p ro n o u n ce ,
syllables.
M a le
N am es:
K ilb ik ,
K o k tak ,
C h u b lik ,
S e e rtik ,
M ikm ak.
F e m a l e N a m e s : G ifbith , G o freth , Z im lin , T u th m in ,
O freth .
o f o th e r races.
M ed iu m -size. As m ed iu m -size cre a tu re s, lah ry k h ave
n o sp ecial b o n u ses o r p en alties d u e to th e ir size.
spell-like effects.
+ 2 racial b o n u s o n sav in g th ro w s a g a in st p o iso n s.
la h ry k
to n g u e
is
c o m m o n th ro n g .
sp ecial ability
an d G iant.
c o u n t w h e n d e te rm in in g w h e th e r h e su ffers an X P
penalty.
_____________________ M AG IRN
ro n m e n t).
and th e atte n d in g
an d m an y b reed .
A side fro m th ese tin y v ariatio n s, the so cie tie s are alm ost
accord in gly.
L a n g u a g e : T h e m a g irn h ave n o sp o k e n la n g u a g e
unique to th e m se lv e s, sp eak in g C o m m o n o r D ra co n ic in
p ossessive o f th e ir co m p a n io n s, an d m ay p u n ish th em fo r
an y im ag in ed tran sg ressio n s.
so m e tim e s lo rd it o v e r t h e ir n o n -c a s tin g c o m r a d e s .
P h y s i c a l D e s c r i p t i o n : F ro m a d ista n ce , th e m ag irn
ev en th e ir m o st p o te n t m ag ic.
w h en th e y are in d anger.
o r n ot.
M a g irn m ay n ot h ave fam iliars. A ll a tte m p ts by a
size ch a ra cte rs .
M ag irn base sp eed is 2 0 ft.
re ta in
a b ility to
co lo r
th e
d is tin g u is h
an d
d e ta il
u nder
th e se co n d itio n s.
+ 2 racial b o n u s to
all A n im al H a n d lin g
ability.
E ffe ctiv e C h a ra c te r L evel: M ag irn are m o re p ow erfu l,
c h e c k s , as w e ll as
to R ide c h e c k s fo r
an d g a in
a n im a ls, d u e to th e
n o r m a l. T h e ir
m a g irn s an cestry .
class d oes n ot c o u n t w h en d e te rm in in g w h e th e r he
K n o w le d g e (a rca n a )
su ffers an X P penalty.
MAKALL
s e n s e m a g ic , lik e th e sp e ll detect
m ag ic. U n lik e th e spell, h ow ev er, th is
lo o sely alig n ed d e se rt co lo n ie s,
is a c o n tin u o u s ab ility, w h ic h th e
ian h u m a n o id s re n o w n e d
fo r th e ir skill at tra ck in g
th e ir c h o s e n e n em ie s.
M ak all v en tu re
in to
civ iliz e d
lands o n q u ests to
p ro v e th e ir h u n tin g
th o u g h su ch w ritin g h as n o b en efit
o th e r th a n re q u irin g read m ag ic to
read . M a g irn b arb arian s also h ave
are
th is ability, b u t c a n n o t read in an y
m ake
re le n tle s s
h u n te r s
w ho
e x c e l le n t tr a c k e r s an d
sco u ts. A s ca rn iv o re s, th ey m u st
skill p o in t e x p e n d itu re .
h u n t d a n g e ro u s, d in o sa u r-lik e
Iiz-ard s
H e a rt o f M ag ic: T h e v e ry b od y
o f a m a g irn te e m s w ith m ag
ica l
e n e rg ie s ,
m a g ic
sen ses
and
a
5^
th a t
tra v e l
in
h erd s
th ro u g h th e ir d e se rt h o m elan d s.
d e te c t
M a n y o f th e cre a tu re s h u n te d by the
m a g irn .
m a k a ll a re fe a rs o m e p re d a to rs , an d th e
su ffe r
m ag ical in n a tu re , as p e r th e ir d e te ct m a g ic ability,
b eyo n d th e ir b orders.
>
Races
P e r s o n a l i t y : M ak all h a v e a c o ld , c a lc u la tin g
d e m e a n o r. T h e y lack th e e m o tio n s disp layed by
h u m a n s a n d o th e r m a m m a ls, an d h ave n o
u n d e rsta n d in g of su ch b asic c o n c e p ts as h ap
p in e ss, so rro w , an d a n g e r. M u c h o f th is
d e riv e s fro m
th e n a tu ra l te le p a th ic lin k
s tr e n g th
p ro w e s s
an d
m a rtia l
d isp lay ed
by
d w arves, an d c o n s id e r th e m
tCVj
n a tu ra l allies. M u ch o f th is
a ffin ity s te m s fro m
th e d w a rv e s
b a ttle .
H um ans,
elv e s,
h a lf-o r c s ,
an d
o th e r
larg e
putes.
R e lig io n : T h e
m a k a ll w o rs h ip
S ard a, th e
m a s te r
e a g e r to p ro v e th e ir m e ttle in c o m p a riso n to la rg e r c re a
tu res.
In ste a d , th e m akall ca re m o re fo r d o in g w h a te v e r is n e c
m u n ity as a w h o le.
m o u n ta in to p and th in k s o f h o w it felt to be co ld . T h e
o th e r d e se rt c re a tu re s th ey h u n t fo r food . L arg e g ro u p s o f
. M
<
<
3-
Races
A u to m a tic L an g u ag es: C o m m o n .
in th is v o lu m e.
TA R A N U HL
n u m b e rin g a lm o st c e r
ble to injury.
m u s t u se
o f h u m a n s th em selv es.
size
bonus on
H id e
ch eck s,
b u t th e y
size ch a ra cte rs .
M akall b ase sp eed is 3 0 ft. T h o u g h th e ir legs are sh o rt,
cre a tu re s.
u n c o m m o n u rg e to th e h u n t an d d e stru ctio n o f o th e r
k eep th e ir p re d a to ry u rg es h id d en , th e th rill th e y g et
lon g.
o f age.
T h e p la ce m e n t o f a m ak alls ey es o n th e sides o f its h ead
is b o th a b e n e fit and a h in d ra n ce . T h e y re c e iv e a - 1
ag a in st a ta rg e t m o re th an 3 0 ft. away, d u e to p o o r d ep th
Spot
ch eck s
and
can n o t
be
fla n k e d ,
fro m
th e ir
m u rd e r o th e rs . U n su rp risin g ly , T aran u h ls g o to g re a t
<
> <
Races
T a r a n u h l L a n d s : E v en if th ey w ere so in clin e d , th e
n atu re o f th e T aran u h ls th e m se lv e s re n d e rs th e c o n c e p t o f
le n t h u m a n s.
ra ce s q uirks useful.
> <
-L
Races
ULDRATH
to p ro v e th e ir p erso n al h o n o r and th e h o n o r o f th e ir
U l d r a t h L a n d s : T h e u ld arth fo rm a loo se co n fe d e ra
stre tch o f tu n d ra as h is h o m e.
b ro o d in th e c o r n e r o f a ta v e rn fo r h o u rs o n en d , b ut an
o w n . A y o u n g u ld rath w h o h as p ro v en h im s e lf receiv e s
U ld ra th b elieve in co n s e rv in g th e ir e n e rg y w h e n e v e r p os
claim it as h is o w n sh o u ld h e su cce e d .
R e l ig i o n : T h e u ld rath w o rsh ip th e G reat M o th e r, the
sible.
As m o st u ld rath sp en d th e ir early years o n th e tu n d ra,
an d C o m m o n .
h u m a n o id s , s u ch as o re s an d g o b lin s. In p a rtic u la r,
u ld rath and o g re s h ave a lon g h isto ry o f feu d s, and b oth
races a tta ck e a ch o th e r at e v ery o p p o rtu n ity . U ld rath feel
as d w arv es,
p ro te c tiv e
to w a rd s
s m a lle r r a c e s , s u c h
<
Races
a p aw
to
d isab le
h im .
to m a k e an
of
liv e
on
th e
c iv iliz a tio n
and m u st rely o n th e ir
o w n w its an d k n ow l
e d ge to su rvive.
C lass L evel E q u iv alen t: +2.
<
C h a r a c t e r i s t i c s : T h e a lc h e m is ts p o te n cy lies in his
th e b a sics o f
a lch e m ica l lore. A lch e m ists are m a ste r m etallu rg ists, and
tralize toxin s.
a lc h e m is t, s o m e o n e w h o te a c h e s h im
alchem y.
B a c k g r o u n d : A ll a lc h e m is ts le a rn th e ir a rt as an
a lc h e m is ts
e x a c t in g
a l c h e m ic a l
p ro cesses
in v o lv e d ,
Classes
in g w ith o th e rs to e x ch a n g e k n o w led g e o r e x to l th e ir
th e ir k n o w le d g e to a n y o n e w h o is n o t c o m m itte d to
m ag ic as th e d o m in a n t fo rce in th e w orld , th at th e m y s
teries th ey ca n u n lo ck w ill m ak e th e p o w e r o f m a g ic se e m
p are e v e ry th in g .
R a c e s : A lc h e m is ts are m o s t lik e ly to b e h u m a n s.
A b i l it i e s : In te llig e n ce d e te rm in e s h o w m an y a lch e m i
A l i g n m e n t : Any.
H i t D ie : d4.
its m y steries.
T a b l e 2-1: T h e A l c h e m
Level
1
2
3
4
5
6
7
E
9
10
11
12
13
14
15
16
17
18
19
20
*
is t
Base
Fort
Ref
Will
Attack
+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
+ 1 0 /+ 5
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+ 10
+ 10
+11
+11
+12
0
2
2
2
2
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
1
1
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
3
3
3
3
1
1
2
2
2
2
2
3
3
3
3
3
3
3
3
3
3
3
1
2
2
2
2
2
3
3
3
3
3
3
3
3
3
1
2
2
2
2
2
2
3
3
3
3
3
3
1
2
2
2
2
2
3
3
3
1
2
2
2
2
3
3
1
2
2
2
3
1
2
2
2
2
2
2
3
3
3
3
The alchem ist can only brew one type o f elixir at a tim e. This num ber reflects the num ber o f d o ses th at are created in a
single brewing.
....iir. i
, .... ..............C l a s s e s
Class Skills
e x a m p le , m a k in g a p r o te c ti o n fro m
e le m e n ts e lix ir
K now ledge (all skills, tak en in d ivid u ally) (In t), P rofession
S k ill P o i n ts a t 1 s t L e v e l: (6 + In t m o d ifier) X 4
S k ill P o i n ts a t E a c h A d d i ti o n a l L e v e l: 6 + In t
m odifier.
m aterials.
Class Features
w ith shields.
B r e w A l c h e m i c a l E l i x i r : A t first level, th e alch e m ist
m o r e c o m p l e x th e c r e a tio n
p ro c e s s . T h e r e f o r e , th e
m ad e fro m
n o n -m a g ic a l in g re d ie n ts, su ch as m etals,
ALCHEMY
....C
>
Classes
tio n to an y o th e r b on uses.
S t a r t i n g A l c h e m i s t s : A 1st level c h a ra c te r w h o c h o o s
es to be an a lch e m is t sta rts p lay w ith 3 0 0 g o ld p ieces
E lixirs.
T h e se e lix irs retain th e ir p o te n c y ind efinitely, u n til
___________________ GUARDIAN
w illin g to te a ch th em to h im .
A l c h e m i c a l C a n t : A t 3rd level, th e a lch e m is t learn s
th e se cre t A lc h e m is ts C an t, a sy m b o lic, a lch e m ic a l lan
p re fe rre d m e th o d
th e y u se to p ro p a g a te k n o w le d g e
a m o n g th em selv es.
m ak es th e m m o re th an equal to su ch a task.
co m b in e th e ir skills to n ew effect.
Classes
a c a d e m ie s
th a t
d e n ie d
th e m
e n tr a n c e ,
w h ile
ev il
ra c e s w ith th e m o s t fo rm alized
to a n y
S tr e n g th
m e le e -b a s e d
an d C o n s titu tio n
are
an d
m u s t h av e an
I n te llig e n c e s c o r e o f 1 0 + th e spell's le v e l, an d th e
g u ard ian also g ain s b on u s sp ells based o n In te llig e n ce .
A l i g n m e n t : Any.
H i t D ie : d8.
<
lasses
Class Skills
S cry (In t, e x clu siv e skill), S p ellcraft (In t), and S w im (S tr).
S k ill P o i n t s a t 1 s t le v e l: (2 + In t m o d ifier) X 4.
S k ill P o i n ts a t E a c h A d d i t i o n a l L e v e l: 2 + In t
m od ifier.
w h ic h
Class Features
all
g u a rd ia n s
can
p re p a re
fro m
m e m o ry ).
A rm o r an d W eap on
A le rtn e s s ,
W eap on F o cu s*.
C om bat
R e fle x e s,
D od g e,
B lin d -F ig h t,
o n c e as a b o n u s feat.
F a m i l i a r : A t 4 th level, th e gu ard ian m ay h ave a fam il
T a b l e 2-2: T h e G
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
as a b on u s feat.
u a r d ia n
Base
Fort
Ref
Will
Attack
+0
+1
+2
+3
+3
+4
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+ 10
+ 10
+11
+11
+12
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+ 10
+ 10
+11
+11
+12
+5
+6/+1
+6/+1
+ 7 /+ 2
+ 8 /+ 3
+ 9 /+ 4
+ 9 /+ 4
+ 1 0 /+ 5
+ 1 1 /+ 6 /+ 1
+ 1 2 /+ 7 /+ 2
+ 1 2 /+ 7 /+ 2
+ 1 3 /+ 8 /+ 3
+ 1 4 /+ 9 /+ 4
+ 1 5 /+ 1 0 /+ 5
0
2
3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
0
1
2
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
0
1
2
2
3
3
3
3
3
3
3
3
4
4
4
4
4
0
1
2
2
3
3
3
3
4
4
4
0
1
2
2
3
3
4
4
0
1
2
3
4
0
1
2
2
3
3
3
3
3
3
4
4
4
4
Classes
fo r any in n o c e n ts c a u g h t in th e m iddle.
ability.
n atu re n o t as s o m e th in g to be p ro te c te d , but as so m e th in g
by o th e r u n d e rg ro u n d races w h e re it w as n e ce ssa ry fo r
A d v e n tu r e s : G uerillas p u rp o se is to fig h t. It is w h at
>
<
Classes
o fte n
im p o r ta n t
sco res.
b ecom e
c lo s e . I n te llig e n c e
is a lso
A l i g n m e n t : A ny
H i t D ie : dlO
Class Skills
B alan ce (D e x ), C lim b (S tr), C raft (exp lo siv es) (In t), C raft
Im p ro v e d
S k ill P o i n ts a t 1 s t L e v e l: (6 + In t M o d ifier) X 4
S k ill P o i n ts a t E a c h A d d i t i o n a l L e v e l: 4 + In t
m od ifier.
Class Features
um o r h eavy arm o r.
feats.
T a b l e 2-3: T h e G
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
u e r il l a
Base
Fort
Ref
Will
Attack
+1
+2
+3
+4
+5
+ 6/+ 1
+ 7 /+ 2
+ 8/+ 3
+ 9 /+ 4
+ 10 /+ 5
+ 1 1 /+ 6 /+ 1
+ 1 2 /+ 7 /+ 2
+ 1 3 /+ 8 /+ 3
+ 1 4 /+ 9 /+ 4
+ 1 5 /+ 1 0 /+ 5
+ 1 6 /+ 1 1 /+ 6 /+ 1
+ 1 7 /+ 1 2 /+ 7 /+ 2
+ 1 8 /+ 1 3 /+ 8 /+ 3
+ 1 9 /+ 1 4 /+ 9 /+ 4
+ 2 0 /+ 1 5 /+ 1 0 /+ 5
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+ 10
+ 10
+11
+11
+12
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Track, favored enemy
Trap m aster
Bonus feat
Ambush attack +2d4
Bonus feat
Ambush
Ambush attack +3d4
Evasion
Bonus feat
Survivalist
Sneak attack +4d4
O pportunist
Bonus feat
Sneak attack +5d4
Improved evasion
Woodland stride
Trackless step
Bonus feat, sneak attack +6d4
A m b u s h A t ta c k : i f a g u erilla ca n c a tc h an o p p o n e n t
m u ltip lied .
C re a tu re s im m u n e to sn eak attack s o r c ritic a l h its are
h id in g
all th ese
u n a rm e d attack .
h is assault.
se ttin g am b u sh es m ak es h im ev en m o re deadly in su ch a
re ce iv e s a +4 c irc u m s ta n c e b o n u s w h en d e te rm in in g
C h a r a c t e r i s t i c s : H u n te rs learn to take d ow n e n e m ie s
sp en d 1 h o u r d o in g so w h en fo rag in g fo r h im self.
O p p o r t u n i s t : A t 1 4 th level, o n c e p e r ro u n d , th e g u e ril
la c a n m ak e an a tta ck o f o p p o rtu n ity ag ain st an o p p o n e n t
B a c k g r o u n d : S o m e h u n te rs learn th e ir p ro fessio n
stalk in g w ild b easts in th e ir h o m e forests. L ik e b arb arians,
at le a p in g c le a r o f d a n g ero u s e ffects b e co m e s ev en m o re
Classes
to a v en g e w ro n g s th e y h ave e n d u re d o r o u t o f a sen se o f
e a rn a living.
R a c e s : H u m a n s an d h alflin g s are th e m o st co m m o n
th e ir en d s th an u sin g th e p ro p e r m ean s. A n y th in g th at
ty to re m a in u n n o tice d co m e s in v e ry h an d y in the
th e p rice is h ig h en o u g h .
H i t D ie : dlO.
c o m m o n , as th at d o u r race u sually d em an d s th at an y
S t a r t i n g G o ld : 6 d 4 X 10 gp.
Class Skills
T h e h u n te r s class skills (an d th e k ey ability fo r e a ch skill)
again st b e c o m in g h u n ters.
O t h e r C l a s s e s : H u n ters fin d fig h ters, p alad in s, and
are C lim b (S tr), C raft (In t), D isgu ise (C h a ), E sca p e A rtist
sp oil th e h u n te rs c h a n c e s o f a m b u sh in g an en em y. T h e y
( W is ), S e n se M o tiv e (W is ), S p o t ( W is ), S w im (S tr),
in g w ith w izards an d so rc e re rs w h o ca n p ro v id e th e m
S k ill P o i n ts a t E a c h A d d i t i o n a l L e v e l: 4 + In t
m od ifier.
Class Features
A ll o f th e fo llow in g are class featu res o f th e h u n ter.
W e a p o n a n d A r m o r P r o f i c i e n c y : T h e h u n te r gain s
T a b l e 2-4: T h e H
unter
Base
Fort
Ref
Will
Level
1
Attack
Save
Save
Save
+2
3
4
5
+3
+4
+5
12
+ 7 /+ 2
+ 8 /+ 3
+ 9 /+ 4
+ 1 0 /+ 5
+ 1 1 /+ 6 /+ 1
+ 1 2 /+ 7 /+ 2
+3
+3
+3
+4
13
14
15
+ 1 3 /+ 8 /+ 3
+ 1 4 /+ 9 /+ 4
+ 1 5 /+ 1 0 /+ 5
+4
+4
+5
16
17
18
19
+ 1 6 /+ 1 1 /+ 6 /+ 1
+ 1 7 /+ 1 2 /+ 7 /+ 2
+ 1 8 /+ 1 3 /+ 8 /+ 3
+ 1 9 /+ 1 4 /+ 9 /+ 4
+ 2 0 /+ 1 5 /+ 1 0 /+ 5
+5
+5
8
9
10
11
20
+1
6/+1
+0
+0
+1
+1
+1
+2
+2
+2
+6
+6
+6
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+9
+9
+4
+4
+5
+10
+10
+5
+5
+11
+11
+12
+6
+6
+6
T -
Special
1st specialized foe,
stunning blow
Im mobilize
Surprise attack + ld 8
Bonus feat
2nd specialized foe
Surprise attack + 2d8
H unters sense
Bonus feat
Surprise attack +3d8
Ambush
Bonus feat,
surprise attack + 4d8
H unters sen se
Knockout shot
Surprise attack + 5d6, 3rd
specialized foe
Bonus feat
Surprise attack + 6d8
Eyes o f the hunter
4th specialized foe, bonus feat
<
Classes
Foe
S p e c ia lis t:
H u n te r s
stu d y
and
ta c tic s .
The
h u n te r
B lo w :
I f th e
h u n te r
h a lf its to ta l h it p o in ts , th e
h u n te r c a n
a tte m p t
to k n o c k
h is
ro u n d . T h e h u n te r m ay use th is ab ility o n c e p e r ro u n d ,
b u t n o m o re th a n o n c e p e r level p e r day. C re a tu re s
p in n ed . To d o so, th e h u n te r m ak es a grap p le c h e c k as a
a sap o r an u n a rm e d attack .
to d e te rm in e th e E scap e A rtist D C th e fo e n e e d s to
escap e.
S u r p r i s e A t ta c k : T h e h u n te r e x ce ls at q u ick ly p u ttin g
b on u s to A C (e v e n if h e d oes n o t n o rm ally re ce iv e o n e )
h e deals ad d itio n al d am ag e. T h is b on u s d am ag e is + ld 8 at
a n ew feat.
n oise to an o p p o n e n ts s c e n t. W h e n a tta ck in g an e n e m y
w h o g ain s a m iss c h a n c e d u e to c o n c e a lm e n t, th e h u n te r
> <
C
<
lasses
m o re fo rm id ab le in c o m b a t th e y b e c o m e . T h e y o c c a s io n
u n su sp e ctin g o p p o n en ts, i f th e h u n te r sp en d s 3 o r m o re
A l i g n m e n t : L e g io n n a ire s c a n b e o f an y a lig n m e n t, b ut
re g u la r w eap o n . T h is ab ility e x te n d s fo r a n u m b e r o f
b efo re h im .
E y e s o f t h e H u n t e r : A t 1 9 th level, th e h u n te r s sh arp
B a c k g r o u n d : L e g io n n a ire s c o m e fro m
n e a rly an y
e y es allow h im to see th ro u g h ev en th e m o s t co n v in c in g
b a c k g r o u n d . M a n y re n o w n e d
th ro u g h .
c h a n c e d u e to a ta rg e ts c o n c e a lm e n t.
m e r c e n a r y c o m p a n ie s
L E G I O N N A IR E
gu ard ed .
R a c e s : A n y ra ce ca n b e c o m e a leg io n n aire. I f a ra ce is
c a s te r s an d
ro g u e s, a re o fte n
v ie w e d w ith
d isd a in .
m e r c e n a ry b ands.
A d v e n t u r e s : L e g io n n a ire s a d v e n tu r e rs a re u su ally
tro o p s w h o left th e ir u n it fo r so m e reason , u n less an
e n tire g ro u p is a u n it o f h eavy in fa n try seek in g fo rtu n e
d isad vantaged.
C h a ra c te ris tic s :
L e g io n n a ire s
s h a re
th e
com b at
A l i g n m e n t : Any.
H i t D ie : dlO .
>
Class Skills
<
Classes
S k ill P o i n ts a t 1 s t L e v e l: (2 + In t M o d ifier) X 4
S k ill P o i n t s a t E a c h A d d i ti o n a l L e v e l: 2 + Int
m odifier.
Class Features
shields.
P ro ficie n cy *,
uisites feats; th ese feats are listed p are n th e tica lly after the
isk (* ) m o re th an o n c e , b u t it m u st b e fo r a d ifferen t
m u m s.
o th e r c h a ra c te r classes, so lon g as th e o th e r c h a ra c te r is an
th o se feats.
in h eavy a rm o r, th a t h e re d u ce s th e a rm o r c h e c k p en alty
E n d u ran ce:
A t 2nd
le v e l, th e
le g io n n a ire g a in s
E n d u ra n c e as a b o n u s feat.
T a b l e 2-5: T h e L e c i o
n n a ir e
Base
Fort
Ref
Will
Level
Attack
Save
Save
Save
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+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
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Formation fighting
Endurance, pack march
Bonus feat
Hump it
Bonus feat
Pack march
Improved charge
Bonus feat
Leadership
Bonus feat
Pack march
Superior charge
Bonus feat
Bonus feat
W e a p o n S p e c i a l i z a t i o n : O n a ch ie v in g 8 th level o r
T h e to p ic o f w h at m ak es a ra n g e r w h at h e is is h otly d eb at
as a re g u la r o n e.
A d v e n tu r e s : M e rc e n a ry ra n g e rs are m an y th in g s to
case, th e ra n g e r is so m e o n e w h o ca n strik e o u t o n h is ow n
su ffer a - 2 A C penalty. F u r th e rm o re , h e m ay m ak e a se c
o n d m e le e attack .
C h a r a c t e r i s t i c s : M e rc e n a r y ra n g e rs are c o m p e te n t
h is list o f b o n u s feats.
S u p e r i o r C h a r g e : A t 1 5 th level, th e leg io n n a ire can
T a b l e 2-6: T h e M
ercenary
Ra n g e r
Base
Fort
Ref
Will
Level
Attack
Save
Save
Save
+1
+2
+0
+0
2
3
4
5
6
7
8
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+3
+3
+4
+4
+5
+5
+6
+0
+1
+1
+1
+2
+2
+2
+0
+1
+1
+1
+2
+2
+2
9
10
11
12
13
14
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+6
+7
+7
+8
+8
+9
+3
+3
+3
+4
+4
+4
+3
+3
+3
+4
+4
+4
15
16
17
18
19
20
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
+9
+10
+10
+11
+11
+12
+5
+5
+5
+6
+6
+6
+5
+5
+5
+6
+6
+6
Special
Favored enemy,
favored terrain, track
Ranger option
Favored terrain 2
Favored enemy 2
Ranger option
Bonus feat
Favored terrain 2,
ranger option
Favored enemy 3
Ranger option
Bonus feat
Favored terrain 4
Ranger option,
favored enemy 4
J -----------------------
<
C lasses
Class Features
ran ger.
W e a p o n a n d A r m o r P r o f i c i e n c y : A m e rc e n a ry ra n g e r
gods, b ut o p in io n s vary.
and m e d iu m a rm o r, an d shields.
B ack g ro u n d :
R a n g e r b a c k g r o u n d s a re n u m e ro u s .
F a v o r e d E n e m y : A t 1st level, a m e rc e n a ry ra n g e r m ay
be m an y th in g s.
in th e p ro p e r te ch n iq u e s fo r co m b a tin g th em , th e ra n g e r
th o se w h o a re se t in th e ir w ays o r w h o p re a ch a ce rta in
lifestyle. T h e y re s p e ct th o se w h o ca n take ca re o f th e m
v erm in .
A m e rc e n a ry ra n g e rs favored e n e m y ty p es follow th e
Class Skills
T h e m e rc e n a ry ra n g e rs class skills (an d th e key ability fo r
each sk ill) a re A n im al E m p a th y (C h a , ex clu siv e skill),
C lim b (S tr), C o n c e n tra tio n (C o n ), C raft (In t), H an d le
A n im al (C h a ), H eal (W is), H id e (D e x ), In tu it D irectio n
(W is), Ju m p (S tr), K n o w led g e (n a tu re ) (In t), L iste n (W is),
M o v e S ilen tly (D e x ), P ro fessio n (W is), R id e (D e x ), S earch
( I n t), S p o t (W is ), S w im (S tr), U se
R o p e (D e x ), and
W ild e rn e ss L o re (W is )
S k ill P o i n ts a t 1 s t le v e l: (4 + In t M o d ifier) x 4
S k ill P o i n ts a t E a c h A d d i t i o n a l L e v e l: 4 + Int
m od ifier.
T a b l e 2-7: M
ercenary
Type
Aberrations
Animals
Beasts
Constructs
Dragons
Elementals
Fey
Giants
Humanoid type
Magical Beasts
Oozes
Organizations
Outsider type
Plants
Shapechangers
Undead
Vermin
Ra n g e r Fa v o r e d E n
e m ie s
Examples
Beholders
Bears (includes all dire animals)
Owl bears
Golems
Black dragon, dragonne, chimera
Elementals of all types, xorns
Dryads
Ogres
*
Displacer beasts
Gelatinous cubes
it
*
Shambling mounds
Werewolves
Zombies
Giant spiders
Classes
F a v o r e d T e r r a i n : A t 1st level, a m e rc e n a ry ra n g e r m ay
se le ct o n e typ e o f te rrito ry as h is Favored T errain fro m th e
list below. D ue to h is e x te n siv e k n o w led g e o f h is h o m e
g ro u n d and th e q uirks o f th e lay o f th e land th e m e r c e
n ary ra n g e r g ain s a +2 c irc u m s ta n c e b on u s to C lim b ,
H id e, In tu it D irectio n , L iste n , M o v e S ilently, S earch ,
S p o t, an d W ild e rn e s s L o re c h e c k s m a d e w ith in h is
favored k ind o f terrain . A t 3rd level and e v e ry 5 levels
th e re a fte r (8 th , 1 3 th , 1 8 th ) th e m e rc e n a ry ra n g e r gain s
m o re k n o w led g e ab ou t h is favored te rra in and b e co m e s
m o re ad ep t at o p e ra tin g w ith in it. A t 3rd level, th e m e r c e
n a ry ra n g e r is h a rd e r to tra ck w ith in h is n ativ e terrain .
T h o se a tte m p tin g to tra ck th e m e rc e n a ry ra n g e r o r a p arty
led by h im th ro u g h th e te rra in add 5 to th e D C.
A t 8 th level, th e m e rc e n a ry ra n g e r g ain s in creased
m o v e m e n t w ith in his fav o red terrain . O v erlan d m o v e
m e n t by th e m e rc e n a ry ra n g e r o r a p arty led by h im
im p ro v es th e terrain m o d ifie r by o n e step th ro u g h his
favored terrain . T rack less is co n sid e re d road m o v e m e n t
fo r a m e rc e n a ry ran g er, an d road m o v e m e n t is co n sid e re d
highw ay. I f alread y o n th e high w ay, th e re is n o ad d itio n al
benefit.
A t 1 3th level, th e m e rc e n a ry ra n g e r g ain s th e T rack less
S tep ability w ith in h is fav o red terrain ; h e ca n n o lo n g e r
be track ed th ro u g h h is h o m e g ro u n d .' A t 18th level, the
m e rc e n a ry ra n g e r g ain s a + 2 c irc u m s ta n c e b on u s to all
In itiativ e ch e c k s w h ile in h is fav o red terrain .
T a b l e 2-8: M
ercena ry
Ra n c e r
F a v o r e d T e r r a in T y p e s
Type
Aquatic
Desert
Forest
Hill
Marsh
Mountains
Plains
Underground
Urban
Example
Coral reef
Sand dunes
Woodlands, jungles
Foothills
Swamp, bog
Alpine reaches
Farmland
Caverns, dungeons
Cities, backalleys
R a n g e r O p t io n : A m e rc e n a ry ra n g e r ca n s e le ct o n e
R a n g e r O p tio n at 2n d level, a n o th e r at 5th level, and
ev e ry 3 levels th ereafter. (1 1 th , 1 4 th , e tc.). T h e o p tio n s are
listed b elow an d u n less o th e rw ise stated , th e sam e o p tion
m ay be c h o se n m o re th an o n c e .
Option 1: T h e m e rc e n a ry ra n g e r ch o o s e s o n e feat fro m
th e list o f feats below. H e m ay take th is o p tio n m o re th an
o n c e , h ow ev er, e ach tim e he m u st c h o o s e a n ew feat fro m
th is list. T h is feat ca n o n ly b e u sed , so lo n g as th e ra n g e r
w ears lig h t o r n o arm o r.
T h e m e rc e n a ry ra n g e r m u st c h o o s e fro m th e fo llow in g
list o f b on u s feats: A lertn ess, A m b id e x te rity (app lies to
d ou b le w eap o n s), B lin d -F ig h t, C o m b a t C astin g (o n ly after
c h o o s in g o p tio n 9, b e lo w ), C o m b a t R eflexe s, D od ge
(M ob ility, S p rin g A ttack ), E n d u ra n c e , E x p e rtise , G reat
- L
i t
<
> <
C
lasses
th e
D raw , R u n , T w o -W e a p o n F ig h tin g
R u n ), Q u ic k
W eapon F o c u s *
fier.
S o m e o f th e b on u s feats available to a m e rc e n a ry ra n g e r
T a b l e 2-9: M
ercenary
Level
Ra n c e r S p e l l P r o g r e s s io n
X
X+1
X+2
X+3
X+4
X+5
X+6
X+7
X+8
X+9
X + 10 or m ore
O p tion k: T h e m e rc e n a ry ra n g e r m ay ch o o s e a se co n d
Fav o red T errain , h ow ev er, he o n ly g ain s th e 1st level abil
ity in th is n e w terrain .
O ption 5: T h e m e rc e n a ry ra n g e r g ain s a n u m b e r o f h it
p oin ts equal to h is ra n g e r level (m in im u m 3).
O p tion 6: T h e m e r c e n a ry ra n g e r m ay in cre a se h is n a tu r
al a rm o r by 1.
O p tion 7: T h e m e r c e n a ry ra n g e r g ain s an an im al c o m
p an io n o f n o m o re th a n 2 H D . It is assu m ed th at th e
MYRMIDON
W h e n th e ra n g e r re a c h e s level 9, h is c o m p a n io n m ay n ow
T h e c o m p a n io n c a n n o t be o f an o p p o sed a lig n m e n t to
the m e r c e n a ry ran g er.
an y b a ttle , re ly in g o n t h e i r h e a v y a rm o r, p o w e rfu l
w eap o n s, and p h y sical s tre n g th to c a r ry th e m to victo ry.
>
Cla
sses
B a c k g r o u n d : M o st m y rm id o n s sp en d years in tra in in g
S o m e m y rm id o n s b eg in th e ir tra in in g as fig h te rs o r w iz
p ow erfu l m y rm id o n s. As a ra ce th a t e m b ra ce s arca n e
in c o m p a ris o n to w izard s an d s o rc e re rs . M y rm id o n s
m ag ic, th e elv es p ro d u ce m o re m y rm id o n s th an m o st
e n c h a n tm e n ts th at im p ro v e th e ir co m b a t ab ilities, p ro
p o rt th e ir allies in battle.
A d v e n tu r e s : M y rm id o n s ad v e n tu re to im p ro v e th e ir
able h u m an s p ro d u ce so m e m y rm id o n s, th o u g h rarely in
d o n s a d v e n tu re o u t o f a sen se o f duty, v ie w in g th e ir
raised in e lf c o m m u n itie s c o m m o n ly b e c o m e m y rm i
C h a r a c t e r i s t i c s : M y rm id o n s o c c u p y a m id d le g ro u n d
sp ellcastin g .
A l i g n m e n t : M y rm id o n s m ay s e le ct an y a lig n m en t.
S tre n g th im p ro v es a m y rm id o n s c o m b a t skills an d g ra n ts
h im b on u s d am ag e w ith h is attack s.
A l i g n m e n t : Any.
H i t D ie : d8.
S t a r t i n g G o ld : 6d4 X 10 gp.
w h o c a tc h th e ir fancy.
R e l ig i o n : M y rm id o n s e m b ra c e a w id e ran g e o f d eities.
S o m e w o rsh ip g o d s o f m ag ic, o th e rs c h o o s e god s o f war.
Class Skills
T h e m y rm id o n s class skills (an d th e k ey ability fo r e a ch
S k ill P o i n ts a t 1 s t L e v e l: (2 + In t modifier) X 2.
S k ill P o i n ts a t E a c h A d d i ti o n a l L e v e l: 2 + In t
modifier.
Classes
Class Features
A ll o f th e fo llo w in g are class featu res o f th e M y rm id o n .
_____________________
NOMAD
T h e road is e v e r th e ir m a s te r and th e ir c o m p a n io n . It is
w ant.
th e y re c o r d
A d v e n tu r e s : N o m ad s c o n s id e r th e m se lv e s th e best,
p u re st ad v en tu rers, seek in g th e jo u rn e y fo r its o w n sake.
T h ey freely atta ch to an y g ro u p am u sin g o r in terestin g
th e sp ells th e y know .
w o m e n o f g u ile, n o m a d s p re fe r to talk th e ir w ay o u t o f
m arks.
as h e c a n n o t y e t ca st spells o f th a t level.
T a b l e 2-10: T h e M
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
y r m id o n
Base
Fort
Ref
Will
Attack
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Bonus feat
Bonus feat
Bonus feat
Bonus feat
Bonus feat
0
2
3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
0
1
2
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
0
1
2
2
3
3
3
3
3
3
3
3
4
4
4
4
4
0
1
2
2
3
3
3
3
3
3
4
4
4
4
0
1
2
2
3
3
3
3
4
4
4
0
1
2
2
3
3
4
4
0
1
2
3
4
Cla
sses
NOMAD HONOR
Class Skills
T h e n o m ad s class skills (an d th e k ey ability fo r e a ch skill)
are A n im al E m p a th y (C h a ), A pp raise (In t), B lu ff (C h a ),
C ra ft (I n t), D e c ip h e r S crip t ( I n t) , D ip lo m a cy (C h a ),
D isguise (C h a ), F o rg e ry (In t), G a th e r In fo rm a tio n (C h a ),
H a n d le A n im a l (C h a ), H id e (D e x ), In n u e n d o (W is ),
In tim id a te (C h a ), In tu it D irectio n (W is), L iste n (W is),
P erfo rm (C h a ), P ick P o ck e t (D e x ), P ro fessio n (W is ), Read
Lips (In t), R ide (D e x ), S en se M o tiv e (W is), S pot (W is),
U se R o p e (D e x ), an d W ild e rn e ss L o re (W is).
S k ill P o i n ts a t 1 s t le v e l: (8 + In t m o d ifier) X 4
S k ill P o i n ts a t E a c h A d d i ti o n a l L e v e l: 4 + In t
m od ifier.
Class Features
A r m o r a n d W e a p o n P r o f i c i e n c y : N o m ad s are p ro fi
H id d e n B la d e s : N o m ad s m ay c o n c e a l item s o n th e ir
p erso n to g re a te r d e g re e th an m o st. B ecau se o f th e m an y
e r fo r th e p u rp o se o f h id in g an o b ject. A t 8 th level, a
o n ly if h is o p p o n e n ts d o n o t e x p e c t co n flict.
th e feat.
in an y use o f th o se skills.
B o n u s F e a ts : A t 2 n d level, th e n o m ad g ain s a b on u s
C a ll t h e T r ib e s : O n c e p e r year, a n o m ad o f 1 0 th o r
p a rticu la r class.
T a b l e 2-11: T h e N o m a d
Level
1
Base
Attack
+0
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
Ref
Will
Save
+0
Save
+2
Save
+2
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+3
/ " +3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Hidden blade, languages,
odd jobs
Bonus feat
Worldly
Heft
Bonus feat, worldly
Tireless
Hidden blades
Worldly
Bonus feat, call the tribes
Worldly
Tireless
Bonus feat
Heft, worldly
Heart of the stag
Strength of the boar
Bonus feat, worldly
Tireless
Master of the tribe
F o r m e r N o m a d s : N o m ad s w h o b e c o m e law ful m ay
effects.
_______________________SCOUT
S co u ts ran g e ah ead o f th e ir frien d s, seek in g o u t safe p ath s
and w arn in g o f an y d an g ers ahead. T h e y train as w arrio rs,
but th ey sp ecialize in ran g ed w eap o n s th a t allow th e m to
S t r e n g t h o f t h e B o a r : A t 1 7 th level, th e n o m ad ca n n o t
M a s t e r o f t h e T r ib e : A t 2 0 th level, th e n o m ad gain s
A d v e n tu r e s : S co u ts ad v en tu re to te st th e ir ab ilities and
fo r lo n g p erio d s o f tim e o n th e ir o w n , c r e
atin g th e ir o w n ta ctics an d strate g ie s to
d eal w ith p ro b le m s w ith o u t w o rry in g
ab ou t a n y o n e else b u t th em selv es. T h e
sco u t's ab ilities and tra in in g are useful
fo r all arm ies, m ak in g th e m equally
c o m m o n am o n g st h u m an s, dw arves,
and elves as th ey are in h o rd e s o f
g o b lin s, k obolds, o res, and gnolls.
R e l ig i o n : S co u ts o ften p ray to
g o d s o f lu ck and stealth . W h e n on
a m issio n , th e sco u t relies o n his
skills to see h im th ro u g h . H e c a n
n o t afford to stand to e -to -to e w ith
an o g re , fig h ter, o r o th e r skilled
w a rrio r. L u ck
p lay s at le a st a
m in o r ro le in a s c o u ts su cce ss. I f
h e ap p ro ach es an e n e m y ca m p at
th e w ro n g tim e, h e m ay be ca u g h t
m isfo rtu n e .
th e m th e rop es.
R a c e s : E lv e s are c o m m o n ly sco u ts, as th ey m ak e g reat
a lig n m en t.
H i t D ie : d 8.
S t a r t i n g G o ld : 5 d 4 x 10 gp.
Class Skills
O t h e r C l a s s e s : L ik e ro g u es, sco u ts th in k th e o th e r
S k ill P o i n ts a t E a c h A d d i ti o n a l L e v e l: 4 + In t
m odifier.
Class Features
A ll o f th e fo llo w in g are class featu res o f th e sco u t.
W e a p o n a n d A r m o r P r o f i c i e n c y : T h e s c o u t gain s p ro
o p e ra te , h e s h ap p y to w o rk w ith th e m .
T a b l e 2-12: T h e S c o u t
Level
1
2
3
4
5
6
Base
Fort
Ref
Will
Attack
+1
+2
+3
+4
+5
+6/+1
Save
+0
+0
+1
+1
+1
+2
Save
+2
+3
+3
+4
+4
+5
Save
+0
+0
+1
+1
+1
+2
7
8
9
10
11
12
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+2
+2
+3
+3
+3
+4
+5
+6
+6
+7
+7
+8
+2
+2
+3
+3
+3
+4
13
14
15
16
17
18
19
20
+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
+4
+4
+5
+5
+5
+6
+6
+6
+8
+9
+9
+10
+10
+11
+11
+12
+4
+4
+5
+5
+5
+6
+6
+6
Special
Bonus feat, sniper shot+1d6
Scan area
Bonus feat, sniper shot +2d6
Forward observer
Sniper shot +3d6
Bonus feat, uncanny dodge
(Dex bonus to AC)
Sniper shot +4d6
Bonus feat, sniper shot +5d6
Rapid advance
Sniper shot+6d6
Bonus feat, uncanny dodge
(cant be flanked)
Sniper shot +7d6
Dead-eye shot
Bonus feat, sniper shot+8d6
Fast movement
Sniper shot+9d6
Bonus feat
Sniper shot+10d6
Improved scan area
Classes
R a p id A d v a n c e : W h ile stealth is th e s c o u ts g re a te st
S ilen tly ch e c k s w h en h e m o v es m o re th an o n e -h a lf up to
N o te th at th e - 2 p en alty w h en ru n n in g o r c h a rg in g still
applies.
m o re th an o n c e , b u t it m u st b e fo r a d ifferen t w eap o n
D e a d -E y e S h o t : T h e s c o u ts m a s te ry o f h ittin g his
ran g ed w eap on s.
an d o th e r v u ln erab le sp o ts fo r a w ell-aim ed sh o t. T h e
s n ip e r sh o t an d sn eak a tta ck d a m a g e w h e n m a k in g
TATTOO M AGE
F o r w a r d O b s e r v e r : O n e o f th e s c o u ts p rim a ry fu n c
A d v e n tu r e r s : T attoo m ag es ad v en tu re fo r a co m b in a
tio n o f th e reason s m o n k s and w izards do: e n lig h te n m e n t,
p o w e r, a n d k n o w le d g e o f th e w o rld a ro u n d
M an y ad v en tu re in o rd e r to fu n d th e ir g ro w th as ta tto o
th e m .
<
>
<
Cla
<
sses
spiritual and th e m u n d an e.
C h a r a c t e r i s t i c s : T a tto o m ag es ten d to be m o re p h y si
c isin g th e b od y as w ell as th e m in d .
beings.
first tattoo.
in th e p e rm a n e n c y o f h is ow n .
A l i g n m e n t : T a tto o m a g e s m u s t u n d e rg o rig o ro u s
B a c k g r o u n d : A ta tto o m a g e u su ally le a rn s in an
rely o n o th e rs m o re th a n th e y m u st, th o u g h th e y en jo y
th e c o m p a n y o f o th e r m o n k s.
ace
Base
Fort
Ref
Will
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Attack
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
19
+14/+9/+4
+11
+6
+11
+71+2
m m qm
Tattoos
Special
Bonus Feat
Bonus Feat
Bonus Feat
Touch of the Master
Bonus Feat
Bonus Feat
Heart of the Master
Bonus Feat
m m W
1
1
2
2
3
3
3
3
3
3
4
4
4
4
4
4
5
5
5
1
1
2
2
3
3
3
3
3
3
4
4
4
4
4
4
1
1
2
2
2
3
3
3
3
4
4
4
4
1
1
1
1
1
2
3
3
3
4
1
1
1
2
3
3
4
1
1
2
3
J L
Classes
Class Skills
T h e tatto o m ag es class skills (and th e k ey ability fo r e a ch
skill) are A lch e m y (In t), C o n c e n tra tio n (C o n ), C ra ft (In t),
D ip lo m acy (C h a ), K n o w led g e (a rca n a ) (In t), P ro fessio n
(W is ), S cry (In t), and S p ellcraft (In t).
S k ill P o i n ts a t 1 s t L e v e l: (2 + In t m o d ifier) x 4
S k i ll P o i n t s a t E a c h
A d d i t i o n a l L e v e l : 2 + In t
m od ifier.
Class Features
A ll o f th e fo llo w in g are class featu res o f th e ta tto o m age.
W e a p o n a n d A r m o r P r o f i c i e n c y : T atto o m ag es are
p ro ficien t w ith th e clu b , cro ssb o w (h eav y and lig h t), dag
g er, m ace (lig h t and h eavy), q u arterstaff, and slin g. T h e
ta tto o m ag e m ay also c h o o s e an y o n e w eap o n (sim p le,
m artial, o r e x o tic ) an d g ain p ro ficie n cy w ith th at w eapon .
T atto o m ag es are n ot p ro ficie n t w ith an y typ e o f arm o r,
n o r w ith sh ields. A rm o r o f an y typ e p rev en ts a ta tto o
m ag es ta tto o s fro m w o rk in g , in ad d itio n to th e n o rm a l
c h e c k p e n a ltie s a s so cia te d w ith a r m o r h e a v ie r th a n
leath er.
A ta tto o m ag e is h ig h ly train ed at d o d g in g blow s, just
like a m o n k , and g ain s a b o n u s to d efen se s te m m in g from
h is h e ig h te n e d
a w a re n e ss. A
ta tto o
m a g e ad d s h is
> <
Cla
sses
TATTOOS
The tattoos presented here are merely a sample of
those available to a tattoo mage. The DM is encour
aged to create more tattoos for characters to use;
however, the nature of the magic makes tattoo
abuse a considerable factor. Because there are few
limits on their use, a DM must be careful when
choosing which spells to allow as tattoos.
Consider the following when determining a spell's
usefulness in your campaigns:
<
>
Classes
ld 4
d a m a g e /s p e ll level
T h e ta tto o m u st be applied to o p en sk in , as a rm o r o r
m ag es does.
F o r m e r T a t t o o M a g e s : T atto o m ag es m ay m u lticlass
h an d s u p o n th e b od y o f a co m ra d e , a ta tto o m ag e w ith
c h o o s e s a n o th e r p ath .
T attoo m ag es w h o b e c o m e c h a o tic in a lig n m e n t m ay
o th e rs.
H e a r t o f t h e M a s t e r : T h ro u g h slow b re a th in g and
p o s sib le fo r th e cla ss w h e n
ad v a n cin g a level.
T a t t o o M a s t e r : U p o n re a c h in g 2 0 th level, th e tatto o
m ag e m ay ta tto o o th e rs w ith m ag ical tattoos. T h e p ro cess,
h ow ev er, is le n g th y and c o stly fo r th e re cip ie n t. F irst, the
su b je ct m u st be n o n -c h a o tic . Ju st as a ta tto o m ag e, his
m in d m u st be c le a r o f co n fu sio n and if h e e v e r stray s and
b e c o m e s c h a o tic h e loses th e b en e fits o f th e ta tto o u ntil
h e b e co m e s n o n -c h a o tic in a lig n m e n t again.
N e x t, th e su b ject m u st m ed ita te and p rep are fo r o n e
w eek , cle a n sin g his b od y o f to x in s an d im purity. T h is
p ro ce ss req u ires a F o rtitu d e save (D C 2 0 ) and a W ill save
(D C 2 0 ). I f he fails e ith e r, h e c a n n o t re ce iv e a tatto o u ntil
he co m p le te s a level and tries again.
i f su ccessfu l, th e su b ject e n te rs th e final stag e o f th e tat
to o in g p ro ce ss. H e sp en d s 1 0 0 X P p e r level o f th e spell,
p lu s an y o th e r co sts asso ciated w ith th e spell. T h e ta tto o
m a g e n eed n o t have th e tatto o , b ut it m u st be fro m h is list
o f available ta tto o s up to 3rd level. T h e ta tto o req u ires o n e
full day p e r level o f th e spell, at w h ich tim e th e su b ject
m ak es a n o th e r W ill save (D C 10 + th e spell's level). I f he is
r- V %
ave j o r m o re ran k s in K n o w led g e(lo cal)
N E W USES
ANIMAL EMPATHY ((H A : TRAINED ONLY)
N o r m a l U s e : You can im p ro v e rh e altitu d e o t an an i
m al, k e e p in g g u ard dogs and th e like fro m m au lin g you.
N e w U s e : R ead A n im a l. You can g au g e an a n im als
gy b on u s to rev iew a c o n tr a c t.
LANCE (D EX)
N o r m s il U s e : You are skilled at stan d in g an d m o v in g
on n arro w su rfaces, su ch as tig h tro p es, w alls, o r planks.
You ca n w alk o n a ro p e o r ledge w ith o u t fear o f falling.
d e p e n d e n t u p o n o n e s h an d e y e c o o rd in a tio n as m u ch as
g lin g ) ch e ck s.
A nim al E m p a th y c h e c k (D C 2 0 , h ig h e r fo r e x o tic an i
w h e th e r o r n o t h e is su fferin g in te rn a l in ju ries, o r th e
S p e c ia l: I f th e an im al is th e targ et o f an im al frien d sh ip ,
an im al m e sse n g e r, o r an im al tra n ce , you g ain a +2 c ir
cu m sta n c e to y o u r c h e c k to read th e an im al in q u estio n .
APPRAISE (IN T )
N o r m a l U s e : You can ap praise th e valu e o f o b je cts and
area, you ca n d e te rm in e w h e th e r o r n o t a c o n tr a c t is g ro ss
b alan ce c h e c k .
w ay o u t o f th e m .
S k il l s
BLUFF (CHA)
p roffer.
F in d th e D C listed u n d e r d ra c o te c h n ic s in th e
e q u ip m en t se ctio n o r have th e D M set o n e.
th a n th e n o rm a l D C to d e te rm in e su ch in fo rm a tio n (see
G a th e r In fo rm a tio n ), it b e co m e s th e n e w D C.
N e w U s e : Forgotten Face. You ca n c o n v in c e o th e rs th e y
y o u r o p p o n e n ts S en se M o tiv e c h e c k . I f su ccessfu l, y o u r
S p e c ia l: T h e m o re you k n o w ab ou t y o u r m ark , th e b et
K n o w le d g e ch e c k s m ay aid yo u in h av in g a fo rg o tte n
a c h e c k fo r th e n e x t w eek. E a c h w eek th e c h a ra c te r m ak es
I f th e c h a ra c te r fails th e c h e c k , th e c h a ra c te r m ak es n o
gain a + 2 sy n e rg y b o n u s to c o n c e a l y o u r b ack g ro u n d ,
sin ce you k n o w th e usual m e th o d s o f av o id in g su ch c o n
c e a lm e n t.
1d20 roll
1-4
5-9
CONCENTRATION (CON)
N o r m a l U s e : C o n c e n tra tio n is m o st o ften a re fle ctio n
o f a m a g e s ability to ca s t a sp ell w h ile d istra c tio n s and
10-16
d a n g e rs e ru p t a ro u n d h im .
N e w U s e : Puzzle S olvin g. B ecau se o f y o u r m e n ta l ad ep t
n ess you ca n fig u re o u t tin y d etails ab ou t a p uzzle th at
co u ld be m issin g o r ju st lin g e rin g b en eath th e su rface. O n
1 7 -2 0
Failed Results
Explosive is poor quality. Damage and blast
of item is reduced by half.
Immediately detonates into a large cloud of
white smoke. The character also ruins all the
raw materials and has to pay the original raw
material cost again.
Immediately detonates to create a stinking
cloud similar to the spell cast by a 5th level
sorcerer. The character also ruins all the raw
materials and has to pay the original raw
material cost again.
Immediately creates a small explosion
doing ld IO fire damage in a 10 x 10 burst.
The character also ruins all the raw materials
and has to pay the original raw material cost
again.
m u ch h a rd e r to solve.
S p e c ia l: I f you h ave 5 o r m o re ran k s in A lch e m y o r
stack .
m aterials.
a
<
Sk
>
il l s
can now talk your way past these roadblocks, even into
places you m ight not norm ally be allowed. This use o f the
skill requires an opposed Diplomacy check w ith the gov
ern m en t official you are trying to skirt. If you expend 100
gp or m ore (dependent upon the cam paign) you gain a +2
circum stance bonus to your check.
N ew U se: Bureaucracy. A lm ost as aggravating as
dealing w ith governm ent officials is the red-tape that is
som etim es throw n in your path. Using Diplomacy can
help you navigate seas of civic power. You can also solicit
the help o f clerks and paper pushers in com pleting paper
work, as well as being able to understand it, or even search
through records for specific inform ation. Generally, it
takes 4 hours to dig through a sizeable load o f paperwork.
I f you attem pt to move through it quickly you suffer
>
<
Skills
>
5
15
20
25
30
Frequency o f Seal
Depth
15
20
25
30
<
Sk
il l s
>
HIDE (DEX)
N o rm a l Use: You can approach unseen and avoid
detection, using Spot as the opposed skill.
N ew Use: Conceal Item . By using your talents to stay
hidden you can also conceal item s in pouches or boots
w here people may otherw ise not see them . You can con
ceal an item one size sm aller than yourself or three items
two sizes sm aller than yourself, by m aking a single H ide
check. This total is used as an opposed DC (Spot or Search
check, w hether active or passive) for the purposes o f spot
ting the item. If the roll fails, your opponent has no idea
an item is hidden. If they are not actively looking for it,
they suffer a - 2 circum stance penalty to the check.
R etry: Yes. However, you m ust remove the item from
its hidden location and place it again som ew here on your
person. O ne cannot keep rolling until they get a check
they like, however. Each additional check suffers a cum u
lative - 2 circum stance penalty.
INNUENDO (WIS: TRAINED ONLY)
You can give secret messages w hile appearing to speak
about oth er things.
N ew Use: Sign Language. T hrough years o f traveling
together, you have developed a language that only you
and your m ercenary brothers understand. I f both you and
the subject o f the sign language succeed at an Innuend o
check (DC 20), a short message (less than 7 words) is sent
w ithout a single word being spoken. For every 2 points
beyond 20 that both o f you succeed by, an additional word
is transm itted.
Sign language allows a team to be silent and still com
m unicate to one another. H and gestures and oth er com
m ands are often im plem ented over tim e to m ean entire
sentences and it is up to the DM how m uch can be com
m unicated w ith a single com m on hand gesture.
S pecial: The person giving the signal m ust w rite out
his message first and th e DM interprets th e message as
the recipient receives it in the case o f long messages.
INTUIT DIRECTION (WIS: TRAINED ONLY)
N o rm a l Use: Intuit direction allows you to determ ine
true n orth in relation to yourself.
N ew U se: I n tu it Distance. By c o n c en tra tin g for 1
m inute, you can determ ine the distance betw een two
points w ithin your line o f sight (DC 15). I f the check fails,
you cannot determ ine the distance. If you succeed, the
DM tells you the distance in a reasonable u n it o f measure;
you cannot determ ine the distance betw een two tow ns
down to the nearest foot, but you can judge how many
miles separate them.
You may determ ine the size and dim ensions o f a sub
terranean cham ber th a t you cannot fully see, using echoes
and telltale rock form ations (DC 20).
- i .
y~
<
Effect
I-2
3-10
II-1 5
16-20
............. - I ................................................
k il l s
Task
20
25
25
20
25
k il l s
_________
STEALTH
<
<
A rm or Proficiency (heavy),
gain a +1 dodge bonus to AC w hile wearIn addition, th e arm or check penalty for
reduced by one, to no less th an zero. A - 6
arm or check penalty becomes a -5 .
ARMOR FOCUS (LIGHT) [GENERAL, FIGHTER]
You have trained for hours in armor, learning to bend
w here it bends.
P re re q u isite s: A rm or Proficiency (light).
B en efit: You gain a +1 dodge bonus to AC w hile wear
ing light armor. In addition, the arm or check penalty for
light arm or is reduced by one, to no less than zero. A - 2
arm or check penalty becom es a -1 .
ARMOR FOCUS (MEDIUM) [GENERAL, FIGHTER]
You have trained for hours in armor, learning to bend
w here it bends.
P re re q u isite s: A rm or Proficiency (m edium ).
B en efit: You gain a +1 dodge bonus to AC w hile wear
ing m edium armor. In addition, the arm or check penalty
for m edium arm or is reduced by one, to no less than zero.
A - 4 arm or check penalty becom es a -3 .
ASSAULT FORMATION [GENERAL]
You have learned how to fight alongside your com rades
in close combat, taking advantage o f special formations.
You form the point, and you can lead your com rades into
battle w ith a particularly effective charge.
>
in
<
Feats
>
Feats
>
<
Feats
>
-L
F eats
i i .
<
Feats
4 -1 :
Im p r o v i s e d W e a p o n S iz e s
Item
Mug
Chair leg
Barstool
Wagon Wheel
Broken Door
Size
Tiny
Small
Medium
Large
Huge
O nce you know the size o f the item in question, use the
follow ing in fo rm atio n fo r dam age. All im provised
weapons have a critical range o f 20, x 2. Improvised
weapons do n ot reach beyond your norm al attack range.
Tiny and Small improvised weapons can be throw n but at
a - 2 and - 4 circum stance penalty respectively.
T able
4 -2 :
Im p r o v i s e d W e a p o n D a m a g e
Size
Damage
Tiny
Small
Medium
Large
Huge
1d3
1d4
ld6
1d8
ldlO
F eats
i.
..
>
ea ts
<
Feats
Local Environment is
+3
+3
+2
+1
+0
-1
-2
-4
Miscellaneous Modifiers
For every tim e the leader gives into the crow ds bloodlust,
add +3 to your Leadership score in general, but suffer a -3
penalty to checks to control the mob.
O pponents w ith the Leadership feat may contest the
Rabble-Rousing as it happens. The Rabble-Rouser and his
o p p onent m ake Perform checks, adding th eir Leadership.
If the opponent wins, the Rabble-Rousing has failed and
may not be retried. I f the opponent also has RabbleRousing, the opposed check may occur at any time.
Should eith er would-be leader roll a natural 1 on these
checks, the m ob tu rn s on him immediately.
RAPID HEALING [GENERAL)
You heal faster than most.
P re re q u isite s: Iron W ill, Toughness.
B en efit: You recover h it points and ability damage
from rest and bedrest at twice th e norm al rate.
N o rm al: Characters w ithout this feat heal 1 point per
level per day from rest and 1-1/2 points per level per day
from bedrest. Tem porary ability dam age is norm ally
restored at one point per day.
SCENT OF THE BEAST [GENERAL]
You are so attuned w ith nature, so sensitive to every
nuance, th at you can track by scent, like an animal.
P re re q u isite s: Wis 13+,Track, 10+ ranks o f W ilderness
Lore.
B en efit: You gain the extraordinary ability to detect
approaching enem ies, sn iff out hidden foes, and track by
sense o f smell. You can identify fam iliar odors w ith your
nose just as you can fam iliar sights w ith your eyes. You
otherw ise gain all benefits o f the special ability, Scent
(per the MM).
T a b l e 4 -3 : R a b b l e R o u s i n c M o d i f i e r s
Leadership
+2
-2
-3
-4
Leader is
A local, born and raised
Same race as the locals
Allied race (including half-breeds)
Unknown, visibly pleasing race
Unknown, visibly unusual race
Enemy Race
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SENSITIVE [GENERAL]
You have a sixth sense w hen it com es to noticing magic,
and can occasionally tell w hen a spell has been cast
recently, or there is a lingering magic aura.
P re re q u isite s: Wis 13+.
B enefit: I f a spell has been cast in the area w ithin the
past 2 hours, the DM should secretly m ake a Spot check
(DC 20) for you. i f successful, you recognize the presence
o f magic, but not the type, origin, or any oth er details.
Special: Characters w ith the Track feat, gain a +2 syn
ergy bonus to this check.
SHIELD FOCUS [GENERAL. FIGHTER]
You have trained for hours w ith your shield, learning to
wield like a natural extension o f your body.
P re re q u isite s: Shield Proficiency
B en efit: You gain a +1 dodge bonus to AC w hile carry
ing a shield. In addition, the arm or check penalty for the
shield is reduced by one, to no less th an zero. A - 2 arm or
check penalty becom es a -1.
SIGNATURE WEAPON [GENERAL. FIGHTER]
You have w ielded a w eapon for so long that its m ovem ent
in your hand is graceful and intuitive.
P re re q u isite s: Proficient w ith weapon, base attack
bonus +6 or higher, exclusive use (see below).
B enefit: Choose a single m asterw ork weapon. The
weapon m ust be used exclusively for one entire level
advancement, at w hich tim e you earn the benefits of
this feat.
You gain a +2 com petence bonus to all attack
rolls w ith this w eapon and only this weapon. If
the PC drops his longsword and picks up another
one, for example, the bonus does not transfer.
In addition, the w eapon is considered a magi
cal weapon tor the purposes o f item saving
throws and is therefore allowed your save even
if unattended.
Special: If you hire a blacksm ith to craft
a special w eapon for you paying three
times the norm al cost for a m asterw ork
w eapon o f this type th e bonus
increases to +3.
You may gain this feat m ultiple
times. Its effects do not stack.
Each tim e you take the feat
it applies to a new unique
weapon. However, the bene
fits of the previous w eapon
are lost. Should you choose
to reattune yourself to a pre
vious w eapon, you need only
spend one level relearning it.
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D e s c r ip t io n
MERC
STRICTLY BUSINES
Being a m ercenary is, at its heart, fighting for profit.
However, there are many occupations w hich fit such a
label: guards, assassins, police officers, soldiers, and even
highw aym en all m eet those criteria. W hat, then, makes a
m ercenary different from any o f these?
The characteristics o f a m ercenary can be fu rth er
refined. M ercenaries are em ployed by others; this tenden
cy separates them from highw aym en and other com m on
predators. M ore importantly, it separates them from socalled heroes. A hero traditionally places the welfare o f
others before his own; a mercenary, by definition, does
not. W hile a m ercenary may believe in a cause for w hich
he fights, he is still in it for the money. A m ercenary is a
professional, and if his services cannot be bought, they
will not be had.
M ercenaries w ork freelance, m eaning they take jobs as
they come, w ithout long-term em ploym ent. This trait sep
arates m ercenaries from police, guardsm en, and other
professional soldiers, and furtherm ore, is th e source of
the m ajority o f th e stigm a regarding m ercenaries.
M ercenaries are often seen as lacking ethics and loyalty,
not because o f the tasks they perform , but because o f their
willingness to perform them for the highest bidder.
THE MAKING OF A MERCENARY
It takes a certain type o f person to be a mercenary. Cold
blooded killers, im m oral thugs, and treacherous villains
need not apply. Nor, for that matter, should heroic, judg'
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e s c r i p t i o n
KILL OR BE KILLED
Traditionally, a m ercenary is a professional soldier
and th e re is h o n o r am ong soldiers, even regarding
the enemy. Assassination is frow ned upon in honorable
warfare, and m any m ercenaries refuse to kill in cold
blood. If a m ercenary allows him self to perform assassi
nation, however, such a decision need not be black and
white. Some m ercenaries countenance the specific target
ing o f officers on the battlefield, w hereas others consider
it dishonorable. Some assassinate as part o f a larger opera
tion, as a precursor to full warfare. Some condone assassi
nation if the opposing side has done so first, considering
it an evening o f the odds.
Some m ercenaries are w illing to w ork for an em ployer
regardless o f that em ployers goals or motives, but not all.
Many m ercenaries refuse to further a cause to w hich they
are opposed. W hat if the m ercenary finds he identifies
w ith the opposing side? W ill he continue to w ork for his
em ployers despite his personal leanings, or does he betray
them , thus com prom ising his professionalism and, per
haps, code o f honor? H ow does the m ercenary react to
changing circum stances in a job?
How does the m ercenary feel about others' lives, in
relation to the job at hand? Is the welfare o f ones allies
(even hired allies) m ore im portant than the task, or does
he place com pletion o f the job above all? M ore im por
tantly, how does the m ercenary treat his opponents? M ore
than any other type o f adventurer, especially m ore than
heroes, m ercenaries recognize the validity o f the oppos
ing side and understand that u nder different circum
stances, they m ight be on it. How does the m ercenary feel
about killing opposing m ercenaries, people w ith whom
he m ight be familiar, and even have w orked w ith before?
M ost m ercenaries accept the possibility as part o f the job,
but avoid needless bloodshed w hen they can. No success
ful m ercenary enjoys killing; it clouds judgm ent and cre
ates enemies.
W hile there is a huge am ount o f room for variation
even w ithin individual alignm ents, som e generalizations
can be m ade about a m ercenary's alignm ent.
considers it beneath him self to ask for paym ent for a job,
bur accepts it as a form o f gratitude. Finally, the lawful
good m ercenary rarely identifies w ith other m ercenaries,
and because o f his lack o f em pathy w ith th e opposing
side, does not hesitate to kill those he considers her ene
mies.
N e u tra l G ood: A neutral good m ercenary accepts m er
cenary work as a m eans o f earning a living, but refuses to
take jobs that he feels violate his personal m oral code. He
may fight for paym ent, b u t he em pathizes w ith those on
the opposing side, and does n ot kill unless he must. The
neutral good m ercenary takes no joy in combat, but
accepts it as a necessity for accom plishing certain goals.
He is unafraid to place him self in danger, and protects
civilians and noncom batants on either side o f a battle.
The neutral good m ercenary w orks for those in need,
regardless o f their ability to pay, but expects gratitude for
his service in some form, even if only a polite word. He
does n ot kill in cold blood, nor does he serve those he
feels do not deserve it. Ultimately, the neutral good m er
cenary does his best to help the world, w hile still carving
out a place for him self in it.
C h a o tic G ood: A chaotic good m ercenary examines
the cause more closely than its methods. If his client tries
to do w hat is best for th e people, regardless o f his means,
the chaotic good m ercenary helps him. The chaotic good
m ercenary recognizes the need for ugly ends to accom
plish helpful means, and does not hesitate to sabotage,
assassinate, or blackmail in pursuit o f a w orthy cause.
M ore than any o th er alignm ent, chaotic good m ercenar
ies tend to em pathize w ith the cause for w hich they fight.
However, a chaotic good m ercenary is also unreliable. If
he learns som ething incrim inating about his client, he
does not hesitate to break a contract w ithout warning.
Similarly, if he finds he is needed m ore elsew here, he
m ight abandon his current job and go w here he is needed,
especially if the new client has a cause w ith w hich he
identifies more closely. A chaotic good m ercenary is less
professional than many others.
L aw fu l N e u tra l: M any m ercenaries tend to follow a
lawful neutral path. W hile they may em pathize personal
ly w ith the cause for w hich they fight, they are able to
detach and serve any cause on a professional level. The
m ethods the cause uses are m ore im portant to the m erce
nary than the goals they seek. The lawtul neutral m erce
nary sees the entire process as a job, and the most im por
tant aspect to them is that th eir em ployer holds up his end
o f the bargain.
Lawful neutral m ercenaries are em inently reliable,
com petent, and professional. They com plete a job because
they have made a com m itm ent to do so, and com plete it
to their utm ost ability out o f professional pride. If asked
to perform a task that goes against his personal code, the
lawful neutral m ercenary politely declines and points to
the voluntarv term ination clause in his contract.
e s c r i p t i o n
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Description
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Description
good relations w ith each other, considering their oftenshifting allegiances, they do share a com m on bond: they
are all m ercenaries.
More than any other type o f person, a m ercenary rec
ognizes the natures o f war and combat, and realizes that it
is ju st a job. Even if two m ercenaries are on opposing
sides, there is no reason they cannot be civil towards each
other; after all, they probably have more in com m on w ith
each o th er than they do w ith their employers. A m erce
nary may be forced to kill an opposing m ercenary in cold
blood, but he can do it w ith respect, understanding that
they are both professionals doing a job. O nce a job is over,
he can socialize w ith his form er opponent (assum ing both
still live), com pare notes and impressions, and perhaps
team up on the next job, so as not to be p u t in the same
position.
A nother long-standing tradition for m any m ercenaries
is to ensure for the dependents o f a fellow m ercenary for
whose loss he m ight be responsible, either those o f an
ally, or o f an opponent. This care can com e in many forms,
from financial help to adoption, but no honorable m erce
nary leaves dependents helpless.
C iv ilia n s: Some o f the m ost valuable inform ation and
aid can com e from the unlikeliest sources. M ercenaries
travel a great deal, and w hile they grow world-wise from
their journeys, they neglect to gain a familiarity w ith any
single place. A m ercenary in a foreign land may stay there
a few weeks or m onths; the local com m oners have been
there for their entire lives. Farmers, herders, hunters, and
other w orkers tend to know all sorts o f useful inform ation
about the land, such as dangerous areas, local flora and
fauna, shortcuts, and ruins.
M any m ercenaries tend to overlook the peasants upon
whose land they fight, w hose food they eat, and w hose vil
lages burn if they fail. As a result, the dow ntrodden com
m oners may not be too w illing to provide aid, but if a m er
cenary shows com passion and an open m ind, he may find
him self w ith a horde o f faithful, reliable allies.
Introducing Contacts
H ow the DM introduces contacts into the cam paign is
ultimately up to playstyle. It can be as sim ple as role-playing through each encou nter until you find som eone you
trust, part o f your characters background, or it could be a
cost like buying equipm ent. A low-level contact is 100 gp,
while higher level contacts could cost as m uch as 2,500 gp
or more. It is im possible to detail every m ethod w ithin
the context o f this book. Rather it is left to the DM to
devise a m ethod that m ost suits the level o f play.
A cost o f a skill point or feat could be appropriate in a
campaign w here people w ho can be trusted are rare. In
such an instance w here a PC m ust forfeit a feat to know a
fence or a guild insider, it would be unfair to have that
contact betray the PC.
RELIGION
T hough m ercenaries need be no m ore o r less religious
th an o th er m en and w om en, those gods that m ercenaries
do w orship are an odd, eclectic lot. As m ercenaries tra
verse th e w hole o f the world or worlds, they enco u n ter
m ore races and religions than even m ost oth er adventur
ers, and in so doing, they find new and unusual gods. The
battlefield may destroy a mans faith, b ut it may also give it
to him , and m ercenaries see m ore w ar than m ost men.
M ercenaries are a practical lot, and tend to choose th eir
gods based on th eir usefulness, rather than on any partic
ular pantheon.
Aldoin
A ldoin is the god o f travel, often called the A scending
One. H e is chaotic neutral, and his dom ains are Travel,
Protection and Luck. Aldoin is widely w orshipped by
travelers everywhere, and it is a rare sailor, pilgrim or sol
dier w ho does not drop a few coins in Aldoins bowl before
setting o ut on a journey. Huge, ornate tem ples to Aldoin
can be found in m ost large port or trading cities, and the
tem ples serve as places o f w orship and prim itive travelers
aid societies, assisting lost or confused travelers and even
providing beds w hen none are available. The tem ple also
sponsors a string o f hostels along many o f the best-trav
eled routes. The accom m odations are n o t fancy, but they
are clean and often the only safe place to stay for miles
around. M any professional travelers, such as caravan lead
ers, m erchants, etc., becom e initiates o f Aldoin, and some
o f those go on to becom e priests o f the Fleet O ne. H e is
pictured as a young man w ith blonde curly hair and small
w hite-feathered w ings on his back. H e carries a staff, his
favored weapon.
Asral
The SeO-Sword King, Astal is com pletely aloof unless
som eone has given him som ething w orth his attention.
Lawful N eutral, Astals only goals are the absolute obedi
ence o f his subjects, and gaining from any conflict.
N either com passionate nor cruel, he epitom izes the best
and w orst o f soldiers everywhere. T hough he almost
never has tem ples in any civilized country, he is the pri
mary god o f m any m ercenary bands, and such groups
carry m iniature shrines w ith them in th eir travels. Astals
clerics believe them selves to be ideal m ercenaries, follow
ing th eir contracts to the exact word, and those w ho fol
low them are every bit as treacherous if dealt w ith unw ise
ly. He is universally depicted as a m an in full arm or stand
ing akimbo, and his symbol is a grey helm w ith blinders.
His dom ains are Money, Strength, and War, and his
favored w eapon is the m orningstar.
Description
Dalyahal
D alyahal, b e tte r k n o w n as th e U nm oved M over, is
believed to be the original creator o f the know n worlds.
Absolutely neutral, he watches as his creations create and
destroy on their own, n either interfering nor ignoring the
events. He grants his clerics pow er only insom uch as they
provide unusual perspective's for his insight. Though
m any call his followers fatalists or cowards, they believe
that the world is not m eant for m ortal understanding, and
should not be treated as such. H is tem ples are in the
highest peaks and the lowest depths; anyw here unique.
He is only depicted as his symbol reveals him: a hand
ascending from shadow, supporting the world betw een its
fingers. His dom ains are Death, Healing, Knowledge, and
Neutrality, and his favored w eapon is the net.
Derek Tor
Derek Tor is the Lord o f Battle, and shares the appellation
D eathbringer w ith a num ber o f other war gods. U nlike
the rest o f his dark brotherhood, Derek Tor delights only
in battle, uninterested in blood, slaughter or even death.
Instead, he revels in the m anna expended by intelligent
beings fighting for their lives. He is chaotic neutral and
encom passes the dom ains o f Battle, Strength and War. By
his very nature, Derek Tor does not require an organized
body o f w orshippers, priests or tem ples in order to sur
vive, draw ing his strength from the battle itself. The few
initiates and clerics w ho w orship him are usually berserks
w hose lives revolve around battle. As for lay worshippers,
every intelligent creature in the universe w ho is fighting
for its life effectively w orships Derek Tor. He is pictured
as a huge barbarian in furs, w ith a battleaxe, his favored
weapon, over his shoulder. Chillingly, he is always show n
laughing.
Evadne
Evadne, also know n as the Lady o f Knowledge and the
K nower o f Secrets, is widely w orshipped in civilized
lands. Strictly neutral, her dom ains include Knowledge,
Seeking, and Travel. Evadnes followers exalt her through
study and teaching, so h er tem ples are akin to universi
ties, w ith classrooms and huge libraries in addition to
places o f w orship. Evadnes libraries are excellent
resources for adventurers, w ho (for a small fee) can use
them to learn about lost em pires, abandoned tem ples, etc.
The priesthood o f Evadne has also been know to sponsor
investigative expeditions to new or hidden locations. All
those w ho com e to the tem ple in search o f know ledge are
lay worshippers. The teaching staff is m ostly made up of
initiates and priests/priestesses of the goddess. Evadne
appears as an older w om an o f calm dem eanor, carrying a
book and w earing a longsword by her side.
Goradin
G oradin (gor-uh-din) k now n as D eath M erchant,
Sellsword and M ercenary Lord, is the god o f mercenaries
and sell-swords everywhere. He is a strange com bination
o f a death god and a m erchant god, w atching over his w or
shippers both in th eir professional death dealing and in
th eir contractual dealings w ith th eir employers. Strictly
neutral, his dom ains include Battle, Death, Travel, and
War. Goradin has very few lay w orshippers and a small
n um ber o f priests. T he vast bulk of his w orshippers are
professional mercenaries, initiates w ho see the value of
having G oradin w atching their backs. Temples o f Goradin
can be found in m ost large cities, and serve as a place of
w orship for lay w orshippers, initiates and priests alike.
They also serve as a hiring hall, dorm itory and occasional
ly hospital for the initiates. Initiates o f G oradin are often
T a b l e 5 -1 : D e i t i e s
Deity
Alignment
Aldoin
Neutral
Astal
Lawful Neutral
Dalyahal
Neutral
Derek Tor
Chaotic Neutral
Evadne
Lawful Neutral
Goradin
Neutral
Great Mother, the Lawful Good
Grimaldi
Lawful Evil
Manahr
Chaotic Neutral
O'Rannee
Neutral
Sarda
Neutral Good
Saulein
Neutral
Shenahsee
Neutral Good
Talas
Lawful Neutral
Tethus
Neutral
Thrainn
Lawful Neutral
Domains
Typical Initiates
Description
seeking, and his priests are those few w ho choose the life
o f both cleric and adventurer. O 'R annee is usually pic
tured as a slim young man in adventurers gear, holding
two bags o f gold in his hand, his longsword at his side.
Grimaldi
Also called the Wagefarer, Grim aldi is the only know n
god w ho accepts followers regardless o f class, race, or
even alignm ent only their w ealth matters. Though law
ful evil, he has no shortage o f w orshippers, and those who
succeed in his nam e m eet w ith still m ore success, often at
the expense o f the truly needy. G rim aldis priests seduce
others, m etaphorically or otherw ise, into serving him,
and many contracts involving large sum s of m oney exalt
his name. H is lay followers are many even the m ost
moral m erchants find great tem ptation in follow ing
Grimaldi's teachings and his tem ples abound w here
amassing w ealth is more im portant than how it was
earned. Though depicted in any num ber o f races or form s
(depending on the bias o f the artist), one th in g unites
Grimaldi's visages: his left eye always glows a vile, baleful
green. Grim aldis dom ains are Law, Money, and Strength.
His favored weapon is the whip.
Saulein
The G reen Lord, Saulein is the patron o f m ilitant neutral
ists. Saulein has no tolerance w hatsoever for those who
abuse nature or the greater balance o f the world, and
expects no less from his followers. Consequently, his cults
are alm ost exclusive to rural areas and the outskirts o f civ
ilization, th eir tem ples" n o thing m ore th an stone slab
altars. Clerics o f Saulein often double as warlords, and his
followers are the m ost rabid hosts o f neutral classes, espe
cially rangers, druids, and barbarians. T hough never
depicted in graven images, he appears to his followers in
visions and dream s as an elf w ith no eyes and emeraldgreen skin, and always in a suit o f full plate armor. His
dom ains are Neutrality, Protection, Strength, and War.
His favored w eapon is a scythe.
Manahr
M anahr is the Lord o f Sea Battles, but he is also know n as
the Lord o f Watery Death. He is chaotic neutral, and his
dom ains are Battle, Water, and War. M ost o f M anahrs
w orshippers are initiate m arines led by fighting clerics,
but som etim es before a battle sailors and other non-com
batants will offer him a quick prayer to protect them in
the com ing fight. M anahr has few actual temples, but
most ships o f war and m arine barracks have shrines to the
Lord o f W atery Death. He appears as an arm ored m erm an,
bearing a flam ing sword. Initiates and even priests of
M anahr are often unw itting lay w orshippers o f Derek Tor,
and unw illing lay w orshippers o f Shenahsee.
O'Rannee
ORannee is the Treasure Seeker, god o f lost wealth. Also
known as G oldbringer, he is the bastard son o f Evadne
and watches over those w ho seek to unearth hidden trea
sures. He is chaotic neutral, and his dom ains include
Knowledge, Seeking and Luck. O Rannee is an o th er
example o f a god w ithout organized congregations o f
priesthood; almost all o f his w orshippers are lay m em bers
who light a candle at one o f his shrines before they head
off into the w ilderness, often never to return. O 'Rannee
has no temples, but m any shrines. H is few initiates are
those w ho have chosen to devote th e ir lives to treasure
Shenahsee
Shenahsee, the Lady o f H ealing, represents th e natural
pow er o f the universe to heal its w ounds. She is neutral
good, and h er dom ains are Healing, Protection, and
Purification. H er clerics, sim ply called Healers, w ander
the earth bringing th eir gift o f healing to all o f the crea
tures o f th e world. They will never refuse to help any crea
ture in need, and will not take part in the w ounding of
another creature, eith er actively or passively, except in
self-defense. Healers are far from stupid, however, and
will do all they can to assist a party that is going to bring
an end to a greater harm. All intelligent creatures recog
nize the passive, healing nature o f the H ealers and will
refrain from attacking them if they can possibly help it.
This is m ore th an ju st kindness on th eir part; a H ealer can
always tell if a given creature has ever attacked another
Healer, and will never u n d er any circum stances offer that
creature any form o f help. All those treated by a H ealer are
expected to offer some sort o f rem uneration, eith er in
coin or in service. Temples to Shenahsee are found in
alm ost all large cities, most small ones, and m any villages
have at least a shrine to the goddess. H er tem ples are
places o f healing, both for th e m ind and for th e body, and
there are very few ailm ents w hich h er priests and priest
esses cannot cure. The lay w orshippers o f Evadne are all
those w ho com e to her for healing. Initiates are those w ho
are in training to becom e healers. Evadne appears as a
w om an o f m iddle age bearing a wand. She carries no
weapon.
Description
Thrainn
T hrainn is the Eternal Guardian, god o f guardsm en every
w here. H e is law ful n eutral. H is dom ains in clu d e
Protection, Strength and Guardianship. Most o fT h rain n s
w orship is done by his initiates and priests, professionals
w hose duty it is to stand guard over som eone or som e
thing, but occasionally m em bers of a city w atch will toss
a few coins into the box at a T hrainn shrine before going
out on duty. T h rainns tem ples stand in many large cities,
particularly those associated w ith governm ent, nobility
a n d /o r wealth. They function sim ilarly to those o f his
brother Goradin, and there is often a friendly rivalry
betw een the tem ples o f th e two brothers. It is, in fact, fair
ly com m on for an initiate o f one faith to be a lay w orship
per o f the other, and som etim es rare individuals w ho are
initiates o f both faiths can be found. T hrainn is usually
pictured as an enorm ous stone dw arf bearing a halberd.
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T a b l e 5 -4 : R a n d o m
Race
A
H e ig h t
Base Height
Aradan, man
Aradan, woman
Ashemi, man
Ashemi, woman
Bael, man
Bael, woman
Drallok, man
Drallok, woman
Lahryk, man
Lahryk, woman
Magirn, man
Magirn, woman
Makall, man
Makall, woman
Taranuhl, man
Taranuhl, woman
Uldrath, man
Uldrath, woman
VITAL STATISTICS
T a b l e 5 -3 : R a n d o m S t a r t i n g A g e s :
Race
Adulthood
Aradan
Ashemi
Bael
Drallok
Dwarf
Elf
Gnome
Lahryk
Magirn
Makall
Taranuhl
Uldrath
10
250
20
40
40
110
40
15
18
12
15
20
Race
Cleric
Barbarian
Fighter
Druid
Rogue
Paladin
Monk
Sorcerer
Ranger
Wizard
+ld4
+4dl2
+ld6
+3d6
+3d6
+4d6
+4d6
+1d3
+2d8
+ld2
+ld4
+ld6
+ld6
+6dl2
+2d6
+6d6
+5d6
+6d6
+6d6
+2d3
+3d8
+ld4
+ld6
+2d6
+2d6
+10dl2
+4d6
+9d6
+7d6
+10d6
+9d6
+3d3
+4d8
+2d4
+2d6
+3d6
Middle Age*
Aradan
Ashemi
Bael
Drallok
Lahryk
Magirn
Makall
Taranuhl
Uldrath
@
*
**
***
years
years
years
years
years
years
years
years
years
years
years
years
Bard
15
500
35
140
50
35
35
35
50
-1
-1
-2
-3
to
to
to
to
years
years
years
years
years
years
years
years
years
Old**
25 years
750 years
70 years
210 years
100 years
60 years
53 years
53 years
75 years
Venerable***
35 years
1,000 years
100 years
300 years
150 years
90 years
70 years
70 years
100 years
Height Modifier
3'4"
3'0"
6'0
5'10
5'0"
4'6"
46
4'4"
42
4'0"
2'10"
3'
2'6
2'4"
410"
4'6"
78"
7'4"
T a b l e 5 -5 : R a n d o m W e i g h t
Race
Base Weight
Aradan, man
Aradan, woman
Ashemi, man
Ashemi, woman
Bael, man
Bael, woman
Drallok, man
Drallok, woman
Lahryk, man
Lahryk, woman
Magirn, man
Magirn, woman
Makall, man
Makall, woman
Taranuhl, man
Taranuhl, woman
Uldrath, man
Uldrath, woman
<
801b.
50 lb.
150 lb.
130 lb.
110 lb.
901b.
80 lb.
75 lb.
160 lb.
1401b.
35 lb.
401b.
28 lb.
24 lb.
1201b.
85 lb.
220 lb.
200 lb.
+2dl0
+2dl0
+2dl0
+2d8
+2d6
+2d6
+2d6
+2d6
+2d6
+2d6
+2d6
+2d6
+2d4
+2d4
+2d20
+2dl0
+2dl0
+2dl0
Weight Modifier
X (2d3 lb.)
X (2d3 lb.)
x (2d4
X (2d4
x (2d4
X (2d4
lb.)
lb.)
lb.)
lb.)
X (ld6) lb.
x (ld6) lb.
X (2d6 lb.)
x (2d6 lb.)
x (ld4) lb.
x (ld 4 ) lb.
X I lb.
x l lb.
x (ldlO) lb.
X (ldlO ) lb.
x (2dl0) lb.
x (2d 10) lb.
Maximum Age
+2d4
+2d%
+3d20
+3d%
+5d20
+ 2dl0
+2dl0
+2d20
+2dl2
years
years
years
years
years
years
years
years
years
q u i p m e n t
<
__________STARTING WEALTH
M ercenary cam paigns see varied levels o f wealth. D uring
tim es o f war or struggle, a m ercenary com pany m ight
make as m uch a baron in a single m onth, w hile during
drought seasons, m eres are lucky to find w ork chopping
wood for a meal and a cot.
DMs are encouraged to modify the am ount o f starting
gold for m ere PCs based on the conditions o f the cam
paign. A gritty bare bones cam paign m ight start the PCs
off w ith as m uch as half th eir allotted gold, w hile a cam
paign set during the tim e o f a great war m ight net the PCs
three or four tim es their starting gold.
Additionally, feel free to roll on the chart below.
T a b l e 6 -1 : M e r c e n a r y S t a r t i n g G o l d
Conditions
Lean
2d4 x lO g p
Normal'4d4x10gp
Turbulent*
6d4 X lO g p
War*
8 d 6 x l0 g p
>
'i K m X I
T a b l e 6 -2 : R a n d o m S t a r t i n c G o l d
Class
Alchemist
Guardian
Guerilla
Hunter
Legionnaire
Mercenary Ranger
Myrmidon
Nomad
Scout
Tattoo Mage
Amount (gp)
4d4x10
6 d 4 x l0
4d4x10
5 d 4 x l0
6 d 4 x l0
6 d 4 x l0
5 d 4 x l0
4d4 x 10
5 d 4 x l0
3d4x10
AVAILABILITY
Mercs live a different life th an m ost adventurers. As a
result, they often find them selves in backw ater villages
and thorps w here anything beyond a m ug o f mead and a
w ooden ham m er is considered exotic. As a result, many o f
things adventurers take for granted are prized com m odi
ties am ong struggling m ercenaries. Even silk rope is h o rd
ed, m easured by the inch, w hen you are 2 weeks from the
nearest city.
You may w ish to lim it w hat m ercenaries can and can
n o t find in your campaign. A nything over SO gp, for
instance, may require a G ather Inform ation check (DC
20), in order to track one down. And item s over 100 or 200
gp may be non-existent.
<
>
q u i p m e n t
Location
Thorp
Hamlet
Village
Small Town
Large Town
Small City
Large City
Metropolis
CP Limit*
40 gp
100 gp
200 gp
800 gp
3,000 gp
15,000 gp
40,000 gp
100,000 gp
Availability
DC 25, 25%
DC 20, 25%
DC 25, 30%
DC 20, 30%
DC 25, 35%
DC 20, 35%
DC 25, 40%
DC 20, 40%
COINS
M ercenaries see so m any coins from so m any realms that
they cannot keep them straight. As a result, a gold coin
from one realm may not have as m uch value as a gold coin
from another. No m ercenary know s this b etter than the
- C
+30%
+10%
q u i p m e n t
Gem*
Azurite or obsidian
Bloodstone, carnelian, or sardonyx
Amber, coral, or jade
Alexandrite or black pearl
Blue sapphire, emerald, or star ruby
Jacinth and other rare gems
Value**
10 gp
50 gp
100 gp
500 gp
1,000 gp
5,000 gp and up
TRADE GOODS
M ercenaries see a great deal o f land that few others ever
visit. Short o f m erchants, they are the best traveled o f all
men. Those w ho visit distant shores and exotic locations
see trade goods that many others cannot find. As well as
buying gem s to secure their wealth, trading com m odities
also helps a m ercenary get by. This can be a dangerous
venture for those unprepared for the fluctuations o f eco
nomics and the rigors o f supply and dem and.
Beans, 1 lb.
Beer, 1 gallon
Berries, 1 lb.
Bronze, 1 lb.
Bull, 1
Camel hair, 1 lb.
Chicken, 1
Cinnamon, 1 lb.
8gP
1 sp
2 sp
3 gP
5 sp
10 gp
10 gp
25 gp
1 sp
2 gp
30+ gp
2 cp
2 gP
5 gp
1 gP
50 gp
1 sp
5 gP
3 gP
2 gp
200 gp
1 sp
10 gp
4 gP
25 gp
10 gp
3 gp
3 cp
1 gP
15 gp
5-50 gp
50 gp
3 gP
3 sp
1 gP
15 gp
5 gP
1 gP
2 gP
20 gp
5 gP
5-100 gp
5 gp
2 sp
2 gp
5 sp
1 cp
20 gp
8 gp
SELLING LOOT
T a b l e 6 -6 : T r a d e G o o d s
Commodity
>
Cost
1 sp
10 gp
2 sp
15 gp
15 gp
15 gp
2 cp
1 gp
Eq u i p m e n t
T a b l e 6 -7 : W e a p o n s
S im p l e W e a p o n s M elee
Weapon
Unarmed Attacks
Gauntlet
Strike, unarmed (Large)
Strike, unarmed (Medium-size)
Strike, unarmed (Small)
Tiny
Dagger:!:
Dagger, punching
Gauntlet, spiked#
Small
Chjat
Mace, light
Machete
Sickle
Spear thrower
Stake (U)
Medium-size
Club
Halfspear:!:
Mace, heavy
Morningstar
Pitchfork1
Large
Bill
lron Staff;!;
Maul
Quarterstaff#
Pilum#
Pilum#, chained
Shortspear#
Cost
Damage
Critical
Range Increment
Weight
Type**
2 1b.
Bludgeoning
Bludgeoning
Bludgeoning
Bludgeoning
2 gP
*
x2
1d4
1d35
1d2
x2
2gp
2 gP
5 gP
ld4
ld 4
ld 4
19-20/X2
x3
x2
10 ft.
1 lb.
2 1b.
2 1b.
Piercing
Piercing
Piercing
55 gp
Id6/ld8
ld 6
ld 6
1d6
9 1b.
61b.
3 lb.
3 lb.
1 lb.
1/4 lb.
Bludgeoning
Bludgeoning
Slashing
Slashing
ld 4
x2
x2
x2
x2
x3
x2
x3
x2
x2
10ft.
20 ft.
8gP
1d6
ld 6
IdB
IdS
--
3 lb.
3 lb.
12 lb.
8 lb.
1 sp
1d6
x2
10 ft.
2 1b.
Bludgeoning
Piercing
Bludgeoning
Bludgeoning
and Piercing
Piercing
2 gp
5 gp
5 gP
ldIO
Id 8 /ld 8
ldIO
8gP
2 gp
Id 6 /ld 6
ld8
1d8
ld 8
x3
x2
x2
x2
x3
x3
x3
20 ft.
20 ft.
20 ft.
12 lb.
15 lb.
12 lb.
4 lb.
7 lb.
201b.
5 lb.
Slashing
Bludgeoning
Bludgeoning
Bludgeoning
Piercing
Piercing
Piercing
35 gp
ld 8
19-20/X2
80 ft.
Id4
ld 4
1d6
x2
x2
x2
20 ft.
50 ft.
100 ft.
61b.
1 lb.
1/2 lb.
0 1b.
5 1b.
4 lb.
5 lb.
Piercing
1 gP
5 sp
1 sp
1 sp
50 gp
ld IO
19-20/X2
120 ft.
1d6
1d l 2
x2
x2
30 ft.
120 ft.
2d8
ld 8
ld 8
18-20/X2
x3
x3
150 ft.
20 ft.
15 ft.
40 lb.
7 lb.
20 lb.
1d6
ld 4
ld 6
ld 6
ld4
ld 4
1d6S
ld 6
x2
x2
x3
x3
19-20/X2
x4
x2
19-20/X2
10 ft.
20 ft.
4
2
5
5
1
4
3
3
5 gP
2 gP
6 gP
1 sp
1 cp
1 gP
12 gp
3 gp
x2
Piercing
S i m p l e W e a p o n s Ra n g e d
Small
Crossbow, light:!:
Bolts, crossbow (10);j:
Dart
Sling
Bullets, sling (10)
Staff Sling
Bullets, staff sling (10)
Medium-size
Crossbow, heavy#
Bolts, crossbow (10):j:
Javelin
Stonebow:j:
Bullets, stonebow (10)
Large
Crossbow, belly
Pilum#
Pilum, Chained#
1 gP
1 gP
60 gp
1 sp
150 gp
3 gP
8gP
9
1
2
9
5
1b.
lb.
1b.
1b.
1b.
Piercing
Bludgeoning
Bludgeoning
Piercing
Piercing
Bludgeoning
Piercing
Piercing
Piercing
M a r t ia l W e a p o n s M elee
Small
Axe, throwing
Hammer, light
Handaxe
Lance, light#
Main gauche#
Pick, light#
Sap
Sword, short
8gp
1 gP
6gP
6gp
3 gp
4 gP
1 gP
10 gp
10 ft.
1b.
1b.
1b.
lb.
lb.
lb.
lb.
lb.
Slashing
Bludgeoning
Slashing
Piercing
Piercing
Piercing
Bludgeoning
Piercing
Eq u i p m e n t
Weapon
Medium-size
Battleaxe
Cutlass
Flail, lighter
Gladius
Lance, heavy:!:
Longsword
Pick, heavy:';;
Rapier;!;
Scimitar
Spatha
Trident;!;
Warclub
Warhammer
Large
Claymorel
Type**
7 1b.
Slashing
Slashing
Bludgeoning
Piercing
Piercing
Slashing
Piercing
Piercing
Slashing
Piercing
and Slashing
Piercing
Bludgeoning
Bludgeoning
Damage
Critical
Range Increment
10 gp
ld 8
ld 8
ld 8
ld 8
ld 8
1d8
ld 6
1d6
ld 6
ld 8
x3
x3
x2
x3
x3
19-20/X2
x4
18-20/X2
18-20/X2
x3
1d8
ld 8
1d8
x2
x2
x3
10 ft.
5 lb.
3 gp
12 gp
30 ft.
3 lb.
8 1b.
75 gp
2d8
19-20/X2
18 1b.
2d4
18-20/X2
19-20/X2
x3
x3
x3
12 gP
8gP
15 gp
10 gp
15 gp
8gP
20 gp
15 gp
20 gp
15 gp
Falchion
Flail, heavy;j;
Flamberge
Glaive;!;
Greataxe
Greatclub
Greats word
Guisarme;!;
Halberd:j;
75 gp
15 gp
100 gp
Longspear;!;
Poleaxe;i;
Ranseurj;
Scythe
5 gP
5 gP
10 gp
Sledge
Spatha;|;
Weight
Cost
8 gP
20 gp
5 gp
50 gp
ld lO
2d8
ld lO
1d l 2
ld lO
2d6
x2
--
4 lb.
5 lb.
3 lb.
101b.
4 lb.
61b.
3 lb.
4 lb.
4 lb.
16 lb.
201b.
17 lb.
15 lb.
201b.
10 lb.
Bludgeoning
and Piercing
Slashing
Bludgeoning
Slashing
Slashing
Slashing
Bludgeoning
Slashing
Slashing
Piercing
and Slashing
Piercing
Slashing
Piercing
Piercing
and Slashing
Bludgeoning
Piercing
19-20/X2
x3
x3
2d4
2d4
x3
x3
x3
x4
12 lb.
1d l 2
ld 8
x3
x3
201b.
4 lb.
ld 6
Id6
x3
x3
60 ft.
70 ft.
2
3
2
3
1b.
lb.
1b.
lb.
Piercing
Piercing
1 gP
100 gp
Id8
Id8
x3
x3
1 gP
100 ft.
110 ft.
31b.
3 lb.
3 1b.
3 lb.
Piercing
Piercing
2 gP
8 gP
1 gP
2 gp
2 gP
ld4
ld 4
ld4
ld 4
1d4
x2
18-20/X2
x2
x2
x2
1 lb.
3 lb.
1 lb.
1 lb.
1 lb.
Slashing
Slashing
Bludgeoning
Bludgeoning
Piercing
2 gP
2 gP
3 gp
ld6
ld 6
ld 6
x2
x2
x2
2 1b.
2 lb.
2 1b.
3 gP
ld 6
ld8
ld 6
x2
x2
19-20/X2
Slashing
Bludgeoning
Bludgeoning
and Piercing
Piercing
Slashing
Slashing
9gP
10 gp
18 gp
25 gp
15 gp
2d4
1d l 0
ld 8
1d l 0
15 lb.
15 lb.
15 lb.
9 1b.
15 lb.
15 lb.
M a r t i a l W e a p o n s Ra n g e d
Medium-size
Shortbow;!:
Arrows (20);!;
Shortbow, composite^
Arrows (20) :j:
Large
Longbow;!;
Arrows (20) %
Longbow, composite;!;
Arrows (20)
30 gp
1 gP
75 gp
1 gP
75 gp
Ex o t i c W e a p o n s M e l e e
Tiny
Kama, halfling;!;
Kukri
Manriki-gusari$
Nunchaku, halfling;!;
Siangham, halfling;!;
Small
Kama;'f
Nunchaku;!;
Nunchaku, Spiked;!;
Siangham;!;
Tonfa, bladed
Wakizashi**
1 gP
300 gp
1 lb.
2 1b.
3 lb.
Eq u i p m e n t
Weapon
Medium-size
Hammer, gnome hooked:!:
Kama-yari:j:
Katana'jJ
Kusari-fundoJ
Nage-gama:l:
>
<
Cost
Damage
Critical
Range Increment
Weight
Type**
20 gp
Id6/ld4
x3/x4
61b.
4 gP
400 gp
2 gp
15 gp
1d8
ld lO
ld 4
Id 6 /ld 4 /ld 6
x2
19-20/X2
ld 4
x3
10 ft.
10 gp
Id 6 /ld 4
x2
35 gp
30 gp
ld lO
ld lO
19-20/X2
x3
Bludgeoning
and Piercing
Slashing
Slashing
Bludgeoning
Piercing,
Bludgeoning,
and Slashing
Bludgeoning
and Slashing
Slashing
Slashing
60 gp
30 gp
1d8/ld8
ld lO
25 gp
90 gp
20 gp
100gp
lOOgp
5 lb.
61b.
3 lb.
3 lb.
3 lb.
10 lb.
15 lb.
x3
x3
25 lb.
20 lb.
2d4
Id 8 /ld 8
ld lO
Id 8 /ld 8
x2
x2
x2
19-20/X2
1 gP
1 gP
ld 4
1 gp
2 gp
10 gp
Bola
5 sp
Boomerang
1 gp
Crossbow, double }:
100 gp
Bolts, double crossbow (10)i 1 gp
Crossbow, repeating}:
250 gp
Bolts (5) $
1 gP
40 gp
laculum
Net
20 gp
15 lb.
20 lb.
71b.
30 1b.
Slashing
Piercing
and Slashing
Piercing
Bludgeoning
Piercing
Slashing
19-20/X2
x2
30 ft.
10 ft.
3 lb.
1 lb.
1/10 lb.
Piercing
Piercing
ld2S
ld4
x2
x2
15 ft.
15 ft.
2 lb.
2 lb.
Slashing
Slashing
ld 8
19-20/X2
40 ft.
4 lb.
50 ft.
40 ft.
120 ft.
2 1b.
2 1b.
15 lb.
1 lb.
16 lb.
1 lb.
15 lb.
10 lb.
Piercing
and Slashing
Bludgeoning
Bludgeoning
Piercing
Special
ld 6
ld 8
x3
19-20/X2
Id8
19-20/X2
70 ft.
10 ft.
10 ft.
Piercing
eapons
(F i r e a r m s ) R a n g e d *
Range
Weapon
Small
Pistol
Bullets, pistol (10)
Medium-size
Musket
Bullets, rifle (10)
Cost
Damage
Critical
Increment
Weight
Type
250 gp
3 gp
ld lO
x3
50 ft.
3 lb.
2 lb.
Piercing
500 gp
1d l 2
x3
150 ft.
10 lb.
2 1b.
Piercing
3 gp
*Exotic Weapon Proficiency (renaissance) gains a creature proficiency with all Renaissance weapons; otherwise, a -4 penalty
is assessed against all attack rolls.
Equipm ent
<
2 ------------ 4
>
r -- - - - - - - - - - - . . A . .
. . . . .. . . . .
>
<
q u i p m e n t
circle that is held against the users belly to steady and aim
the device. Because o f its w eight it is often supported on a
single w ooden leg or rests on some other solid support.
After the device is fired, the user braces the point o f the
weapon against the ground or a wall and uses his body
w eight to assist in reloading the device by com pressing
the slider one ratchet at a time. This use o f a m echanical
device to reload the bow allows greater draw strength
than is possible w ith a standard heavy crossbow. It
requires two hands to load, aim, and fire. It can be aimed
and fired as a full-round action. Reloading the belly cross
bow requires three full-round actions, and provokes
attacks o f opportunity. This w eapon can only be used by
M edium-size or Large characters.
Eq u i p m e n t
>
q u i p m e n t
>
Equipment
Eq u i p m e n t
T a b l e 6 -8 : L a m i n a t e d W e a p o n s C r e a t i o n
Item
Simple melee or thrown weapon
Martial melee or thrown weapon
Exotic melee or thrown weapon
Craft
Weaponsmith
Weaponsmith
Weaponsmith
DC
15
18
20
SERRATED WEAPONS
A special type o f edged w eapon can be forged by a skilled
w eaponsm ith, sim ilar to m asterw ork weapons, w herein
the blade o f th e w eapon is serrated to increase its cutting
power. This can be done w ith any type o f slashing
weapon. W eapons m ust be created w ith a serrated edge;
they cannot be m odified to have a serrated edge once they
have been forged, because doing so w ould destroy the
integrity o f the steel.
Benefits o f a serrated weapon: A serrated weapon has its
critical h it threat range increased by +1. For example, a
serrated longsword has a critical threat range o f 18-20,
instead o f 19-20.
C re a tin g S e rra te d W eapons: You can create a serrated
weapon w ith a Craft (w eaponsm ith) check.To create a ser
rated version o f a w eapon in the table below, you create
the serrated com ponent as if it were a separate item in
addition to the standard item. The serrated com ponent
has its ow n price (300 gp) and DC (20). O nce both the
standard com ponent and the serrated com ponent are
com pleted, the serrated item is finished. (Note: the price
you pay for the serrated com ponent is one-third o f the
given am ount, just as it is for the price o f the raw m ateri
als.)
ARMOR
ARMOR FOR UNUSUAL CREATURES
The inform ation on Table: 6 -8 is for M edium-size crea
tures. A rm or for Tiny or sm aller creatures costs h alf as
m uch as that for M edium-size creatures, provides half as
m uch protection, and w eighs one-tenth or less as much.
A rm or for Large characters costs double and w eighs twice
as m uch, and for Huge creatures it costs quadruple and
weighs five tim es as m uch. A rm or for even larger crea
tures m ust be specially made and has no standard price or
weight.
A rm or for a nonhum anoid creature costs twice as m uch
as the same arm or for a hum anoid.
NEW ARMOR AND SHIELDS
S h ield , K ite: A type o f shield w ith a long, tapering
lower portion m eant to provide protection for the legs. It
is m ade from wood, and is too large for you to use your
shield hand for anything else. A kite shield provides onehalf cover versus ranged attacks (+4 AC bonus, +2 Reflex
save bonus) and one-quarter cover versus m elee attacks
(+2 AC bonus, and +1 Reflex save bonus).
T a b l e 6-9: S e r r a t e d W e a p o n s C r e a t i o n
Item
Simple melee or thrown weapon
Martial melee or thrown weapon
Exotic melee or thrown weapon
Craft
Weaponsmith
Weaponsmith
Weaponsmith
DC
12
15
18
<
Eq
u i p m e n t
>
-fi-
T a b l e 6 -8 : A r m o r
Armor
Cost
Light armor
Padded
5 gP
Leather
10 gp
Studded leather
25 gp
100 gp
Chain shirt
Medium armor
Hide
!5 gp
50 gp
Scale mail
Ring mail
75 gp
150 gp
Chainmail
200 gp
Breastplate
Heavy armor
200 gp
Splint mail
250 gp
Banded mail
Half plate
600 gp
Full plate
1,500 gp
Shields
Buckler
15 gp
Shield, small, wooden
3 gP
Shield, small, steel
9 gp
Shield, large, wooden
7 gP
20 gp
Shield, large, steel
Shield, kite:;:
25 gp
30 gp
Shield, tower
Extras
Armor spikes
+50 gp
Gauntlet, locked
8gP
+10 gp
Shield spikes
Armor
Max
Armor
Arcane
Bonus
Dex
Check Penalty
Spell Failure
+1
+2
+3
+4
+8
+6
+5
+4
0
0
-1
-2
+3
+4
+4
+5
+5
+4
+3
+4
+2
+3
+6
+6
+7
+8
----- Speed-----Weigh;
(30 ft)
(20 ft)
5%
10%
15%
20%
30
30
30
30
ft.
ft.
ft.
ft.
20
20
20
20
ft.
ft.
ft.
ft.
10 lb.
15 lb.
201b.
25 lb.
-3
-4
-4
-5
-4
20%
25%
25%
30%
25%
20
20
20
20
20
ft.
ft.
ft.
ft.
ft.
15
15
15
15
15
ft.
ft.
ft.
ft.
ft.
25 lb.
301b.
25 lb.
401b.
301b.
+0
+1
+0
+1
-7
-6
-7
-6
40%
35%
40%
35%
ft*
ft*
ft*
ft*
15
15
15
15
ft*
ft*
ft.*
ft*
45 lb.
35 lb.
501b.
50 lb.
+1
+1
+1
+2
+2
**
**
-1
5%
5%
15%
-2
-5
-10
5%
-1
-1
-2
15%
30%
50%
Special
*When running in heavy armor, a character moves only triple speed, not quadruple.
:|: See description.
20
20
20
20
5
5
6
10
15
30
45
lb.
lb.
1b.
lb.
lb.
1b.
lb.
+10 lb.
+5 lb.
+5 lb.
Eq u i p m e n t
DRACQTECHNICS
The classification o f item s made by alchem ists that deto
nate by a trigger reaction are know n as dracotechnics for
the fiery explosions the more potent versions have dis
played. There are a num ber o f applications and uses for
these items, as is evident by th e different variations that
have appeared from different races. O n th e chart below
are listed com m on explosives. The DC in the cost colum n
is the DC for an A lchem ist to create the item (see the
Craft skill in the PHB). In the damage colum n, the first
set o f num bers refers to hit points o f damage; the second
num ber is the Strength m odifier o f the force the device
produces against doors, walls and other objects.
The detonator should be able to judge how m uch explo
sives are required to do the job. I f too little is used the
attem pt usually fails, if too m uch is used collateral damage
may produce unw anted results. If the am ount o f damage
rolled ever equals or exceeds twice the hit points o f the
object, collateral damage is caused to all structures nearby
as well, w ith appropriate effects to be determ ined by the
Game Master, if m ultiple explosives are used, you stack
the damage and the S trength m odifier for each device.
E xam p le: Victor needs to break through a simple
w ooden door (hardness o f 5,10 hit points, locked DC 15).
He decides to use a lockbuster to get the job done. W hen
it goes off, Victor rolls 4d6 and gets 14. Subtracting 5 for
hardness he does 9 h it points to the door, not enough to
destroy it. But he then rolls a Strength check for the
explosive, and gets a 12.12 plus the bom bs Strength m od
ifier o f +5 gives a total o f 17, enough to pass the Break DC
o f the locked door, and it collapses to rubble. I f victor had
used 2 lockbusters, he would have rolled 8d6. Had he
done a total o f 20 or m ore points o f damage to the door
after subtracting hardness, the surrounding walls may
have given way, collapsing the ceiling and preventing
access through the very door he tried to remove!
G re m ly n G ren ad e: This is a sm all hand-held circular
shell that is lit and throw n at a target. A standard G rem lyn
Grenade is lit w ith a tindertw ig that com es attached to the
device, and a fuse that burns through w ithin 1 round.
E x p lo siv e A rrow : This is a fairly rare ranged am m uni
tion created by elves and hum ans. Explosive arrows are lit
w ith a tindertw ig that com es attached to the shaft o f the
arrow. The fuse usually burns through w ithin 1 round.
The concussion o f an explosive arrow forces an opposed
S trength check against any living target in the area; fail
ure results in the target being knocked prone. The
Strength m odifier may also be used w ith a Break DC
check against a door or wall o r oth er nonliving object.
A nyone in the area (except the target struck) may make a
Reflex save (DC 20) for half damage.
T h u n d e rb a rre l: These unstable, ram shackle devices
are a favorite o f dw arven berserkers and last-ditch
Weapon
Cost (DC)
Gremlyn
Grenade
Explosive
Arrow
Thunder
barrel
Lock
buster
Knocker
bomb
Wall
jammer
151 (18)
2d 6
201 (20)
2d8/+5
5 ft.
25 ft.
1/2 lb.
250 (15)
4d6
10 ft.
5 ft.
10 lb.
300 (20)
4d6/+10
5 ft.
2 ft.
10 lb.
500 (22)
10d6/+20 10 ft.
Oft.
20 lb.
1,000 (24)
20d6/+40 30 ft.
Oft.
501b.
Damage
Blast
Range
Radius Increment Weight
10 ft.
5 ft.
1 lb.
<
>
q u i p m e n t
>
<
q u i p m e n t
v>
CHARIOTS
For societies that lack know ledge o f the stirrup, or that do
not breed m ounts strong enough to support a w arrior in
armor, the war chariot functions as an instru m en t of
speed and m obility and a valued symbol o f rank. W hen
they are not used en masse, they serve as com m and vehi
cles for generals and other such persons o f rank.
The size o f a chariot varies depending on how many
passengers it is designed to carry and w hich creatures are
used to pull it. M ost chariots use a tandem pair o f animals
and accom m odate a driver (or charioteer) and a passenger,
both o f w hom stand at all times. The draft anim als are
always creatures noted for speed and power, m ost com
m only horses. Chariots are engineered for speed, utilizing
sim ple structural designs and relatively lightw eight m ate
rials.
Speed on the battlefield is the chariots ch ief advantage.
Chariots move at the same speed as their draft animals.
W hile they cannot charge and engage in shock combat
like heavy cavalry, they can get from one place to another
pretty quickly, placing troops on an enem y flank or in the
rear before anyone can react. W hen used as com m and
vehicles, they can race a general to anyplace on the field
w here his presence is needed.
Chariots also provide som e cover for their occupants,
since th e ir sides typically cover the low er h alf o f a
hum anoid o f M edium size. The charioteer and a chariots
passengers all receive the benefits o f 1/2 cover if they are
attacked w hile standing in one.
CLASS TOOLS
AND SKILL KITS
I n q u is ito r s K it: This kit is filled w ith scalpels, nails,
tongs screwdrivers, and other im plem ents of torture. It is
used to aid interrogators d u rin g questioning. Use o f an
inquisitors kit adds a +3 (+1 if damaged) circum stance
bonus to Craft (torture) and Intim idate checks w here you
have an opportunity to em ploy the tools. Using the tools
in this m an n er takes a m inim um o f 30 m inutes per use.
Because the tools may be used in many oth er instances,
the kit provides a +1 circum stance bonus to all Craft,
3 ------------------- ---------------------
<
Equipm ent
___________________ GUILDS
Joining a guild is not cheap, nor is it w ithout risk, b ut the
rewards o f guild m em bership are difficult to measure.
Guilds provide access to skills and know ledge that few
know of. And w ith th eir various connections, guilds can
provide you w ith a place to stay w hen traveling and con
tacts in exotic cities. The full benefits o f jo in in g a guild are
left to the DM.
A future AEG book, Guilds, will detail guild dues,
responsibilities and rewards.
__________ CLOTHING
F ire p ro o f: Fireproof clothing provides a +2 circum
stance bonus to all saving throw s involving fire. In addi
tion, spells or item s that norm ally cause clothing to catch
fire are only successful 50% o f the time.
N ig h t: N ight clothing does not reflect light in the
same m anner that norm al clothing would. There are no
buckles to make noise or buttons to reflect m oonlight. As
a result, night clothing adds a +2 circum stance bonus to
H ide and Move Silently checks.
N ight clothing is a rogue o r h u n te rs best friend.
S urvival: Survival clothing enhances your resistance
to elem ents, allowing you a +4 circum stance bonus to
C onstitution checks or Fortitude saves that involve expo
sure to the elem ents. Survival gear is designed for warm
w eather use.
W a te rp ro o f: A lthough not 100% efficient, clothing
that has been waterproofed can w ithstand exposure m uch
longer than norm al clothing.
W in te r: W inter clothing enhances your resistance to
elem ents, allow ing you a +4 circum stance bonus to
C onstitution checks or Fortitude saves that involve expo
sure to the elem ents. W inter gear is designed for cold
w eather use.
____________
MAGIC ITEMS
q u i p m e n t
SPECIAL
AND SUPERIOR ITEMS
Bow
Dam age
Bow
Type Damage
Short
Long
ld8+l
ldlO+1
>
<
Eq u i p m e n t
T a b l e 6 -1 3 : D i r e B o l t D a m a g e D a m a g e
Crossbow Type
Damage
Hand
ld6+l
Light
ldlO + 1
Repeating
ldlO + 1
Heavy
1dl 2+1
D iv in a tio n C a n d le s: These candles are magically
imbued to aid in the casting o f divination spells. W hile a
divination candle is lit (a full-round action to prepare), the
caster is considered to be one level higher for the purpos
es o f casting divination spells. He does not gain any addi
tional spells, however. For instance, an 11th level wizard
casting arcane eye w hile using a divination candle, is able
to look through the eye for 12 m inutes.
In addition, the DC o f the spell is increased by 1.
Use o f divination candles requires concentration per
the rules in th e PHB.
O nce lit, a divination candle cannot be extinguished. It
burns for one hour.
>
<
<
>
q u i p m e n t
TATTOOS
There are a num ber o f reasons w hy som eone m ight have
a tattoo. Some are symbols o f cultural heritage, w hile o th
ers are a rite o f passage. W hatever the case, it is som etim es
necessary for m ercenaries to show th e ir allegiance or at
the very least look mean. Tattoos only m ean som ething to
others w hen they can be seen.
B lo o d lin e : M em bers o f your bloodline are expected to
have tattoos. As a result, you are instantly recognized for
your tattoo. A bloodline tattoo is purchased in conjunc
tion w ith any o th er tattoo on this list, increasing its value
or bonus by +1.
C u ltu ra l: Your culture is know n for its exotic or recog
nizable tattoos. You gain a +1 circum stance bonus to all
Diplomacy checks w hen dealing w ith people w ho know
o f your culture.
>
<
q u i p m e n t
<
+1 to your Leadership score for each War Trophy tattoo
you earn. In addition, you gain a +1 com petence bonus to
your Intim idation checks to all those in your clan, legion,
etc.
TITLES
It is com m on practice for men-at-arms to either purchase
or otherw ise be assigned titles. Such is the way o f w artim e
and in nations w here there are not enough com petent
men to fill im portant positions. Alternatively, it is a great
way for a king to fill his coffers by selling titles to those
who would have them . The ram ifications o f titles are too
num erous to justify rules for, but their im plications can
be felt in every corner o f your campaigns.
Costs vary from 500 gp up to 10,000 gp, depending
upon the position. W hether or not the position is legiti
mate is entirely up to the DM, but the m ore coin that is
spent, the less likely you are to w ant to w ork at your
job. Some sample titles that can be purchased
include: Advisor, Ale Conner, Ambassador,
Bailiff, C aptain, C ham pion, C o m m an
der, C onstable, C ouncilor, D efender,
Diplomat, Elector, G entry, G overnor,
Guardian, H igh D efender, Keeper,
Knight, K night Errant, Liason, Mag
istrate, M arshal, Paladin, Personal
Champion, Preserver, Provost, ProvostMarshall, Purveyor, Regent, Sentinel,
Sergeant, Sheriff, Tower, W arden,
Warder, and Watcher.
Feel free to add to this list as you see fit
T a b l e 6 -1 4 : C o n t a i n e r s
D ry G o o d s
Item
Backpack
Barrel
Basket
Bucket
Chest
Coffer
Framepack
Pouch, belt
Sack
Saddlebags
Spell component
pouch
Urn
Cost
4 gP
5 gP
Weight
2 1b.
301b.
1 lb.
2 lb.
25 lb.
1 lb.
3 1b.
1/2 lb.
1/2 lb.
8 1b.
1/4 lb.
8 sp
1/2 lb.
2 gP
2 gp
4 sp
5 sp
2 gP
5 gP
1 gP
1 sp
Holds or Carries
1 cu. ft.
10 cu. ft.
2 cu. ft.
1 cu. ft.
2 cu. ft.
1/4 cu. ft.
2 cu. ft.
1/5 cu. ft.
1 cu. ft.
5 cu. ft.
1/8 cu. ft.
1/5 cu ft.
T a b l e 6 -1 5 : L i q u i d s
Item
Bottle, wine, glass
Flask
jug, clay
Kettle
Mug/tankard, clay
Pitcher, clay
Pony keg
Pot, iron
Vial, ink or potion
Waterskin
* new ones
Cost
2 gp
3 cp
3 cp
3 sp
2 cp
2 cp
1 sp
5 sp
1 gp
1 gp
Weight
it
*
1 lb.
5 lb.
*
1 lb.
1 lb.
2 1b.
Holds or Carries
1 1/2 pint
1 pint
1 gallon
1/2 gallon
1 pint
1/2 gallon
7.5 gallons
1 gallon
1 ounce
1/2 gallon
T a b l e 6 -9 : G o o d s a n d S e r v i c e s
A d v e n tu rin g Gear
Item
Cost
Acid (flask)
10 gp
Alchemists fire
20 gp
(flask)
Antitoxin (vial)
50 gp
Antitoxin, hunter
150 gp
quality (vial) (U)
Apron, cloth
8 sp
Apron, leather
5 gp
2 sp
Awl
Backpack (empty)
2 gp
Barrel (empty)
2 gp
Basket (empty)
4 sp
Bedroll
1 sp
Bell
1 gP
Blanket, winter
5 sp
Block and tackle
5 gP
Bottle, wine, glass
2 gP
Brush, small
4 cp
Bucket (empty)
5 sp
Cage
Tiny
1 gP
Small
3 gp
Medium-size
10 gp
Large
25 gp
Huge
80 gp
Calligraphy set
10 gp
Caltrops
1 gP
Campchair, cloth
2 gp
Campchair, wooden 6 gp
20 gp
Camptable
Candle
1 cp
Canvas (sq. yd.)
1 sp
Case, map or scroll 1 gP
Chain (10 ft.)
30 gp
Chalk, 1 piece
1 cp
Chess set
1 gP
50 gp
Chess set,
masterwork
Chest (empty)
2 gP
Cloak, plain
6 sp
Cloak, fine
2 gP
Cloak, weighted
5 gP
Coffer, gold
75 gp
Coffer, iron
8gP
Coffer, wooden
1 gP
Crowbar
2 gP
Dice, 1 pair
1 sp
Dye
1 gP
Fencepost
5 sp
Field M edic Kit
10 gp
Firewood (per day) 1 cp
Fishhook
1 sp
Fishing net,
4 gP
25 sq. ft.
Flask
3 cp
Flint and steel
1 gp
Framepack
5 gP
Garlic cloves (U)
4 cp
Glass, powdered
1 sp
Grappling hook
1 gP
Hammer
5 sp
Hammock
2 sp
8 sp
Hatchet
im m ----------
Weight
1 lb.
1 lb.
**
1 lb.
1/2 lb.
2 lb.
1/2 lb.
2 1b.
301b.
1 lb.
5 lb.
*
3 lb.
5 lb.
*
2 1b.
1 lb.
12 lb.
20 lb.
75 lb.
2001b.
1/2 lb.
2 1b.
2 1b.
3 lb.
15 lb.
*
1 lb.
1/2 lb.
2 1b.
*
1 lb.
3 lb.
25 lb.
1/2 lb.
1/2 lb.
2 lb.
1 lb.
1 lb.
1 lb.
5 lb.
*
1/2 lb.
5 lb.
1/2 lb.
20 1b.
*
5 lb.
*
it
3 lb.
1/2 lb.
4 lb.
2 lb.
2 lb.
2 lb.
Item
Cost
Hollow tube, iron
3 gP
Hollow tube, bone
1 sp
Hollow tube, wood 1 cp
Hollow
5-10 gp
weapon hilt
Holy water (flask)
25 gp
1 cp+
Incense
Ink (1 oz. vial)
8 gP
Ink pen
1 sp
jerky, beef
5 cp
Jerky, fish
2 cp
Jerky, mutton
3 cp
Jerky, pork
4 cp
Jerky, venison
2 cp
Jug, clay
3 cp
Kettle
3 sp
Ladder, 10-foot
5 cp
Lamp, common
1 sp
Lantern, bullseye
12 gp
Lantern, hooded
7 gP
Lock:j:
20 gp
very simple
average
40 gp
good
80 gp
amazing
150 gp
Mask
1 sp
Manacles
15 gp
Manacles,
50 gp
masterwork
Manacles, cold
375 gp
Mirror, small steel 10 gp
Mirror, large
lO Ogp
Mirror, ornate
500 gp
Money belt
1 sp
Mug/tankard, clay
2 cp
Oil (1-pint flask)
1 sp
Scented Oil
5 sp
(1-pint flask)
Paper (sheet)
4 sp
Parchment (sheet)
2 sp
Pick, miners
3 gp
Pipe
common
1 sp
fine
1 gP+
Pipeweed
common
2 cp
fine
2 sp
Pitcher, clay
2 cp
Piton
1 sp
Playing cards
2 sp
Pliers
2 sp
Pole, 10-foot
2 sp
Pony keg
1 sp
Posthole digger
3 gP
Pot, iron
5 sp
Potion belt
5 gp
Potion belt,
100 gp
masterwork
Pouch, belt
1 gP
Ram, portable
10 gp
Rations, trail
5 sp
(per day)
Rope, hemp (50 ft.) 1 gp
Rope, silk (50 ft.)
10 gp
Weight
1/2 lb.
*
*
1 lb.
Vc
Vf
*
1/2 lb.
1/2 lb.
1/2 lb.
1/2 lb.
1/2 lb.
9 1b.
5 lb.
201b.
1 lb.
3 lb.
2 lb.
1 lb.
1 lb.
1 lb.
1 lb.
1 lb.
2 lb.
2 lb.
2 lb.
1/2 lb.
5 lb.
20 lb.
*
1 lb.
1 lb.
1 lb
*
*
10 lb.
*
*
**
**
5 lb.
1/2 lb.
**
8 1b.
1 lb.
10 lb.
10 lb.
1/2 lb.
1 lb.
3 lb.
201b.
1 lb.
10 lb.
5 lb.
Item
Cost
Weight
Salt (U)
1 lb.
5 gP
Salt, blessed (U)
1 lb.
25 gp
Sack (empty)
1 sp
1/2 lb.
1/2 lb.
Saw, wood
6 sp
Saw, crosscut
2 lb.
2 gP
Sealing wax
1 lb.
1 gP
*
Sewing needle
5 sp
Sheath, weapon
*
plain
1 gP
*
fine
10 gp
**
Signal whistle
8 sp
*
Signet ring:!;
5 gP
Silver, powdered (U) 5 gp
1 lb.
Sledge
10 lb.
1 gP
Smokestick
20 gp 1/2 lb.
Soap (per lb.)
1 lb.
5 sp
Spade or shovel
8 lb.
2 gP
Spyglass
1,000 gp 1 lb.
Stake
1/4 lb.
normal
1 cp
masterwork (U) 10 gp 1/4 lb.
blessed (U)
1,250 g p l/ 4 lb.
Stretcher
4 lb.
5 gp
Sulfur (U)
10 gp
1 lb.
Sunrod
1
2 gp
Talc (U)
1 sp
1 lb.
4 lb.
Tanglefoot bag
50 gp
Tent
10 gp 201b.
Tent, 10-man
40 gp
50 lb.
Tent, pavilion
250 gp 100 lb.
*
Thread (10 ft.)
1 cp
Thunderstone
Tindertwig
Tongs, iron
Torch
Urn, bronze
Vial, ink or potion
Waterskin
goat's bladder
lamb's bladder
llama's bladder
yaks bladder
Whetstone
Yardstick
30 gp
1 gP
8 sp
1 cp
8 sp
1 gP
1 gP
3 gP
5 sp
2 gp
15 sp
2 cp
1 cp
1 lb.
**
1/2 lb.
1 lb.
1/2 lb.
*
4 lb.
4 lb.
4 lb.
4 lb.
8 1b.
1 lb.
**
Bu ild in g s
Item
Business, small
Village
Town
City
Metropolis
Castle
Grand house
Huge castle
Keep
Mansion
Moat with bridge
Simple house
Tower
Warehouse
Village
Town
City
Metropolis
Cost*
1,500 gp
2,500 gp
5.000 gp
15,000 gp
500,000 gp
5,000 gp
1,000,000 gp
150,000 gp
100,000 gp
50,000 gp
1,000 gp
50,000 gp
2 gp/sq. ft.
5 gP/sq. ft.
10 gp/sq. ft.
25 gp/sq. ft.
JL
<
and
Cost
Weight
100 gp 100 1b.
200 gp 2001b.
Quayneths
special special
treatise o f the elements
*
Tool, masterwork
+50 gp
Musical
3
lb.
5 gP
instrum ent,
co m m o n
Musical
lO O g p
3 lb.
instrum ent,
masterwork
Scale, m erchants
1 lb.
2 gp
Spell com ponent
3 lb.
5 gP
pouch
3 lb.
5 gp
Spellbook,
3 lb.
15 gp
wizards (blank)
Thieves' tools
30 gp
1 lb.
Thieves tools,
100gp
2 lb.
masterwork
Water clock
1,000 gp 200 lb.
.............. .
u ip m e n t
C l o t h in g
Item
Artisans outfit
Clerics vestments
Cold weather outfit
Courtier's outfit
Entertainers outfit
Explorers outfit
Fireproof
M onks outfit
Noble's outfit
Night
Peasant's outfit
Royal outfit
Scholar's outfit
Survival
Travelers outfit
Waterproof
Winter
Fo o d , D r in k ,
Cost
Weight
4 1b.
1 gP
61b.
5 gP
7 lb.
8gP
30 gp
61b.
4 lb.
3 gp
10 gp
81b.
x2
2 lb.
5 gP
101b.
75 gp
x2
1 sp
2 lb.
200 gp 15 lb.
6 1b.
5 gp
x2
5 lb.
1 gP
x3
x2
S k i l l K it s
Item
Cost
Weight
Alchemist's lab
500 gp 401b.
Anvil
201b.
25 gp
Artisan's tools
5 lb.
5 gP
Artisan's tools,
5 lb.
55 gp
masterwork
80 gp
Clim bers kit
5 1b.
Coroners kit (U)
250 gp
2 1b.
Coroners kit,
1,000 gp 3 1b.
hunter quality (U)
Disguise kit
50 gp
8 1b.
Forge, portable
300 gp 100 lb.
Healers kit
50 gp
1 lb.
Healers kit,
500 g p l -1/2 lb.
hunter quality (U)
*
Holly and mistletoe
Holy symbol,
25,000 gpi 1 lb.
divine (U)
12,500 gpi 1 lb.
Holy symbol,
sacred (U)
Holy symbol,
1 lb.
25 gp
silver
**
Holy symbol,
1 gP
wooden
Hourglass
1 lb.
25 gp
Inquisitor's Kit
100 gp
1 lb.
*
Magnifying glass
100 gp
( L
Eq
Contacts
Item
Advisor
Am bassador
Apothecary
Assassin
Barmaid
Barrister
Bartender
Bishop
Burgomeister
Captain o f the Watch
Cardinal
Cham berlain
Constable
Councilor
Fence
Fixer
Governor
Guildm aster
Innkeeper
Knight
Magistrate
Merchant
Messenger
Noble
Paladin
Priest
Provost
Reeve
Regent
Scrounge
Sheriff
Stablemaster
Tailor
Thief
Town guard
Cost
500 gp
1,000 gp
50 gp
1,000 gp
25 gp
150 gp
50
1.000
250
500
2,500
500
750
750
250
250
1.000
750
50
250
1.000
150
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp+
50
1,500
500
250
1,000
gp
gp+
gp
gp
gp
50 gp
750 gp
50 gp
1,000 gp
50
25
100
250
gp
gp
gp
gp
and
Lo d g i n g
Item
Cost
Weight
Ale
Gallon
8 lb.
2 sp
M ug
4 cp
1 lb.
Ale or stout, dwarf
Pony keg
58 lb.
5 gP
Gallon
6 sp
8 lb.
M ug
1 sp
1 lb.
Banquet (per person) 10 gp
Bath
Private
1 sp
Public
1 cp
Beer, ore
Gallon
1 sp
8 lb.
Bitters, dw arf
Gallon
6 sp
8 lb.
M ug
1 sp
1 lb.
Brandy*
C o m m o n (bottle) 2 gp
1 lb.
Fine (bottle)
10 gp
1 lb.
Bread, per loaf
1/2 lb.
2 cp
Cheese, hunk o f
1 sp
1/2 lb.
wheel o f
5 lb.
1 gP
Cider
Gallon
1 sp
8 1b.
M ug
1 lb.
2 cp
Coffee, 1 m u g
C o m m on
1 cp
Fine
2 sp+
Cognac
Fine (bottle)
15 gp 1-1/2 lb.
Elf (bottle)
2 lb.
50 gp
Eggs (6)
*
Chicken
2 cp
*
Duck
1 sp
*
Goose
6 sp
*
Lizard
1 cp
*
Quail
8 cp
Grog, ore
Gallon
1 sp
8 1b.
G room ing
Haircut
4 cp
Shave
6 cp
Complete
2 sp
groom ing
Hardtack
1 cp
1 lb.
Inn stay (per day)
G ood
2 gP
C o m m on
5 sp
Poor
2 sp
Laundry
1 cp/lb. o f clothing
Mead
Gallon
1 sp
8 lb.
M ug
1 lb.
2 cp
Meals (per day)
Good
5 sp
C o m m on
3 sp
Poor
1 sp
Meat, chunk o f
3 sp
Pie
1 cp
Rations, trail (per day)5 sp
Rum (bottle)
1 sp
Sausage
2 sp
Stout, ogre
Gallon
5 sp
1/2 lb.
1 lb.
1 lb.
1/2 lb.
81b.
..... .. .
i iramgr^
Tea, 1 m ug
Com m on
1 cp
Fine
3 sp+
W ine
C o m m o n (pitcher)2 sp
6 lb.
Fine (bottle)
10 gp 1-1/2 lb.
Elf (bottle)
25 gp 1-1/2 lb.
Aged
50 gp+1-1/2 lb.
E quipm ent
iil d s a n d
r g a n iz a t io n s
Item
Cost
Assassin guild
Blacksmithing guild
Craftsman guild
Explorer guild
Holy order
M erchant guild
M onastic order
Sailor guild
Secret society
Sw ordsm an guild
Thief guild
W izard guild
10,000 gp*
600 gp
500 gp
250 gp
250 gp+
1,000 gp
o gp*
100 gp
5,000 gp*
250 gp
750 gp*
1,000 gp*
ir e l in g s a n d
Weight
Holds or
Carries
200 lb.
300 lb.
10 lb.
400 lb.
1/2 ton
1 ton
300 lb.
2 tons
S e r v ic es
Item
Alchemist
Anim al tender/groom
Architect
Barrister
Blessing
For weapon (U)
Permanent (U)
Coach charter
Coach passage
Clerk
Cook
Crier/herald
Entertainer/performer
Falconer
Ferry service**
Healing*
atonement
cure critical wounds
cure light wounds
cure minor wounds
Cost
1 gp/per
day*
15 cp/day
5 sp
1 gP
10 gp per
level o f caster
500 gp per
level o f caster
2 gP/day
3 cp/m ile
4 sp/day
1 sp/day*
2 sp/day
4 sp
4 sp/day
6 sp/m ile
50 gp x
casters level
40 gp x
casters level
10 gp x
casters level
5 gpx
casters level
lesser restoration
minor restoration
mass heal
raise dead
regenerate
20 gp x
caster's level
30 gp x
casters level
70 g p x
casters level
60 gp x
casters level
50 gp x
casters level
20 gp x
caster's level
5 gpx
casters level
80 gp x
casters level
50 g p x
casters level
70 gp x
casters level
remove blindness/
deafness
30 gp x
caster's level
remove curse
30 g p x
*
caster's level
30 g p x
remove disease
casters level
restoration
40 gp x
casters level
resurrection
70 g p x
caster's level
true resurrection
90 g p x
casters level
Hunter
3 sp/day
Laborer
1 sp
Library use
1 sp/book
Limner
6 sp/day
Maid
1 sp/day
M ason /craftsm an****
3 sp/day*
Messenger
2 cp/m ile
Personal groom
3 sp/day
Porter
1 sp/day
Road or toll charge
1 cp+
Sage
2 gp+/day
Scribe
3 sp/day
Ship charter
25 gp/day
Ship's passage
1 sp/m ile
Smith
4 sp/day*
Teamster
3 sp/day
Teleportation
Varies
Valet/lackey
2 sp/day
* If paid to create a specific item,
use item prices and working times
instead. Price listed is for long-term
retention o f services. Any task that
requires a portion o f a hirelings day
(buffing armor, p o un d in g out dents)
is one-half the listed price. Prices
do not include materials, tools,
or w eapons.
Price is per person and per
m ount. Exceptional a m o unts o f
cargo can incur additional costs.
**
r *-mm^k . .-..>1
Item
Cost
adamantine dagger
amulet of bone (U)
amulet of natural
armor +I
bag of holding (bag 1)
bead of force
blood o f the
forefathers (G)
bonetip javelin (G)
boots of elvenkind
boots of striding
and springing
boots o f the winterlands
bracer's of armor +1
bracers of armor +2
brooch of shielding
candle of truth
chime o f opening
cloak of elvenkind
cloak of resistance +2
cloak of resistance
collar of the claw (G)
dark lantern (Dr)
dust of appearance
dust of disappearance
dust of hardening (U)
dust of illusion
dust of tracelessness
exploding anti-rocks (Mo)
everburning torch
eyes of the eagle
figurine of wondrous
power (silver raven)
gauntlets o f ogre power
girdle of stealth (Mo)
gloves of arrow snaring
helm o f dominance (G)
horn of fog
horseshoes o f a zephyr
horseshoes o f speed
hounds teeth (G)
immovable rod
ioun stone
(dusty rose prism)
javelin o f lightning
3,302 gP
3,000 gP
2,000 gP
2,500 gP
2,000 gP
900 gP
2,000 gP
2,000 gP
2,500 gP
2,500 gP
1,000 gP
4,000 gP
1,500 gP
2,500 gP
3,000 gP
2,000 gP
4,000 gP
1,000 gP
2,000 gP
lOOgp
2,100 gP
3,500 gP
500 gP
500 gP
250 gP
500 gP
90 gP
1,000 gP
3,500 gP
4,000
2,000
4,000
200
2,000
3,000
1,900
650
7,500
4,000
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
751 gP
------- C
keoghtom's ointment
lens of memory (Dr)
links of trespass (Dr)
meditation cloak (C)
mithril arm (C)
nightswitches (G)
pearl of power (1st)
pearl of power (2nd)
potion of aid
potion of cure
blindness/deafness
potion o f cure
light wounds
potion of cure
moderate wounds
potion of cure
serious wounds
potion of darkvision
potion of draconic
might (Dr)
potion of endurance
potion o f fire breath
potion of fly
potion of haste
potion o f heroism
potion of hiding
potion o f invisibility
potion of lesser restoration
potion of neutralize poison
potions of preservation (U)
potion of protection
from elements*
<
50 gP
300 gP
750 gP
300 gP
1,200 gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
(* choose m onster
type at tim e o f purchase)
slaying arrow, greater
4,057 gp
(* choose m onster
type at tim e o f purchase)
sleep arrow
132 gp
sphere of caltrops
600 gp
u ip m e n t
stone of alarm
stone of extangling (G)
thirst pebbles (G)
vesshlik scales (G)
wand of burning hands
wand of color spray
wand of cure light wounds
wand of cure
moderate wounds
wand of darkness
wand of daylight
wand of hold person
wand of invisibility
wand of knock
wand of light
wand of magic missile (1st)
wand of magic missile (3rd)
wand of magic m issile (5th)
wand of magic missile (7th)
wand of magic missile (9th)
wand of melfs acid arrow
wand of shatter
wand of shocking grasp
wand of web
warding stick (G)
zohl'kahns bile (G)
zohl'nahk's blood (G)
4,000 gP
2,000 gP
100 gp/ft.
4,000 gP
2,200 gP
1,500 gP
1,000 gP
4,000 gP
300 gP
750 gP
300
900
750
750
900
150
300
300
750
750
750
Eq
ounts and
Related G
Item
Barding
Medium-size
creature
Large creature
Bit and bridle
Bulgrif
Cart
Dog, riding
Donkey or mule
Falcon or hawk
Feed (per day)
Grollok
Hauncher
Horse, heavy
Horse, light
Norling
Pony
Saddle
Military
Pack
Riding
Saddle, exotic
Military
Pack
Riding
Saddlebags
Sled
Stabling (per day)
Teekon
Travois
Wagon
War Elephant
Warhorse, heavy
Warhorse, light
War pony
1,000
100
100
2,100
375
375
750
4,500
gP
gP
gP
gP
gP
gP
gP
gP
4,500
4,500
4,500
4,500
4,500
375
375
2,250
3,750
5,250
6,750
4,500
4,500
750
4,500
150
1,750
2,500
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
gP
ear
Cost
Weight
x2
xl
x4
x2
1 lb.
2 gP
2,400 gp
15 g P
150 gp
200 lb.
8 gp
50 gp
5 cp
1,000 gp
900 gp
200 gp
10 lb.
75 gp
4,000 gp
30 gp
20 gp
301b.
15 lb.
25 lb.
5 gP
10 gp
60 gp
40 lb.
20 1b.
30 lb.
8 1b.
4 gp
300 lb.
20 gp
5 sp
1,000 gp
10 lb.
2 gP
400 lb.
35 gp
1,500 gp
400 gp
150 gp
100 gp
15 gp
30 gp
S h ips
Type
Rowboat
Oar
Cost
50 gp
2 gP
30.000 gp
10.000 gp
3.000 gp
10.000 gp
25,000 gp
Galley
Longship
Keelboat
Sailing ship
Warship
S pells
fo r
Spells
0-level
1st-level
2nd-level
3rd-leve!
4th-level
5th-level
6th-level
7th-level
8th-level
9th-level
ir e
Cost
Caster level x 5 gp
Caster level x 10 gp
Caster level x 20 gp
Caster level x 30 gp
Caster level x 40 gp
Caster level x 50 gp
Caster level x 60 gp
Caster level x 70 gp
Caster level x 80 gp
Caster level x 90 gp
S p e c i a l a n d S u p e r i o r It e m s
W eapon or Armor
Cost
Weight
Acid (flask)
10 gp
1 lb.
Acid dagger
1 lb.
40 gp
1 lb.
Alchemist's fire
20 gp
(flask)
Antitoxin (vial)
50 gp
Antitoxin, hunter
150 gp
1 lb.
quality (vial) (U)
Armor or shield,
+150 gp
masterwork
Arrow, bolt,
20 gp
or bullet,
lam inated steel
Arrow, bolt,
7 gP
or bullet,
masterwork
Arrow, bolt,
7 gp
or bullet, serrated
Arrow, bolt,
or bullet, silvered 1 gp
Arrow, or bolt, dire 10 gp
Arrow,
3 gp 1-1/2 lb.
wingripper (10) (Dr)
Arrow, woodspike
5 gP
**
Divination candles 100 gp
*TV
Dwarven-forged
+900 gp
arm or or shield
+600 gp
Elven-forged
arm or or shield
Dagger, silvered
lOgp
Flare
1/2 lb.
25 gp
Flash bom b
1 lb.
30 gp
*
G houl paste
30 gp
G houl toxin (U)
Lesser
Greater
Hollow weapon
hilt
Holy water (flask)
Jaw trapper (Dr)
5-1Ogp
5-1Ogp
1/2 lb.
1/2 lb.
*
*
25 gp
75 gp
1 lb.
10 lb.
350 gp
500 gp
.
____________ I
>
Eq
Jolan's universal
1,000 gp
u n g u e n t(U )
65 gp
Kanegors
bitter pill (Dr)
Mighty com posite shortbow
150 gp
(+1 Str bonus)
225 gp
(+2 Str bonus)
Mighty com posite longbow
(+1 Str bonus)
200 gp
(+2 Str bonus)
300 gp
400 gp
(+3 Str bonus)
(+4 Str bonus)
500 gp
RamSpear (Dr)
50 gp
Smokestick
20 gp
Signal flare
10 gp
Stun b om b
30 gp
Sunrod
2 gp
Talcum power
150 gp
globes (U)
Tanglebomb (Dr)
100 gp
Tanglefoot bag
50 gp
30 gp
T hunderstone
Tindertwig
1 gP
Tool, masterwork
+50 gp
Toolstaff
40 gp
Vylins powder
25 gp
W aterproof
25 gp
backpack
20 gp
W aterproof
scrollcase
W eapon,
lam inated steel +900 gp
W eapon,
masterwork
+300 gp
W eapon,
serrated
+300 gp
W ingblade (Dr)
15-150 gp
1/2 lb.
1 lb.
30 1b.
1/2 lb.
1 lb.
1 lb.
1
1 lb.
2 lb.
4 lb.
1 lb.
**
4 lb.
3 lb.
1 lb.
*
*
*
2-20 lb.
Tattoos
Item
Bloodline
Cultural
Holy order
Intim idating
Mercenary group
Rite o f passage
Sailor
Secret Society
Social standing
War trophy
Cost
+20 gp
15 gp
50 gp+
40 gp
50 gp+
100 gp
5 gp+
50 gp+
25 gp
250 gp
u ip m e n t
<
* (Du) = Dungeons
* (U) = Undead
* (W) = War
* (Mo) = Monster
* (E) = Evil
* (Dr) = Dra
* (G) = C
*(Me) =
CHEMIST ELIXIRS
an area for 2 hours/level.
creature flees for ld4 rounds,
anges your appearance; +10 to Disguise
0 min/level.
Person. Makes one person your friend,
tterteeth* (Me). Target is required to make a
concentration check to cast any spells with a verbal
component for 1 round/level.
Comprehend Languages. Understand all spoken and
written languages.
Cure Light Wounds. Cures ld8 +l/level damage (max
+8).
3 ---------- J h Ti. - i n - i n r i ^
S p e lls
>
pells
y 4
>
Spells
>
<
>
<
Spells
>
ANIMAL DOMAIN
Granted Power: You cast animal friendship once per day.
Knowledge (nature) is a class skill.
AIR DOMAIN
Granted Power: Turn or destroy earth creatures as a good
cleric turns undead. Rebuke or command air creatures as
an evil cleric rebukes undead. Use these abilities a total
number of times per day equal to 3 +your Charisma mod
ifier.
True Strike
Obscure Object
Tongues
Scrying
Greater Command
Planar Ally
Repulsion
Demand
9. Wish
Comprehend Languages
Augury
Clairaudience/Clairvoyance
Divination
Commune
Find the Path
Vision
Discern Location
Miracle
Calm Animals
Hold Animal
Dominate Animal
Repel Vermin
Commune with Nature
Antilife Shell
Animal Shapes
Creeping Doom
Shapechange
Divine Favor
Shatter
Blindness/Deafness
Control Water
Flame Strike
Harm
Control Weather
Earthquake
Storm of Vengeance
Fingerteeth* (Me)
Forceful Burst* (Me)
Force Chakranr' (Me)
Shrapnel* (Me)
Divine Power
Chain Lightning
Fire Seeds
Iron Body
Incendiary Cloud
Change Self
Detect Thoughts
Suggestion
Emotion
Darkwound
Mislead
Control Undead
Symbol
Foresight
Bless
Aid
Cure Serious Wounds
Death Ward
Wall of Stone
Heal
Greater Restoration
Antimagic Field
Miracle
>
Cause Fear
Bulls Strength
Magic Vestment
Summon Monster IV
Scrying
Wind Walk
Repulsion
Unholy Aura
Time Stop
pells
CHAOS DOMAIN
Granted Power: You cast chaos spells at +1 caster level.
Chaos Domain Spells
1. Protection from Law
2. Shatter
3. Magic Circle against Law
4. Chaos Hammer
5. Dispel Law
6. Animate Objects
7. Word of Chaos
8. Cloak of Chaos
9. Summon Monster IX
COMPOSITION DOMAIN <G )
Granted Power: Once per day, you can use an effect that
works like alter self, except that it can only be used to add,
remove, or change a number of the your limbs equal to
half your cleric levels (round up). (Note for the death knell
domain spell to work, you must remove one of the victims
limbs and press it to your own body, making the casting of
this spell a full round action. The limb remains attached to
the cleric for the duration of the spell, but is nonfunc
tional.)
Composition Domain Spells
1. Death Knell
2. Barkskin
3. Summon Monster IV*
4. Polymorph Other
5. Righteous Might
6. Regenerate
7. Summon Monster VIII*
8. Graft Limb* (Mo)
9. Polymorph any Object
* Aberration or magical beast only.
CONQUEST DOMAIN* (G )
Granted Power: You may cast Conquest domain spells on
any intelligent being, bypassing normal immunities. This
includes powerful undead, magic items, and the like.
Conquest Domain Spells
1. Command
2. Enthrall
3. Suggestion
4. Lesser Geas
5. Greater Command
6. Geas/Quest
7. Dictum
8. Symbol
9. Dominion* (G)
Spells
CONQUEST DOMAIN* (W )
Granted Power: Once per day you gain the Cleave feat
for a number of rounds equal to your cleric level.
Command
Enthrall
Prayer
Divine Power
Righteous Might
Greater Dispelling
Repulsion
Holy/Unholy Aura
Storm of Vengeance
CORRUPTION DOMAIN* ( E)
Granted Power: Once per day you may target a single
creature and know exactly what that creature wants most
in the world.
Charm Person
Enthrall
Suggestion
Dominate Person
Mind Fog
Geas/Quest
Limited Wish
Demand
Wish
CORRUPTION DOMAIN* (G )
Granted Power: Once per day, you can putrefy a number
of pounds of food and a number of gallons of water or
other potable liquid equal to his level, making them com
pletely unfit for consumption.
>
CREATION DOMAIN* (W )
Granted Power: You may use Minor Creation, 1 time/day
as a spell-like ability.
Summon Monster I
Make Whole
Create Food and Water
Restoration
Wall of Stone
Heroes' Feast
Resurrection
Mass Heal
Summon Monster IX
DARKNESS DOMAIN* (E )
Granted Power: Darkvision 60 ft.
Obscuring Mist
Darkness
Deeper Darkness
Invisibility
Invisibility Sphere
Mislead
Mass Invisibility
Power Word, Blind
Gate
DEATH DOMAIN
Granted Power: You may use a death touch once per day.
Your death touch is a spell-like ability that is a death
effect. You must succeed at a melee touch attack against a
creature. When you touch, roll ld6 per cleric level, if the
result is more than the creatures hit points, it dies.
Curse Water
Desecrate
Contagion
Wither
Insect Plague
Antilife Shell
Destruction
Horrid Wilting
Storm of Vengeance
<
1.
2.
3.
4.
S.
6.
7.
8.
9.
Cause Fear
Death Knell
Animate Dead
Death Ward
Slay Living
Create Undead
Destruction
Create Greater Undead
Wail of the Banshee
>
Ji
<
Spells
DESPERATION DOMAIN* (G )
Granted Power: You may cast domain spells as if you had
memorized it with the Maximize Spell, Quicken Spell,
Quiet Spell, Spell Penetration, and Still Spell Metamagic
Feats. This is not without a price, however, as you perma
nently loses one hit point each time. You may not target
yourself with this spell.
Sanctuary
Shield Other
Helping Hand
Freedom of Movement
Break Enchantment
Word of Recall
Refuge
Screen
Foresight
DESTRUCTION DOMAIN
Granted Power: You gain the smite power, the supernat
ural ability to make a single melee attack with a +4 attack
bonus, and a damage bonus equal to your cleric level (if
you hit). You must declare the smite before making the
attack. It is usable once per day.
DIPLOMACY DOMAIN* (G )
Granted Power: You gain a +4 divine bonus to all
Diplomacy checks.
Command
Enthrall
Obscure Object
Discern Lies
Scrying
Heal
Greater Scrying
Greater Planar Ally
Miracle
DISEASE DOMAIN* (E )
Granted Power: Immunity to all natural diseases. In
addition, you may add your caster level to any saving
throw against magical diseases.
DOMINATION DOMAIN* (G )
Granted Powers: Once per day, you can cause fear, as per
the spell. Your caster level is equal to your cleric level for
the purposes of this spell.
3. Hold Person
4. Lesser Geas
5. Enslave* (G)
6. Geas/Quest
7. Blasphemy
8. Unholy Aura
9. Implosion
EARTH DOMAIN
Granted Power: Turn or destroy air creatures as a good
cleric turns undead. Rebuke or command earth creatures
as an evil cleric rebukes undead. Use these abilities a total
number of times per day equal to 3 +your Charisma mod
ifier.
>
<
EVIL DOMAIN
Granted Power: You cast Evil spells at +1 caster level.
FABRICATION DOMAIN* (G )
Granted Power: When building construct-type monsters
such as golems, you are considered four levels higher than
your actual level. You must still be able to cast any spells
required by the creation process.
Continual Flame
Create Food and Water
Minor Creation
Leomunds Secure Shelter
Fabricate
Major Creation
Awaken
Prismatic Wall
Create Life
FEAR DOMAIN* (G )
Granted Power: Intimidate is a class skill. You may make
Intimidate checks and cast Fear domain spells against
anything with an Intelligence score, overriding any nor
mal immunities (unintelligent creatures without an
immunity to fear are still affected). This is considered a
supernatural ability.
>
pells
>
<
FIRE DOMAIN
Granted Power: Turn or destroy water creatures as a good
cleric turns undead. Rebuke or command fire creatures
as an evil cleric rebukes undead. Use these abilities a total
number of times per day equal to 3 + your Charisma
modifier.
Burning Hands
Produce Flame
Resist Elements
Wall of Fire
Fire Shield
Fire Seeds
Fire Storm
Incendiary Cloud
Elemental Swarm
FORAGING DOMAIN* (G )
Granted Power: You may Track as if you possess the Track
Feat. If you do not have at least 4 skill ranks in Wilderness
Lore, you Track as if you do.
Endure Elements
Find Traps
Create Food and Water
Divination
True Seeing
Forge Rock
Refuge
Discern Location
Gate
FURY DOMAIN* (G )
Granted Power: Once per day, the cleric may rage as a
barbarian of his cleric class level or he may cause someone
else to rage. Inducing rage in another person is a standard
action. Once the action is complete, the target rages.
Unwilling targets must make a W ill save (DC 10 + your
cleric level) to avoid raging.
Cause Fear
Scare
Suggestion
Emotion
Mind Fog
Mass Suggestion
Power Word, Stun
Power Word, Blind
Power Word, Kill
<
>
<
Spells
Alarm
Rearguard* (Me)
Glyph of Warding
Summon Sentinel* (Me)
Mordenkainens Faithful Hound
Guards and Wards
Forbiddance
Greater Glyph of Warding
Foresight
Goodberry
Create Food and Water
Neutralize Poison
Stinking Cloud
Contagion
Heroes Feast
Stone to Flesh
8. Flesh to Stone
9. Mordenkainen's Magnificent Mansion
GOOD DOMAIN
HATRED DOMAIN* (G )
Granted Power: Once per level, you may name an indi
vidual. Until that individual dies or you gain a new level,
you act as though the named person were part of a favored
enemy race, as per the ranger class ability of the same
name. Additionally, the target suffers a morale penalty
equal to the your cleric level to save against your divine
spells.
Deathwatch
Bulls Strength
Bestow Curse
Locate Creature
Slay Living
Eyebite
7. Finger of Death
8. Discern Location
9. Soul Bind
HAVOC DOMAIN* (G )
Granted Powers: Once per day, you can make a Craft,
(blacksmithing) check with a +10 insight bonus or bestow
this bonus on someone else.
Magic Weapon
Enrage* (G)
Smash
Fangs of Chaos* (G)
Dispel Good
Harm
7. Destruction
8. Fire Storm
9. Gate
HEALING DOMAIN
Good Domain Spells
1.
2.
3.
4.
5.
6.
7.
8.
9.
<
HUNTER DOMAIN* (G )
Granted Power: You gain a divine bonus of +4 to all Move
Silently checks.
Deathwatch
Silence
Deeper Darkness
Status
Slay Living
Find the Path
Summon Monster VII
Discern Location
Power Word, Kill
7.
8.
9.
Invisibility to Animals
Animal Trance
Snare
Scrying
Prying Eyes
Find the Path
Greater Scrying
Animal Shapes
Foresight
JUSTICE DOMAIN* (G )
Granted Powers: Three times per day, you can perform a
Sense Motive check with a +15 insight bonus. Once per
day, you can rage, as per a barbarian of equal level, but
only if you are aware that someone has lied to you.
Command
Hold Person
Searing Light
Discern Lies
Mark of Justice
True Seeing
Dictum
Sunburst
Storm of Vengeance
pells
KNOWLEDGE DOMAIN
Granted Power: All Knowledge skills are class skills. You
can cast divinations at +1 caster level.
LABYRINTH DOMAIN* (G )
Granted Power: You are a master of navigating you way
through labyrinths and other confusing paths. You gain a
+2 insight bonus to all Intuit Direction checks and are
immune to maze. In addition, you gain a +2 insight bonus
when solving puzzles.
LAW DOMAIN
Granted Power: You cast Law<
Spells
LEADERSHIP DOMAIN* (G )
Granted Power: Once per day, the cleric can grant a +1
competence bonus to all attacks, skill checks, and saves
made by his allies. This ability lasts a number of rounds
equal to his cleric level and affects all allies within 60 ft. of
him.
V
MAGIC DOMAIN
Granted Power: Use scrolls, wands, and other devices
with spell completion or spell trigger activation as a wiz
ard of half your cleric level (at least 1st level). For the pur
pose of using a scroll or other magic device, if you are also
a wizard, actual wizard levels and these effective wizard
levels stack.
Remove Fear
Enthrall
Suggestion
Emotion
Dominate Person
Mass Suggestion
Demand
Mass Charm
Dominate Monster
LUCK DOMAIN
Granted Power: You gain the power of good fortune,
which is useable once per day. This extraordinary ability
allows you to reroll one roll that you have just made. You
must take the results of the reroll, even if it is worse than
the previous role.
Entropic Shield
Aid
Protection from Elements
Freedom of Movement
Break Enchantment
Mislead
Spell Turning
Holy Aura
Miracle
LUST DOMAIN* (E )
Granted Power: Your Charisma is considered one higher
per level for the purposes of Diplomacy and Bluff rolls
involving interaction with humans and humanoids. For
instance, a 9th level Cleric, with a Charisma of 13 is con
sidered to have a 22 Charisma for all skill checks involv
ing NPC interaction.
>
Charm Person
Enthrall
Emotion
Dominate Person
Feeblemind
Geas/Quest
Refuge
Mass Charm
Wish
Jl
>
<
Sanctuary
Undetectable Alignment
Dispel Magic
Discern Lies
True Seeing
Forbiddance
Repulsion
Symbol
Imprisonment
NIGHT DOMAIN* ( G)
Granted Power: All spells cast at night are at +1 caster
level.
Jk
Spells
Doom
Silence
Deeper Darkness
Inflict Critical Wounds
Seeming
Veil
Shadow Walk
Maze
Nightfall* (G)
PLAGUE DOMAIN* (E )
Granted Power: You are a living extension of disease and
contagions. Wounds caused by your ray attacks fester with
disease. Damage from your ray attack spells does not heal
properly and requires magical healing. Without magicalhealing, these points (whether hit points or ability dam
age) heal at a rate of 1 per day.
PLANT DOMAIN
Granted Power: Rebuke or command plant creatures as
an evil cleric rebukes undead. Use these abilities a total
number of times per day equal to 3 +your Charisma mod
ifier.
Entangle
Barkskin
Plant Growth
Control Plants
Wall of Thorns
Repel Wood
Changestaff
Command Plants
Shambler
POWER DOMAIN* (G )
Granted Power: +1 damage in melee combat.
1.
2.
3.
4.
5.
6.
7.
8.
9.
Cause Fear
Shatter
Prayer
Divine Power
Circle of Doom
Harm
Power Word, Stun
Earthquake
Implosion
Spells
PROTECTION DOMAIN
Granted Power: You can generate a protective ward, a
spell-like ability to grant someone you touch a resistance
bonus on her next saving throw, equal to your level.
Activating the power is a standard action. The protective
ward is an abjuration effect, with a duration of 1 hour that
is useable once per day.
Sanctuary
Shield Other
Protection from Elements
Spell Immunity
Spell Resistance
Antimagic Field
Repulsion
Mind Blank
Prismatic Sphere
Lesser Restoration
Remove Blindness/Deafness
Remove Disease
Restoration
Remove Curse
Dispel Evil
Banishment
Greater Restoration
Freedom
ROT DOMAIN* (E )
Granted Power: Wounds fester with disease and puss
from your touch. You are a living extension of disease and
contagions. Touch attack spells that deal damage do not
heal properly from you and require magical healing only.
These points (whether hit points of ability damage) other
wise heal at 1 per day, no matter the level of the target
creature.
RULERSHIP DOMAIN* (U )
Granted Power: Once per day you can give a one word
command which is obeyed by one Hit Die worth of crea
ture per level. This is a spell-like ability identical to greater
command.
Command
Augury
Prayer
Divination
Commune
Geas/Quest
Greater Scrying
Holy Aura
Miracle
Comprehend Languages
Obscure Object
Nondetection
Detect Scrying
Leomund's Secret Chest
Mislead
Sequester
Mind Blank
Time Stop
SLOTH DOMAIN* (G )
Granted Powers: Once per day, you can transform a
handful of pebbles or stones into enough food or water to
sustain a number of people equal to your level. You can
create whatever simple food you desire.
Sleep
Hold Person
Create Food and Water
Sending
Enslave* (G)
Planar Ally
Limited Wish
Greater Planar Ally
Miracle
SOLACE DOMAIN* (G )
Granted Powers: Once per day, you can transform a
handful of pebbles or stones into enough food or water to
sustain a number of people equal to your level. You create
whatever simple food you desire.
STORM DOMAIN* (G )
Granted Power: Once per day, you may cast control
weather. The casting time is one hour.
Endure Elements
Resist Elements
Wind Wall
Wither
Lightning Bolt
Wind Walk
Control Weather
Sunburst
Storm of Vengeance
STRENGTH DOMAIN
Granted Power: You can perform a feat of strength, with
is the supernatural ability to gain an enhancement bonus
to Strength equal to your level. Activation the power is a
free action, the power lasts 1 round and is useable once
per day.
Calm Animals
Charm Person
Create Food and Water
Restoration
Healing Circle
Heroes Feast
Refuge
Mass Heal
Miracle
l.
2.
3.
4.
S.
6.
7.
8.
9.
Endure Elements
Bulls Strength
Magic Vestment
Spell Immunity
Righteous Might
Stoneskin
Bigbys Grasping Hand
Bigby's Clenched Fist
Bigbys Crushing Hand
SUN DOMAIN
SPIRIT DOMAIN* (U )
Granted Power: You cannot be attacked by allips, ghosts,
nightshades, shadows, spectres, wraiths or other incorpo
real undead so long as another target remains.
Obscuring Mist
Darkness
Helping Hand
Air Walk
Ethereal Jaunt
Etherealness
Greater Scrying
Discern Location
Soul Bind
Endure Elements
Heat Metal
Searing Light
Fire Shield
Flame Strike
Fire Seeds
Sunbeam
Sunburst
Prismatic Sphere
Spells
TRAVEL DOMAIN
Granted Power: For a total of 1 round per your cleric
level per day, you can act normally regardless of magical
effects that impede movement (similar to the effect of the
spell freedom of movement). This effect occurs automatical
ly as soon as it applies, lasts until it runs out or is no longer
needed, and can operate multiple times a day (up to the
daily limit of rounds). This is a spell-like ability.
Wilderness Lore is a class skill.
Expeditious Retreat
Locate Object
Fly
Dimension Door
Teleport
Find the Path
Teleport without Error
Phase Door
Astral Projection.
TRICKERY DOMAIN
Granted Power: Bluff, Disguise, and Hide are class skills.
Change Self
Invisibility
Nondetection
Confusion
False Vision
Mislead
Screen
Polymorph any Object
Time Stop
TYRANNY DOMAIN* (W )
Granted Power: You gain a +2 divine bonus to all
Intimidation checks. Once per day per cleric level, you
may cast command.
>
Cause Fear
Silence
Bestow Curse
Dismissal
Greater Command
Geas/Quest
Dictum
Shield of Law
Astral Projection
UNDEAD DOMAIN* (U )
Granted Power: You may add +2 to any turning check
you make, but only to rebuke the undead, not to turn
them.
VENGEANCE DOMAIN* (G )
Granted Power: Once per day, when the cleric takes
damage from a melee strike, he may immediately take a
single attack at his highest base attack bonus against the
creature that struck him. That creature must stand within
the clerics threatened area, and he must have a weapon
readied in his hand, unless he chooses to take an unarmed
attack. If the cleric has the Quick Draw feat, he may draw
a weapon and attack using this power.
VICTORY DOMAIN* (G )
Granted Power: You can dominate the minds of others,
turning them into your puppets or vassals. You cast mindaffecting divine spells at +1 caster level.
<
Spells
>
WAR DOMAIN
Granted Power: Free Martial Weapon Proficiency (if nec
essary) and Weapon Focus with the Deity's favored
weapon.
Magic Weapon
Spiritual Weapon
Magic Vestment
Divine Power
Flame Strike
Blade Barrier
Power Word, Stun
Power Word, Blind
Power Word, Kill
WATER DOMAIN
Granted Power: Turn or destroy fire creatures as a good
cleric turns undead. Rebuke or command water creatures
as an evil cleric rebukes undead. Use these abilities a total
number of times per day equal to 3 +your Charisma mod
ifier.
Obscuring Mist
Fog Cloud
Water Breathing
Control Water
Ice Storm
Cone of Cold
Acid Fog
Horrid Wilting
Elemental Swarm
WEATHER DOMAIN* (G )
Granted Power: Gain the ability to forecast the weather
for the next day and the general trends for as far ahead as
one day per cleric level. Gain a +4 divine bonus to all sav
ing throws involving weather effects, including magical
lightning.
Obscuring Mist
W ind Wall
Searing Light
Control Water
Control W inds
Control Weather
Sunbeam
W hirlw ind
Storm of Vengeance
<
DRUID SPELLS
1ST LEVEL DRUID SPELLS
Estivation5 (Dr). Caster hibernates for up to 3 months
without nourishment in extreme heat.
Hibernation* (Dr). Caster hibernates for up to 3
months without nourishment in extreme cold.
Razor Claws*(G). Creates claws on subject for 2
rounds/level causing ld6 damage.
Spells
<
Spells
<
_____________RANGER SPELLS
2ND LEVEL RANGER SPELLS
Ambush * (Me). Creates an illusory terrain feature to
hide behind until you dispel or break concentration.
Athanaes Know Creature* (Me). Caster learns nature
of an animal from its spoor.
Fingerteeth* (Me). Unarmed damage is enhanced and
deals an extra +ld6 damage.
Protection from Disease* (Me). Provides a +4 resis
tance bonus on saves against diseases.
Ench
Illus
Trans
GUARDIAN, SORCERER
________AND W IZARD SPELLS
Conj
Div
Ench
Evoc
Illus
Necro
Trans
Conj
Div
Ench
Evoc
lllus
Necro
Trans
pells
Conj
Div
Ench
Evoc
Necro
Trans
>
Conj
Ench
Necro
Trans
Ench
Evoc
Necro
Trans
pells
Necro
Trans
Trans
Trans
Conj
>
Spells
^ m
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>
Spells
NEW SPELLS
Acid Blade
Transmutation [Acid]
Level: Myr 1
Components: V, F
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: W ill negates (harmless, object)
Spell Resistance: Yes (harmless, object)
>
Jk .
Spells
Ambush
Illusion (Phantasm)
Level: Brd 3, Rgr 2, Trickery 3
Components: V, S
Casting Time: 1 action
Range: Personal
Area: 10 it. diameter emanation centered on you
Duration: Concentration or attack (D)
Saving Throw: Will disbelief
Spell Resistance: No
This is a favorite spell of huntsmen, mercenary forces and
bandit gangs everywhere. With it, you create the illusion
of a natural feature in the area of the spell (like a boulder
or shrub) hiding everything else in that space. Everyone
within counts on you to make a single Hide skill check
with a +15 circumstance bonus. The entire group uses this
as their Hide score. The spell breaks if concentration is
lost or an attack is initiated out of the area.
Arms of Force
Conjuration (Creation)fForce]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target and effect: One creature
Duration: Concentration (D)
Saving Throw: None
Spell Resistance: Yes
You form a pair of mystical arms
of force that are only faintly visi
ble. They move as your arms do,
mimicking your actions, and
must be manipulated together.
They are specifically designed for
grappling an opponent as if they
were from a Large-sized creature
with a Strength of 25. You con
trol the facing, movement, and
actions of the arms by simulat
ing their movement with your
own while concentrating on
the spell. Each round you may
move the arms a single 5-foot
square. Once a grapple is suc
cessful any of the further
actions (throw, pin, etc.) may be
attempted just as if it was a real
grapple. The arms can be used
to lift things, but not actually
carry items. Any special feats
>
used for grappling you may have are also conferred to the
force arms. The force arms are intangible to all but the tar
get, who may attempt to escape the grapple or attack the
force arms. The arms are considered AC 20 and have a
number of hit points equal to your class level. If the arms
are reduced to 0 hit points or less, the spell ends and the
arms dissipate.
>
<
pells
>
<
Awe
Transmutation
Level: Clr 5
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target or Area: One or more creatures, no two of which
can be more then 25 ft. apart
Duration: 1 round plus ld4 +2 rounds (see text)
SavingThrow: W ill negates
Spell Resistance: Yes
You surround your foes with negative energy and doubt,
enabling you or another cleric to turn or rebuke them as
if turning or rebuking undead of the same hit dice value
(and using one turning attempt from your daily allot
ment). The act of turning must be completed no more
than one round after the spell is cast or the effect passes.
The effect remains for ld6 rounds, after which the targets
instantly break our of their cowering or fleeing state. You
can never destroy a creature with this effect, even if you
are twice their level.
The exact nature of this spell is left up to great theolog
ical debate, but its believed there are a number of differ
ent ways it found its way into various priesthoods. The
negative energy theory is most popular, but causes good
clerics trouble sleeping. It suggests that you call sur
rounding negative energy to enwrap the targets, and that
its this effect you are turning and the target creatures
with it.
In the good churches its believed to be the undoubted
overwhelming presence of your god that causes fear,
shame, and horror to the targets.
<
Battle Knowledge
Divination
level: Myr 2
Components: V
Casting Time: 1 action
Range: Personal
Area: You
Duration: 1 minute/level
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)
Baffle knowledge allows you to unlock the secrets of some
of the most esoteric combat maneuvers. When you cast
this spell, you may select any feat whose prerequisites you
fulfill. For the duration of this spell, you gain the benefits
of that feat.
You may use this spell several times to gain multiple
feats at once, but you do not count feats gained via battle
knowledge as fulfilling the prerequisites for other feats.
Battle Roar
Evocation [Sonic]
Level: Myr 5
Components: V
Casting Time: 1 action
Range: Close (25 ft. +5 ft/2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Battle roar channels your battle cry into a tangible batter
ing ram of sonic energy outward in a cone. Any creature
standing within this area suffers ld6 points of sonic dam
age per caster level, to a maximum of 15d6. In addition,
creatures that fail their Fortitude save suffer additional
effects based on their total hit dice.
pells
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: Yes (harmless)
You grant the extraordinary power of Blindsight to a
range of 60 ft. to a touched creature.The creature does not
need to make Spot or Listen checks to notice creatures
within 60 ft. Using nonvisual senses (such as sensitivity to
vibrations, acute hearing or echo location) the creature
maneuvers and fights as well as a sighted creature.
Invisibility and darkness are irrelevant, though the crea
ture still cant discern ethereal beings. See Blindsight in
the DMG. During the duration, the target makes any
saves versus deafness or sonic spells with a -4 circum
stance penalty.
Material Component: A drop of black dragons blood.
Boiling Oil
Conjuration (Creation) [Fire]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Area: 10 ft. by 10 ft. square.
Duration: 1 round/level (D)
Saving Throw: Special
Spell Resistance: No
You summon forth a small cauldron of flaming oil over
the area of effect. The oil douses the targets for ld6 points
of fire damage. Flammable items may catch fire and con
tinue to burn.
Additionally, the area ot effect becomes slippery per
the effect of the grease spell.
Material Component: One ounce of oil which is con
sumed during casting.
Borin's Hammer
HD
Up to 2:
3 to 6:
7 to 10:
11 or more:
Effect
Knocked
rounds.
Knocked
rounds.
Knocked
Knocked
Transmutation
Level: Clr 0
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: 1 object touched
Duration: 1 round/level (D)
Saving Throw: None (object)
Spell Resistance: No
Blindsight
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature touched
<
Chatterteeth
Enchantment (Compulsion)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target or effect: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: W ill negates
Spell Resistance: Yes
You overwhelm the targets mind with thoughts of glaci
ers, frigid nights and sunless lands, causing his teeth to
chatter uncontrollably. Any attempt to cast a spell with a
verbal component requires the target to make a
Concentration skill check (DC 15 +the spells level) or fail
in the attempt.
pells
Combat Prescience
Divination
Level: Myr 4
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
You gain an intuitive sense of your surroundings, allow
ing you to dodge attacks and evade enemies with super
natural awareness. You literally see attacks coming before
your opponents commit to them. You gain a +2 dodge
bonus to AC and cannot be flanked for the duration of
this spell. Furthermore, if you must make an Initiative
check while this spell is in effect, you gain a +4 compe
tence bonus to that check.
Death Becomes Me
Illusion (Glamer)
Level: Asn 2, Brd 3, Sor/Wiz 3
Components: S
Casting Time: 1 action
Range: Touch
Target: One dead creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You must cast this spell on a dead creature of a
similar type as you (i.e. humanoid). While
doing so, you must be able to simultaneously
place one hand over the targets face and one
hand over your own face. The creature must
have been dead for no more than 1 minute per
caster level. Almost instantly you exchange
faces with the creature. Its face looks exactly as
yours in its situation, and your face looks like
the creature did when it was alive. If using
this spell as a disguise you gain a +10 com
petency bonus to the skill check.
When the spell expires, the illusion
instantly fades from both of you.
Note: Creatures get
W ill saves to recognize the
glamer as an illusion if
they interact with it
(such as by touching
^
you or examining your
Ku)
face dosely).
>
Jl
>
Death Mist
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 it. + 10 ft./level)
Effect: Smoke that spreads in a 30-ft. radius, 20 ft. high
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You conjure blinding sulfurous gasses (the likes which
billow through the layers of Hell) from a point you desig
nate. The smoke obscures vision, and provides one-half
concealment (20% miss chance) to creatures within it.
Each round all creatures within the area of the hellsmoke
must make a Fortitude saving throw (DC 15, +1 per previ
ous check) or spend that round choking and coughing,
unable to take any other actions. A creature that chokes
for two consecutive rounds takes ld6 points of subdual
damage.
Material Component: A small piece of brimstone.
Elemental Flurry
Evocation [Acid, Cold, Electricity, Fire]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
Gathering all the elemental forces of the planes into a sin
gle, raw blast of energy, you send the writhing, swirling
colorful mixture of energy forth, which explodes in a
chaotic blast of acid, cold, electricity and fire. The spell
deals 4d4 points of each type of energy. Roll damage for
each energy type separately. Furthermore, the damage
that does affect the creature boils and hisses loudly and
visually for 1 full round, dealing the damage listed again
to the creature on its next turn. A successful saving throw
for each effect halves the damage.
Focus: A tiny iron rod, which has been the target of one
each fire, cold, acid and electricity-based spell.
Enchant Weapon
Transmutation
Level: Myr 5
Components: V, M
Casting Time: 1 action
Range: Close (25 ft. +5 ft. /2 levels)
Target: One weapon or fifty projectiles (all of which must
be in contact with each other at the time of casting)
pells
Duration: I hour/level
Saving Throw: W ill negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Enchant weapon operates as per the spell greater magic
weapon ( +1 per three caster levels) with one critical dif
ference. When casting this spell, you may opt to trade part
of the enhancement bonus it grants for a magic weapons
special abilities, such as flaming burst or mighty cleaving.
You must always grant the weapon at least a +1 bonus, but
the remainder of the bonus may be spent on ay number of
special abilities so long as bonus points remain. You must
trade in a bonus equal to the special abilitys market price
cost. For example, the flaming burst special ability is
worth a +2 bonus. Thus, a 15th-level myrmidon could
opt to grant a weapon a +3 bonus and the flaming burst
ability.
Enchant weapon allows you to allocate a bonus and spe
cial ability worth more rhan a total +5 bonus, though the
enhancement bonus may not be above +5. Normally,
greater magic weapon allows a maximum +5 bonus. Enchant
weapon allows you to grant a +5 bonus and a special abili
ty. For example, an 18th-level myrmidon could temporar
ily create a +5 flaming longsword with this spell, but he
could not make a +6 longsword.
Material Component: Powdered lime, carbon, and a gem
worth 25 gp.
Energy Sheath
Transmutation [Acid, Cold, Electricity, or Fire]
Level: Myr 0
Components: V, F
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: W ill negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Energy sheath cloaks a weapon with a nimbus of magical
energy, either acid, cold, electricity, or fire. You choose the
type of energy when casting this spell. While this effect
does not deal any additional damage, any wounds dealt
with the weapon count as injuries caused by the energy
type of this spell. Thus, casting energy sheath on a
longsword allows it to deal fire damage that a troll cannot
regenerate.
The energy sheath does not provide any effects beyond
altering a weapons damage type. For example, a mace
with an acidic energy sheath cannot melt iron or burn
through a rope, and an axe with a fiery energy sheath does
not shed light. A weapon may never deal more than one
type of damage due to this spell. A weapon that already
<
Exhaust
Transmutation
Level: Clr 6, Sor/Wiz 5
Components: S
Casting Time: 1 action
Range: Touch
Target: One creature touched
Duration: See text
SavingThrow: Fortitude partial
Spell Resistance: Yes
You drain the subject of all its energy to the point it
instantly becomes exhausted. The affected creature moves
at half normal speed and suffers a -6 penalty to Strength
and Dexterity. A successful save reduces the penalty to-3.
The creature must have 1 hour of complete rest, at which
point it becomes fatigued. The creature then cures the
fatigue in the normal fashion, with 8 hours of complete
rest.
Fingerteeth
Transmutation
Level: Battle 1, Clr 2, Rgr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature touched
Duration: 1 round/level
Saving Throw: W ill negates
Spell Resistance: Yes
You cause a number of canine teeth to grow from the tar
gets hands or hand-like appendages. They grow on the
outside of the fingers and are no longer than an inch.
Unarmed damage done by this creature is enhanced and
does an extra +ld6 damage on all successful attacks.
Flame Brand
Transmutation [Fire]
Level: Myrl
Components: V, F
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
<
>
Forte Bridge
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, Travel 4
Components: V, S
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: 20 ft.-wide and up to 20 ft./level long
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You create an invisible bridge of force approximately one
foot thick that holds up to 10,000 pounds at once. A solid,
stable surface must be provided for the beginning and
end of the force bridge to anchor it. This spell is frequent
ly used to move troops across unfriendly territory like
gorges and wild rivers.
pells
Forteful Burst
Evocation [Force]
Forget
Enchantment (Compulsion) [Mind-affecting]
Forte Chakram
Evocation [Force]
>
You drain the memory of the last few rounds from crea
tures in the area. They forget a number of minutes equal
to your caster level. You dont actually undo any actions
from that period (spells cast don't return), but the memo
ries of the past few rounds are wiped clean. A restoration
spell cast on a target of the spell within the same number
of rounds the target forgot restores the memories.
For example, if someone looses 5 minutes worth of
memories; they must receive the restoration spell within 5
minutes of the spell taking effect or the loss is permanent.
Material Component: a dyed-white piece of vellum
parchment worth 5 gp.
Frost Fire
Transmutation [Cold]
Level: Myr 1
Components: V, F
Casting Time: 1 action
Range: Touch
Target: Weapon touched
<
Duration: 1 minute/level
Saving Throw: W ill negates (harmless, object)
Spell Resistance: Yes (harmless, object)
A single weapon you touch frosts over with a thin layer of
intensely cold ice. It now deals cold damage and causes an
additional ld3 cold damage on a successful hit. If you
thrust the weapon into water, it freezes a 1-foot square
block into ice in one round.
Frost fire has no effect on any weapon that deals energy
damage other than cold. The enchantments imbued in
such weapons counter this spell and cancel its effects.
Otherwise, all mundane and magical weapons that deal
normal damage in combat gain the benefits of this spell.
Focus: The weapon.
Gluttony
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target or effect: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You cause the creature to grow in excessive body weight
in all the wrong places. The target does not grow in
height, but only in mass, literally twice its own body
weight in fatty tissue. The targets clothes rip and shred. If
the target is wearing armor he takes a number of hit
points of damage equal to the protection of the armor
each round until it is removed. The target is also reduced
to half movement, suffers a -4 circumstance penalty to all
Strength, Dexterity or Constitution-based skill checks,
and suffers a -2 circumstance penalty to attacks roll and
weapon damage rolls.
Material Component: One ounce of lard.
Greater Grounding
Abjuration
Level: Clr 4, Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 action
Range: Personal
Target or area: 30 ft. emanation centered on you
Duration: 1 round/level (D)
Like grounding, except when cast, you may choose one
energy type acid, cold, electricity, fire, or sonic that
the magical grounding protects against. You need not be
standing on non-watery ground for this spell to take
effect.
Arcane Focus: A small metal rod.
pells
Grounding
Abjuration
Level: Clr 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 action
Range: Personal
Target or area: 30 ft. emanation centered on you
Duration: 1 round/level (D)
You become a literal lightning rod for you and those with
in the area of the spell. As long as you remain on a nonwatery surface, you create a safety zone where any light
ning attacks striking you or those in the area do -3 points
of damage per die (minimum of 1 point per die). Also, if
the lightning attacks would normally continue past you,
it gets channeled harmlessly into the ground at your feet
instead, ending the lightning spell. The spell remains in
effect as long as you take no more than a single five-foot
step each round. Those in the area can move normally and
still be protected as long as they remain within the pro
tected area.
For example, a blue dragon breathes on your party and
the bolt strikes your companion 20 ft. in front of you, you,
and the companion 10 ft. behind you, who moved into the
protected area. The spell does damage to the companion
in front of you (-3 damage per die), continues onto you
doing damage (again -3 damage per die) and then
grounds harmlessly into the surface you stand on, never
reaching the companion standing behind you.
Arcane Focus: A small metal rod.
<
Handcramp
Enchantment (Compulsion) [Mind-affecting]
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: Instantaneous
SavingThrow: Will negates
Spell Resistance: Yes
pells
Magic Armor
'O
Indomitable Charge
Abjuration [Force]
Level: Myr 6
Component: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round per level
Indomitable charge creates a crackling field of ener
gy that hovers before you. Whenever you move,
you automatically make an overrun action against
A n
anyone whose space you attempt to move through,
even if you do not use a charge to move. As you walk
or run, the energy field before you pushes aside
opponents as per the overrun action. In addition, any
one who attempts to block your movement must
make a Reflex save or take 6d6 points of damage as the
energy field batters him senseless. Anyone who miss
es this save automatically fails to block your move
ment. Those who make their save may attempt to halt
you, but you gain a +4 competence bonus on your trip
attack to push past them.
If you make a charge attack while this spell is in
effect, the target of your charge attack must make a
Reflex save as if he attempted to halt your progress.
In addition to providing the benefits listed above,
the barrier created by indomitable charge functions as a
shield spell.
Abjuration
Level: Myr 1
Components: V, F
Casting Time: 1 action
Range: Touch
Target: Armor or shield touched
Duration: 1 minute/level
SavingThrow: W ill negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Magic armor grants a suit of armor or a shield a
+1 enhan-cement bonus to AC. If you cast this
spell on a suit of armor you wear and a shield you
carry, stack the enhancement bonuses provided
by this spell.
Focus: The suit of armor or shield.
Minor Restoration
Conjuration (Healing)
Level: Clr 0
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Instantaneous
SavingThrow: W ill negates (harmless)
Spell Resistance: Yes (harmless)
Minor restoration restores 1 point of temporary
ability damage to one of the subjects ability scores.
It does not restore permanent ability drain.
Mirror Legion
Illusion (Figment)
Level: Myr 3
Components: V
Casting Time: 1 action
Range: Personal (see text)
Target: You
Duration: 1 minute/level
This spell is an enhanced version of mirror image that
has some offensive uses. Mirror legion operates exact
ly as mirror image with one important exception. The
copies created by it move to attack your foes, confus
ing them and causing them to become flanked. At any
point of your action, nominate one opponent within
your threatened area. So long as you have at least one
mirror image remaining, you attack as if you flanked
that opponent. Note that your allies and any other
attackers also gain the benefit of flanking your selected
target.
Spells
Psychometry
Divination
Quickread
Enchantment (Compulsion) [Language-dependant,
Mind-affecting]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature and book touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: Yes
You send a wave of negative energy into a group of
undead that have recently been turned or rebuked by
another. The negative energy bolsters their resolve and
enables them to react normally on their next action as if
no longer under the effect or turning or rebuke attempts.
You affect a number of hit dice of turned undead equal to
your caster level, affecting the lowest hit dice first. For
example, if there are 4 skeletons (HD 1) and 1 spectre
(HD 7) being turned, a 10th level caster could Reverse
Turn the skeletons, but would not have the power left
over to affect the spectre. This spell has no effect on
undead in the area who are not under the effects of a turn
ing or rebuke attempt.
Rearguard
Abjuration
Level: Rgr 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature touched
Duration: 1 hour/level
Saving Throw: None (harmless)
Spell Resistance: Yes
A creature affected by this spell gains exceptional aware
ness and reflexes in combat. This creature retains its
Dexterity bonus to AC when flanked.
Sandstorm
Conjuration (Creation)
Level: Sor/Wiz 5
Components: S, M
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: No
languages.
>
<
>
Spells
Shrapnel
Transmutation
Level: Battle 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Targets: Up to five creatures, no two of which can be
more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
You transform a handful of coins into razor-sharp shards.
A number of coins equal to your caster level may be creat
ed. When you open your hand, the shards fly out and
attack, automatically striking your chosen target(s). Each
shard deals ld4 points ot damage. The following round
they dissolve, dealing 2 additional points of damage each.
Silver coins have proven to be very effective against cer
tain creatures.
Material Component: A number of pieces which are con
sumed in the casting.
Shockblade
Transmutation [Electricity]
Level: Myr 3
Components: V, F
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: W ill negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Shockblade cloaks the affected weapon with a shimmering
<
Shocknet
Evocation [Electricity]
Level: Brd 3, Sor/Wiz 3, Rgr 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None or Fortitude Partial (see text)
Spell Resistance: Yes
You create a net formed of electricity and with a quick ges
ture you send it hurling at a target as if you were profi
cient in throwing it. Make a ranged touch attack against
the target. The shocknet's maximum range is 30 ft., and you
suffer no range penalties. If the attack is successful, the
target is entangled and shocked. The shocknet instantly
delivers ld8 +1 points of electrical damage per round to
the target and ceases shocking it if the target remains
absolutely still. The entangled creature suffers a -2 penal
ty on attack rolls and a 4 penalty on effective Dexterity
so long as it remains in the net. The entangled creature
can only move at half speed and cannot charge or run. If
the entangled creature tries to cast a spell, escape with an
Escape Artist check, or cut its way out, it suffers an addi
tional ld8 +1 points of electricity damage. If the entan
gled creature attempts to cast a spell, it must succeed at a
Concentration check (DC 10 + damage dealt from the
shocknet plus the spells level) or be disrupted. As a fullround action the entangled creature can escape with an
Escape Artist check (DC 20).
The net has 5 hit points and can be burst with a
Strength check (DC 25, also a full-round action), but this
attempt deals an additional ld8 +1 electricity damage
whether successful or not. Anyone outside grasping the
net or otherwise helping the target takes the same dam
age. The spell only affects Small, Medium-sized or Large
creatures.
Silent Step
Transmutation
Level: Alch 1, Myr 1, Sor/Wiz 1
Components: S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
<
Spells
Smite Foe
Transmutation
Level: Pal 2, Destruction 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You are able to use your paladin's Smite ability on any
creature that is not of your alignment (i.e. if you are good,
it enables you to Smite any non-good creature) as long as
the spell is in effect and you have the Smite ability avail
able to you at the time. This counts against the number of
times per day you may use the Smite power, however the
ability remains active for the duration of the spell.
Spinewrack
Necromancy
Level: Clr 2, Sor/Wiz 2, Pain 2
Components: V, S
Casting Time:
1 action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: 1 round/level (D)
SavingThrow: Will negates
Spell Resistance: Yes
By intoning a low, horrific
sound and squeezing your fist
shut, you call forth a far-reach
ing hand of negative energy that jars the spine of the
target, causing wracking pain to shudder through its
bones and nervous system. The target suffers a -2 circum
stance penalty to AC, attack, and damage rolls, and his
movement is cut in half. This spell has no effect against
undead, constructs or oozes or anything lacking a proper
nervous system.
Staff of Defense
Abjuration
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
>
Range: Personal
Effect: Your staff defends you
Duration: 1 round/level
Saving Throw: Reflex (see text)
Spell Resistance: No
You cast this spell on a quarterstaff or quarterstaff-like
weapon. By its own free will, the staff begins to swirl
around you at a safe distance, covering all your
facings in a flurry of blocks, feints and lunges.
It moves with you as you move, and acts as a
sort of personal bodyguard. You gain a +2
competence bonus to AC and +4 cir
cumstance bonus to AC against
Attacks of Opportunity. Anyone
within 5 ft. of you must suc
ceed at a Reflex saving
throw each round
r'
SPEL L S
Steal Poison
Transmutation [Teleportation]
Level: Asn 2
Components: S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One poison-coated blade or poison filled container.
Duration: Instantaneous
Saving Throw: None (object) or Will Negates
Spell Resistance: No
You cause one type of manufactured poison within the
area to teleport from its current place to coat your bladed
slashing or piercing weapon. You don't need to know the
type of poison, just where it currently is. The poison may
be in a vial on your belt, in a beaker on a nearby desk, or
on the blade of an opponent you are combating. No saving
throw is allowed if the object is unattended. The poison
totally disappears from its old location, leaving no trace.
It fully coats your blade and acts as it would in its current
state. You cannot steal poison naturally created by a
creature.
ri
m ,.-
Summon Sentinel
Abjuration
Level: Clr 4, Earth 4, Drd 3, Protection 3, Rgr 3
Components: V, S, F
Casting Time: 1 full round
Range: Touch
Area: 50 ft. radius
Duration: 1 hour/level (D)
When you cast this spell, a nonliving sentinel in the area
that you touch guards you. You choose an inanimate
object (like a tree or boulder) when the spell is cast which
becomes an animated object per the MM. The object
gains an otherworldly sense of its surroundings. If anoth
er living creature or creatures not named during the cast
ing enters the area and is at least Small size, the object
animates and moves to attack the first intruder. A tree
uproots, a small boulder rolls, etc. and moves to attack
immediately by the quickest route possible, but will not
leave the area of effect.
The sentinel continues to attack for two full rounds,
giving you and your companions' time to equip your
selves and join the fray. On the third round the animated
object returns to it's place of origin by the quickest route
possible and deanimates, ending the spell.
Focus: The inanimate object.
Storm of Arrows
Transmutation
Level: Myr 3
Components: V, F
Casting Time: 1 action
Range: Touch
Target: Projectile touched
Duration: 1 round/level
Saving Throw: W ill negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This wondrous enchantment transforms a single projec
tile, such as an arrow or darts, into a great hail. Upon cast
ing this spell, you touch a single projectile of Mediumsize or lower. If you make an attack with that projectile
before the spells duration elapses, it splits into one addi
tional projectile for every three caster levels. Thus, a 12thlevel myrmidon could use this spell to fire an arrow that
splits into four additional arrows. Each projectile generat
ed by this spell is identical to the original missile in all
respects, retaining any magical bonuses or special abili
ties. Thus a +2 arrow creates identically enchanted arrows.
Each weapon must be aimed at a single target within line
of sight. Resolve each projectiles attack separately, using
the base attack bonus used with the original projectile.
Focus: The weapon.
Thunder Clap
Transmutation [Sonic]
Level: Myr 2
Components: V, F
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: W ill negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell imbues a single weapon with a single jolt of
sonic energy. The weapon vibrates wildly, making it diffi
cult to handle in battle. The next time you attack with this
weapon, you may make a normal attack at -4 to hit or a
touch attack with no penalty. A successful attack with a
weapon imbued with thunder clap causes a tremendous
peal of thunder, stunning your enemy and possible alert
ing others of your presence. No matter which type of
attack you make, the weapon deals 2d4 sonic damage and
the target must make a Fort save or be stunned for 1
round. If you hit with a normal attack, you deal standard
damage in addition to the effects of this spell. After suc
cessfully hitting an opponent, the spell is expended and
immediately ends.
Focus: The weapon.
RECRUITMENT
Depending on the size of the city in which they search,
the party may be unable to find a mercenary whose skills
and experience match their needs. To look for mercenar
ies, a character must make a Gather Information check.
The following actions and environments provide modi
fiers to the check. Note that all of these modifiers stack
with one another. A character who hires criers and posts
notices receives a total +6 bonus to his Gather
Information check, if the check succeeds, you find a mer
cenary who meets the criteria you need.
Ta b l e
8-1: M
ercenary
T a b l e 8-2: G a t h e r i n g I n f o r m a t i o n DC
Mercenary Level
Gather Inform ation DC
1
5
2
10
3
15
4
20
5
25
6
30
8-3: T o w n S i z e D C
Town Size
Thorp or Hamlet
Village
Small Town
Large Town
Small City
Large City
Metropolis
DC Modifier
+10
+8
+5
0
-5
-10
-15
R e c r u it m e n t
Factor
Modifier
Hire criers to spread word
(20 gp/day)+4
of employm ent opportunity
Post notices around town
(5 gp/day)+2
Per consecutive day o f searching
(max 14)+1
Searching for a adept, com m oner,
+2
expert, or warrior
Searching for a fighter or rogue
+0
Searching for a barbarian, bard,
-2
cleric, sorcerer, or wizard
Searching for a druid, monk, paladin,
-4
or ranger
>
Ta ble
<
ercenaries
84: G a t h e r i n g I n f o . M o d i f i e r s
Factor
Characters have a reputation
for mistreating meres.
Mercenaries have recently died
in PCs service.
Characters have a good reputation
with meres.
t
Characters advertise rates 10 - 20%
above average.
Characters advertise rates more than
20% above average.
Table
Check Modifier
-4
-8
+2
+2
5
6
ercenary
Ra tes
Daily Rate
5 gP
40 gp
80 gp
120 gp
170 gp
225 gp
280 gp
370 gp
Treasure Share
None
None
None
None
1/2 share
1/2 share
full share
full share
+4
PAYMENT RATES
Mercenaries dont come cheap. They expect to expose
themselves to mortal dangers on behalf of their employ
ers as part of the job, and most demand wages far in excess
of the typical laborer. After all, a mercenary could always
turn to less dangerous professions to make ends meet.
Mercenaries ply their trade for the profit it offers them,
and in the typical fantasy world theres more than enough
demand to justify their high rates.
The table below summarizes the average wage per level
of a mercenary. When computing the going wage for a
mercenary with levels in adept, expert, or warrior, sub
tract 1 from the total levels the character has in those
classes. If a mercenary only has levels in the commoner
class, subtract 2 to determine his pay rate level.
>
8-5: M
Level
-1
0
1
2
3
4
e r c e n a r ie s
HUMANOID MERCENARIES
Evil adventurers and opportunists seeking to save a
few gold pieces turn to the evil humanoid races,
such as goblins, ores, ogres, and gnolls,
for mercenary support. While such
troops are rather cheap compared to
traditional mercenaries, they are
also difficult to control and prone
to abandon a master as soon as the
going gets tough. Evil humanoids
work at a base rate of pay equal to
half the rates listed above. A mon
ster or humanoids level equals its
hit dice for determining its pay
rate. It is strongly recommended
that if you allow player characters
to recruit humanoids, use the
morale rules to reflect their unreli
ability. As a rule of thumb, evil
humanoids working under a mas
ter from one of the PC races suffer
a -4 competence penalty on all
Morale saves. In addition, they auto
matically suffer from several char
acter flaws. Humanoids steal from
their master at every opportunity
with a Morale save DC equal to 15 +
their hit dice. They also opt to betray
their master in the face of defeat at the
hands of a force that could potentially hire
them with a Morale save DC equal to 20.
_____________ NEGOTIATIONS
For simplicitys sake, you can assume that a mercenary
automatically demands and accepts nothing less than the
rates and conditions listed above. However, the players
may decide they wish to discuss the terms of service and
drive down a mercenarys asking price. The negotiation
system presented here is meant to serve as a mechanical
tool for resolving any sort of negotiation. The system
focuses on discussing prices for services but includes
additional rules lor ex-panding its scope to a wide range of
situations.
fc- ........M e r c e n a r i e s
OVERVIEW
Any sort of negotiation works like combat. Each side
alternates Diplomacy, Bluff, or Sense Motive checks in an
effort to gain an advantage in discussions. The basic sys
tem assumes you do not wish to force your players to con
cede points or make decisions for their characters based
on an NPCs skill check. Thus the system only allows for
NPCs to change their demands or feelings about an issue.
Optional rules introduce the option for NPCs who
attempt to negotiate with the PCs.
STARTING A NEGOTIATION
The negotiation assumes the PCs want to induce an NPC
to concede to their demands, such as by agreeing to a
lower pay rate for work or accepting a treaty or agreement.
To do this, the PCs must make a Diplomacy check that
meets or beats a DC determined by the NPCs Charisma,
desires, and ranks in Diplomacy.
BASIC RULES
The basic DC to sway a person to accept an agreement
equals 10 plus the targets Charisma modifier plus his
ranks in Diplomacy. In addition, the concessions the PCs
seek increase this DC, as listed in the table below.
T a b l e 8 -6: C o n c e s s i o n s
DC
Concession Desired
DC Modifier
Cut pay by 5%
Cut pay by 10%
Cut pay by 20%
For each addition 5% cut beyond 20%
Increase pay by 10%
......... .
...........
1* 1
+2
+5
+10
+5
-2
>
Increase pay by 20%
For each added 10% beyond 20%
Cut half-share o f treasure
Reduce full share to half-share
Cut full share o f treasure
Include half-share of treasure
Increase half-share to full share
Include full share o f treasure
Each additional full share o f treasure
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ercen aries
-5
-5
+5
+5
+10
-2
-2
-5
-5
ADVANCED RULES
The basic rules work well for most situations, but they
lack depth and texture. For one thing, they render the
NPC a static participant in the negotiation. If you wish to
add some more subtlety and jockeying for position, the
advanced rules increase the options available to both sides
of a discussion.
The most important differences between the basic and
advanced rules are that both sides make skill checks and
both choose to use Bluff, Diplomacy, or Sense Motive. The
skill a participant chooses to use dictates his negotiation
tactics and affects his chance to convince his counterpart
to agree to his terms. These tactics interact with one
another, and some are particularly well suited against
others.
Using Bluff indicates you want to try to sway the other
party with emotional arguments, fallacious statements,
and other tactics that cloud the issue and confuse your
opponent, if you use Bluff to negotiate when your oppo
nent chooses Diplomacy, you gain a +2 competence bonus
to your check. Your appeals to emotion and distorted facts
blunt his efforts. He refers to facts and ideas that you eas
ily subvert simply by making up facts that dispel his
own.
Using Diplomacy is an attempt to present facts in a rea
sonable, clear manner to logically build a case for your
position. You summarize your position and explain why
your opponent should agree to it. If you use Diplomacy to
negotiate when your opponent chooses Sense Motive,
you gain a +2 competence bonus to your check. Your calm,
carefully constructed arguments withstand your oppo
nents scrutiny. By relying on facts, you win your oppo
nents trust.
Using Sense Motive reflects your attempt to read your
opponent and analyze his true goals and tactics. You let
him do most of the talking in an effort to lure him into
making a misstep or opening him up to a counterpoint
>
e r c e n a r ie s
Point Cost
2
5
10
5
5
5
5
10
R0LEPLAYING
AND THE ADVANCED RULES
If you want to combine roleplaying with the advanced
rules, play out the interaction between the PCs and the
NPCs they are speaking with. After a minute or two of in
character conversation, decide which skill each side is
using based on their statements and actions. If the player
roleplays his character well and makes good points, assign
a bonus to his check ranging from +1 to +5, depending on
e r c e n a r ie s
An Important Note
The rules for morale assume you want to use a determin
istic set of mechanics to resolve an NPCs loyalty.
However, some DMs are more comfortable using their
own judgment based on the situation and the NPCs per
sonality to determine if a hireling stands his ground.
These rules work best with hired mercenaries, rather than
allies, cohorts, and friendly NPCs who work the charac
ters towards a common goal. Feel free to use them in any
situation, but dont let them dictate actions you feel are
inappropriate or run counter to plans you have for an
NPC. Generally speaking, the less detailed and less impor
tant an NPC, the better suited these rules are for adjudi
cating his actions. However, the morale rules do highlight
the risks players take in trusting NPCs and they inject a
sense of uncertainty and unreliability into the characters
allies. Carefully consider the place of an NPC in your cam
paign before applying these rules to him.
T a b l e 8-8: M
orale
o d if ie r s
Pay Rate
NPC hireling is paid 50% more
but less than twice the standard rate.
NPC hireling is paid twice
or more than standard rate.
NPC is paid less than standard rate
NPC is a slave or was forced into service
Modifier
Relationship
NPC is a close friend o f his allies.
NPC has worked with allies regularly
in the past.
Party has saved NPCs life.
NPC receives fair treatm ent from
employer.
NPC receives abuse and poor
treatment from employer.
NPC has reason to distrust employer.
Employer has reputation for causing
deaths am ongst hirelings.
Modifier
Shared Coals
NPC has a personal stake in
com pleting adventure or mission.
N PCs close friend or liege has personal
stake in the m ission.
NPC has been promised great reward,
fame, or glory.
NPC has no stake in outcom e
o f adventure.
NPC has no grasp o f adventures
point or goal.
Modifier
+2
+4
-2
-4
+6
+4
+4
+2
-2
-4
-6
+6
+4
+2
-2
PERSONALITY TRAITS
In addition to the general tendencies covered above, the
NPCs temperament and personality plays a heavy part in
determining his morale. When creating a mercenary or
NPC hireling, choose two or three personality traits that
define the character. For each of these, apply a +2,0, or -2
modifier to the NPCs morale save depending on the
nature of the trait. Below are examples of traits for each
modifier value.
Positive Traits (+2): Daring, honorable, loyal, opti
mistic, tough, trustworthy.
Neutral Traits (+0): Affable, cunning, fair, practical,
quiet, realistic, tolerant.
Negative Traits (-2): Cowardly, deceitful, erratic,
greedy, self-centered, vain.
In general, any trait that indicates bravery, self-sacrifice,
or loyalty translates into a +2 bonus. Traits linked to cow
ardice, self-centered behavior, or unpredictability trans
late into a -2 penalty. Most others have no effect on an
NPCs Morale save.
ALIGNMENT
Determining Morale Saves
All characters start with a base Morale save of +0. The fol
lowing table summarizes the modifier applied to this
starting value. Choose up to one factor from each table.
o rale
S av es
Situation
Morale Save DC
Under fire from enemy
5
archers or spellcaster.
Party is the victim o f a surprise
10
attack or am bush.
Ally falls in battle
15
Reduced to fewer than half m axim um
15
hit points.
More than half o f party falls in battle
25
Single creature drops 2 or more allies
25
in one round.
NPC reduce to quarter or fewer
25
starting hit points.
More than half o f party falls in
30
one round.
OTHER SITUATIONS
Creatures and events that experienced or heroic
adventures accept in stride can send hirelings
and less-experienced NPCs running for
cover. Any hireling of 3rd-level of lower must
make a Morale save (DC 10) to fight undead or
creatures of size Large or higher, no matter
what the circumstances. Such creatures are so
terrifying and intimidating that the hireling
recoils in fear. A hireling who fails his save
refuses to move into the creatures threatened
area. If forced into melee, he takes a -2 morale
penalty to all attacks. Check once for each
encounter involving these creatures. The
penalty lasts until the end of the battle.
When a hireling has a chance to steal
treasure for himself, he must make a Morale
save to resist temptation. The DC of this check
equals the total gp of the treasure available to
steal divided by 20. Not all hirelings are sus
ceptible to this check. Any hireling with a total
Morale save of +6 or higher automatically passes
this check, as his personal loyalty to his employer or
ally is great enough to overcome temptation. Note that
this check only applies to treasures the hireling discovers
>
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ercen aries
Modifiers
The situation surrounding a Morale save can affect a
hireling's chances of standing and fighting in the face of
the enemy. AU bonuses and penalties with the morale
descriptor apply to Morale saves, even if the effect does
not explicitly apply to saves. For example, the spell bless
provides a +1 morale bonus to saves against fear and
attacks. Since this is a morale bonus, a hireling under the
effects of bless also gains a +1 bonus to a Morale save. On
the other hand, the bards Inspire Greatness music ability
provides a competence bonus to Fortitude saves. Since
this is a competence bonus, Inspire Greatness has no
effect on Morale saves.
Other modifiers apply at the D M s discretion. As a rule
of thumb, a factor that pushes a hireling to disobedience
is worth a -2 modifier, while one that gives him reason to
stand by his employer is worth a +2 bonus. The following
table summarizes some common modifiers to Morale
saves.
T a b le 8-10: M o r a l e S a v e M o d i f i e r s
Factor
Enemy offers to accept surrender.
Party outnum bered.
NPC within sight o f safe cover
or easy escape route.
NPC caught in darkness or similar spell
Party outnum bers enemy
Party has access to raise dead,
healing potions, etc.
Enemy reduced to half starting num bers.
NPC not currently under attack
by enemies (com bat only).
Modifier
-2
-2
-2
-2
+2
+2
+2
+2
>
RALLYING HIRELINGS
Until the encounter ends, the hireling runs from battle or
suffers a -2 penalty if he cannot flee. Anyone can attempt
to fortify a hirelings spirits by making a Diplomacy check
(DC 20) to rally him. If the check succeeds, the hireling
immediately behaves as normal and may reengage the
enemy. Also, any spell that grants a terrified or afraid
hireling a morale bonus allows him to immediately make
a Morale save (DC 20) to regain control of himself.
ercen aries
Example Flaws
Flaws cover a wide range of antisocial behavior, from
extreme greed that drives someone to steal to an alcohol
addiction that leaves a veteran warrior a blubbering,
drunken mess.
Coward: Whenever the NPC is in combat, whether
under direct attack or merely a bystander, he must make a
Morale save or immediately freeze up. He is cowering and
loses his Dexterity bonus to AC, may take no actions, and
anyone attacking him gains a +2 bonus to hit. Make a new
Morale save every round, whether the cowardly NPC
made or failed his previous save.
Drunk: The NPC is a hard drinker who often contin
ues to throw back ale or wine until it renders him sense
less. W hen given the opportunity to drink, the NPC must
make a Morale save against his flaw to avoid drinking
heavily. A drunk character suffers a -2 competence bonus
to all attacks, checks, and saves. As a rule o f thumb, a char
acter can have a total number of drinks equal to two plus
his Constitution modifier before becoming drunk.
Q u ic k Temper: The NPCs anger runs hot and fast.
W hen in an argument or other stressful social situation,
the NPC must make a Morale save to avoid yelling at oth
ers or picking a fist fight.
Thief: The NPC or hireling is extremely greedy.
Whenever he has a chance to pocket some minor, valu
able trinket without being observed, he must make a
Morale save to avoid doing so.
>
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>
e r c e n a r ie s
GETTING STARTED
The skirmish combat system uses the same basic rules
and organizations as the core d20 combat rules. In many
ways, battles in both systems operate the same exact way.
However, the skirmish system introduces one important
new concept, the unit. Units are groups o f up to 10 sol
diers who move and fight together. Rather than expect
the players to keep track of each individual in a battle, the
unit system allows you to resolve the actions and attacks
of many individual warriors in a single die roll.
Skirmishes are best used to resolve battles with more
than a couple dozen participants. For example, these rules
work well for a caravan ambush, an attack on a small
village, or even battles between large numbers of
weak creatures and a single powerful party.
Skirmish Combat
Skirmish battles use many of the same
combat rules as the core combat sys
tem. Use the following rules with
few or no changes.
Combat sequence: Remains
unchanged.
Initiative: Roll for each individ
ual or unit in the battle.
Attack and defense modifiers:
Cover, concealment, higher
ground, fighting with two
weapons, and all other factors
have exactly the same effect on
skirmish attack rolls as they do
in the normal combat system.
Spells: Magic works exactly the
same, as the skirmish system
uses 6-second combat rounds.
>
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M
ercen aries
Units
A unit is any formation of up to ten individual troops,
soldiers, creatures, or things that operate in close order. A
phalanx of spearmen qualifies as a unit, as does as a
squadron o f horsemen. Units are represented on the bat
tlefield as a single creature for most combat purposes.
Thus, when a unit attacks, it makes one attack roll to rep
resent all of its members efforts. Use a single figure,
counter, or other marker to represent a unit.
Units are composed of identical troops. You cannot
have a single unit that includes three ogres and five ores.
Instead, they form [wo units, one o f three ogres and
another o f five ores. The rules presented here assume the
members of a unit have identical game statistics.
Since a unit is composed of many creatures, its size is
greater than a single creature of its type. For instance, a
packed mass of warriors counts as a Large or bigger crea
ture for combat purposes. The table below summarizes the
size of a variety of units based on the initial size o f their
members and how many creatures form the unit.
T a b le 8-11: U n i t S iz e
Creatures
in the Unit
1
2
3
4
i
5
6
7
8
9
10
Unit Size
Member size
Member size
Member size
Member size +1
Member size +1
Member size +1
Member size +1
Member size +2
Member size +2
Member size +2
AC
0
0
0
-1
-1
-1
-1
-2
-2
-2
Attack
0
0
0
+1
+1
+1
+1
+2
+2
+2
T a b le 8-12: U n i t F a c i n g
Unit Size
Facing
Small
Medium
Large
Huge
Gargantuan
Colossal
5 ft. x 5 ft.
S ft. x 5 ft.
10 ft. x 10 ft.
15 ft. x 10 ft.
20 ft. x 20 ft.
25 ft. x 25 ft.
ATTACKS
W hen attacking, units make a single roll to represent the
attacks made by all their members. This attack roll works
as normal. Apply the attack modifiers listed in the core
combat rules for environmental factors, range, cover, con
cealment, and any other conditions. Compare the result
o f the units attack roll to its targets AC as normal.
However, since this attack roll represents the actions of
several creatures attacking at once, damage is handled
somewhat differently. The attack result determines how
many members of the unit hit and may roll for damage.
For large units, it is possible that an attack that would
normally miss deals damage to a target. W ith that many
people making an attack, a near miss is good enough for a
couple of them to score hits.
To determine how much damage a unit inflicts, com
pare its attack roll to the targets AC. The amount by
which the attack hits or misses determines the damage
inflicted. The table below summarizes the result ot unit
attacks. Subtract the targets AC from the units attack
result and cross-reference that with the units size. The
result is the number of hits the unit inflicts. Roll the unit's
damage once for each hit and add the total together. O n a
confirmed critical hit, the unit deals an additional hit.
Before resolving the threat, add the units attack modifiers
to the critical threat roll, determine how many hits that
roll results in, and then test for a critical hit.
Example: A unit of 10 dwarf warriors with a total attack
bonus o f +3 and armed with warhammers, attacks a group
>
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M
ercen aries
T a b le 8-13: A t t a c k i n g U n i t s
SPLITTING ATTACKS
Attackers
i Unit
1
2
3
4
5
6
7
8
9
10
0 to 4
1
1
1
1
1
1
1
2
2
2
5 to 9
1
1
1
2
2
2
3
3
4
4
10 to 14
1
1
2
2
3
4
4
5
5
6
15 to 19
1
2
2
3
4
5
6
6
7
8
RESOLVING DAMAGE
When a unit attacks an individual, total the damage it
deals and subtract that from the individuals hit points.
W hen a unit attacks another unit, apply the damage to
one member of a unit. If that reduces the unit member to
0 hit points, he is considered dead. Apply any remaining
damage to the next member of the unit and so on. It is
possible for a unit to inflict 1 hit but kill more than two
members o f an enemy unit. Remember, the single attack
roll represents up to 10 individuals making an attack. The
6 points of damage scored by a single hit might actually
represent 2 different attackers combining for a total o f 6
points o f damage. Always apply damage to wounded unit
members first, then fresh ones.
Example: The goblins from our above example have 4 hit
points each. The dwarf unit hits them for a total o f 9 points
of damage. Applying that damage to one goblin drops it to
0 hit points, killing it, with 5 points left over. Applying the
remaining 5 to a second goblin drops him and leaves 1
point. That final point counts against a goblin, dropping
him to 3 hit points. The next time this unit is hit, the 3 hit
point goblin takes damage before any of his un-wounded
comrades. The goblin unit is now down two members.
INDIVIDUALS
During a skirmish battle, individuals operate exactly as
they would in the normal combat rules unless they inter
act with units o f creatures. In that case, there are a few
minor changes needed to take into account combat and
other actions between units and individuals.
W hen an individual attacks a unit, resolve the attack as
normal per the core combat rules. Damage from an indi
vidual does not carry over from one unit member to
another, as it does in unit versus unit combat. If a unit or
sub-unit attacks an individual, resolve the attack as per
the unit combat rules, but all damage inflicted is applied
only to the target individual. It does not carry over to any
other targets.
<
ercen aries
ATTACKS OF OPPORTUNITY
Each unit receives the standard number of attacks of
opportunity based on the troops that compose it. W hen
making attacks of opportunity with a unit, you may split
your attacks. For example, a unit of 10 ores attacks a pair of
sorcerers. The first sorcerer attempts to cast a spell, pro
voking an attack of opportunity. The player controlling the
ores decides to allocate five of his units attacks of oppor
tunity against the first sorcerer. W hen the second sorcerer
draws an attack of opportunity that same round, the ores
respond with their five remaining attacks of opportunity.
Morale
Using the rules for Morale saves presented earlier in this
book, compute Morale saves for each unit or NPC indi
vidual involved in a skirmish. During a battle, any com
batant with a listed Morale save must make a successful
Morale save to remain in the field if the battle turns
against it or it takes heavy casualties. The following table
summarizes events that triggers Morale saves and the DC
needed to avoid fleeing for each event.
T a b le 8-14: M o r a l e D C
Event
Under fire from enemy archers
or spellcaster.
Allied unit or individual falls
in battle within line o f sight.
Individual reduced to fewer
than half m axim um hit points.
Unit reduced to half starting strength.
Individual reduced to fewer than
a quarter m axim um hit points.
Unit reduced to less than a quarter
o f starting strength.
<
Morale DC
5
10
15
15
25
25
COMMAND
Units and NPC individuals need the guidance of PC com
manders in order to fight to the best of their ability. A gap
in the enemyformation a PC might recognize escapes a
unit o f warriors, who simply charge forward to attack the
nearest opponent. Command rules simulate the difficulty
in keeping warriors together.
i f a unit or NPC individual does not receive any com
mands from the PCs, they either fire missile weapons at
the nearest opponent or charge the nearest enemy. For
purposes of determining the nearest enemy, units and
individuals can ignore opponents on the opposite side of
impassable terrain. For example, a unit does not have to
charge a group of bugbears standing on the opposite side
o f a gorge. I f a unit has no enemy in sight, its controlling
player may move them in any direction at any rate of
speed.
If a PC uses a free action to shout orders at a unit or
individual, the players may freely control that particular
ally. A PC may only issue orders to one unit per round,
and that unit must be within 50 ft. of the PC in order to
hear his orders. A PC may issue orders on the unit or indi
viduals action, but may not issue orders again until his
own action.
If you choose to apply this rule, be sure to use it with
the PCs enemies. Any important or powerful individuals
and NPCs may issue orders. In addition, any NPC allies of
the characters who adventure with them as equal partners
may also issue orders.
Units capable o f casting spells use them at the D M s dis
cretion if they have not received orders from the charac-
<
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ercen aries
RANDOM
MERCENARY CREATION
The following tables allow you to create the minor aspects
of a mercenary on the fly, such as his personality, fears,
quirks, favored weapons, and other details that can slow
down play if the players decide to track down and hire a
mercenary in the middle of a session. I f you dont expect
the party to seek out a hireling, creating one can take up
valuable gaming time. The tables in this section cover
aspects of a mercenary beyond the typical level, statistics,
and other traits that are determine either by what the
players seek in a mercenary or that the system already
includes rules for generating.
Alignment
Just because the party is composed of lawful good cru
saders doesn't mean that their hirelings are just as saintly
as they are. Even an evil hireling might be willing to work
with a group of heroes if the pay is high enough and the
risk low enough.
T a b l e 8-15: A l i g n m
dlOO
01-10
11-20
21 - 3 0
31 - 4 5
46-60
61 - 7 5
76-85
86-95
96-00
en t
Alignment
Lawful Good
Neutral G ood
Chaotic Good
Lawful Neutral
Neutral
Chaotic Neutral
Lawful Evil
Neutral Evil
Chaotic Evil
Race
If the characters do not specifically seek a hireling of a
particular race, you can randomly determine it. This is a
good option when creating NPCs on the fly, and it also
helps inject some variety into the hirelings the PCs
encounter.
T a b l e 8-16: R a c e
dlOO
1-40
41 - 5 5
56-60
61 - 75
75-85
85-90
91 - 100
Race
H um an
Dwarf
Elf
G no m e
Half-elf
Half-orc
Halfling
Random Skills
The following table allows you to customize an NPCs
skill list and simulate the wide, often seemingly random,
skills hirelings pick up during their careers. To keep
things simple, assume that NPCs pump the maximum
possible ranks into a skill. Unless you have a good reason
to select a wide range of skills for an NPC, maxing out
skill ranks cuts down the total number o f skills you need
and speeds up the creation process.
i f you roll a skill that is prohibited to the NPCs class,
roll again. W hen using this table, chances are that it will
return a skill considered cross-class for the NPC. Try to
use this table only when you have no ideas for determin
ing an NPCs last few skills.
T a b l e 8-17: S k i l l
dlOO
01
02
03-04
05
06-08
09-12
13
14-20
21
22-23
24-25
26
27
28
29-30
31 - 3 3
34-35
36-37
38
39-40
41 - 4 2
43-44
45
46
47
48-50
51-52
53-54
55-56
57-58
59-70
71
72-75
76
77-78
79-80
81 - 8 2
83
84-90
91 - 9 3
94
95
96-97
98-100
Skill
Alchemy (Int)
Anim al Empathy (Cha)
Appraise (Int)
Balance (Dex)
Bluff (Cha)
Clim b (Str)
Concentration (Con)
Craft (Int)
Decipher Script (Int)
D iplom acy (Cha)
Disable Device (Int)
Disguise (Cha)
Escape Artist (Dex)
Forgery (Int)
Gather Information (Cha)
H andle Anim al (Cha)
Heal (Wis)
Hide (Dex)
Innuendo (Wis)
Intim idate (Wis)
Intuit Direction (Wis)
Ju m p (Str)
Knowledge (arcana) (Int)
Knowledge (nature) (Int)
Knowledge (religion) (Int)
Listen (Wis)
Move Silently (Dex)
O pe n Lock (Dex)
Perform (Cha)
Pick Pocket (Dex)
Profession (Wis)
Read Lips (Int)
Ride (Dex)
Scry (Int)
Search (Int)
Sense Motive (Wis)
Speak Language
Spellcraft (Int)
Spot (Wis)
Swim (Str)
Tumble (Dex)
Use Magic Device (Cha)
Use Rope (Dex)
W ilderness Lore (Wis)
ercenaries
Favored Weapon
A strange favored or unique favored weapon can add a sur
prising amount ot texture to an otherwise dull NPC an
aspect of NPCs that is often overlooked. If everyone in
your campaign relies on longswords and axes, the hireling
warriors toting a heavy flail will stand out. Select one of
the three tables based on the NPCs weapon proficiencies.
T a b le 8-18: F a v o r e d W e a p o n s
75-80
81 - 8 5
86-89
90-92
93-97
98-100
Simple Weapons
Gauntlet
U narm ed Strike
Dagger
Punching Dagger
Spiked Gauntlet
Light Mace
Sickle
Club
Halfspear
Heavy Mace
Morningstar
Quarterstaff
Shortspear
Light Crossbow
Dart
Sling
Heavy Crossbow
Javelin
dlOO
01 - 03
04-06
07-09
10 - 12
13-15
16-18
19 - 2 1
22 - 24
25-27
28-30
31 - 33
34-36
37-39
40-42
43-45
46-48
49-51
52-54
55-57
58-60
61-63
64-66
67-69
70-72
73-75
76-78
79 - 8 1
82-87
88-93
94-97
98-100
Simple Weapons
Throwing Axe
Light H am m e r
Handaxe
Light Lance
Light Pick
Sap
Short sword
Battleaxe
Light Flail
Heavy Lance
Longsword
Heavy Pick
Rapier
Scimitar
Trident
W arham m er
Falchion
Heavy Flail
Glaive
Greataxe
Greatclub
Greatsword
Guisarme
Halberd
Longspear
Ranseur
Scythe
Short bow
Longbow
C om posite Shortbow
Composite Longbow
dlOO
01 -05
06-10
11 - 18
19 - 24
25-28
29-37
38-44
45-50
51 - 5 6
57-62
63-68
69-74
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01 - 0 6
07-12
13-18
19-22
23-28
29-34
35-40
41 - 4 6
47-52
53 - 58
59-64
65 - 70
71 - 76
77-82
83-88
89-94
95-100
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Simple Weapons
Kukri
Kama
Nunchaku
Siangham
Bastard Sword
Dwarf Axe
G nom e Ham m er
Double-headed Axe
Spiked Chain
Double Flail
Two-bladed sword
Dwarf Axe-spear
Hand Crossbow
Shuriken
W hip
Repeating Crossbow
Net
Preferred Armor
Just as warriors favor one weapon over another, some feel
more comfortable wearing a particular type of armor. This
may be due to cultural preference, superstition, comfort,
or even simple economics.
Full plate is not included on this table, as it is expensive
enough that it should only be purchased by high level
characters who can afford it, not randomly allocated.
T a b le 8-19: A r m o r
dlOO
01 - 08
09 - 18
19-28
29-37
38-47
48-57
58-70
71 - 78
79-87
87-96
97-100
Armor
Padded Armor
Leather Armor
Studded Leather Armor
Chain Shirt
Hide Armor
Scale mail
Chainmail
Breastplate
Splint mail
Banded mail
Half-plate
Shield Preference
As with armor and weapons, some warriors opt to carry a
shield based on their training, experience, and weapon.
Do not roll on this table if the warrior prefers a two-handed weapon.
T a b le 8-20: S h i e l d s
dlOO
01 - 15
16-30
31 - 45
46-55
56-75
76-95
96-100
Armor
None
Buckler
Small Wooden Shield
Small Steel Shield
Large Steel Shield
Large W ooden Shield
Tower Shield
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e r c e n a r ie s
T a b le 8-23: P o s it iv e T r a i t s
Pe rs o n a lity T raits
To ran d o m ly create a mercenary's personality, ro ll o nce on
master personality table to d e te rm in e his general te n d e n
cies and traits. T hen, ra n d o m ly d e te rm in e each trait type
by ro llin g o n the appropriate table. Each e ntry o n the m as
ter personality table lists a few general traits, each o f
w h ich has its o w n co rre s p o n d in g table.
T a b le 8-21: P e r s o n a l i t y T r a i t s
dlOO
01-10
11 - 2 0
21-30
31 - 4 0
41-50
51 - 6 0
61 - 7 0
71-80
81 - 9 0
91 - 1 0 0
Traits
Three negative traits
Two negative traits, one positive
Two negative traits
O n e negative trait, one positive
O ne negative trait
O n e positive trait
O ne positive trait, one negative
Two positive traits
Two positive traits, one negative
Three positive traits
Positive Trait
Faithful
H onest
Charitable
Selfless
Hardworking
Dedicated
Relentless
Honorable
Brave
Ferocious
Forthright
Steady
Trustworthy
Daring
Optim istic
Loyal
Levelheaded
Thoughtful
Considerate
Focused
dlOO
01 - 05
06-10
11 - 15
16-20
21-25
26-30
31-35
36-40
41 - 4 5
46-50
51 - 55
56-60
61 - 65
66-70
71 - 75
76-80
81 - 85
86-90
91 - 95
96-100
Neutral Traits
Negative Traits
Each of the traits listed on this table counts as a negative
personality trait not only by the simple definition o f the
term, but also for purposes of determining an NPCs
morale save. For each o f these traits an NPC possesses,
apply a -2 modifier to his Morale save.
dlOO
T a b le 8-22: N e g a t i v e T r a i t s
dlOO
01 -05
06-10
11-15
16-20
21-25
26-30
31 - 35
36-40
41 - 45
46-50
51-55
56-60
61 - 65
66-70
71 - 75
76-80
81-85
86-90
91-95
96-100
Negative Trait
Greedy
Lazy
Pessimistic
Self-centered
Egotistical
Hostile
Erratic
Deceitful
Cowardly
Drunkard
Violent
Short-tempered
Rash
Hateful
Arrogant
Vain
Spiteful
Bully
Bootlicker
Foolish
Positive Traits
Each of the traits listed on this table counts as a positive
personality trait not only by the simple definition of the
term, but also for purposes o f determining an NPCs
morale save. For each of these traits an NPC possesses,
apply a +1 modifier to his Morale save. It is typical for a
negative mercenary to adversely affect morale more than
a positive mercenary ever bolsters it.
01-05
06-10
11-15
16-20
21 - 25
26-30
Neutral Trait
Heavy Drinker: The NPC has a taste for
the nightlife and spends m ost o f his down
tim e in taverns.
Pious: The NPC is dedicated
to a particular deity. He tithes his ear
nings, prays each m orning, carries an
appropriate holy symbol, and outwardly
displays o f his faith.
Enthusiast: The NPC closely follows
or studies a subject (such as history),
an art o f craft, or a diversion such as card
games or darts. He com m only mentions
this interest in conversation, hoping to
draw others into it.
Sentimental: The NPC com m only speaks
about the good old days o f his youth,
when people were more polite, prices
were lower, monsters were rare, and
everything was better. A particularly good
fit for older NPCs or non-humans.
Superstitious: The NPC is either uneasy
around magic or honestly believes that
a variety o f totems, trinkets, and other junk
can ward off bad luck.
Coarse: The NPC has little love for social
niceties, and often swears, bellows oaths,
burps, wipes his nose on his sleeve, and
otherwise carries h im se lf like a brute.
31 - 35
36 - 40
41 - 45
46 - 50
51 - 55
56 - 60
61 - 65
66 - 70
71 - 75
76 - 80
81 - 85
86 - 90
91 - 95
9 6 - 100
ercen aries
Fear Triggers
I f you choose to use the o p tio n a l fear triggers rules, the
fo llo w in g tables allow you to r a n d o m ly generate triggers.
T he first table d eterm in es h o w m a n y triggers an N P C has,
the second o ne d eterm in es th e ir strength, and the final
o n e d eterm in es th e ir nature.
R o ll o nce o n Fear Table 1 to d e te rm in e i f the N P C has a
trigger.
T a b le 8-25: F e a r T r i g g e r s
Traits
No triggers
O n e trigger
Two triggers
Three triggers
Four triggers
dlOO
01-50
51 - 7 5
76-85
86-95
96-100
Trigger Strength
R o ll o nce for each trigger to d e te rm in e its strength.
T a b le 8-26: T r i g g e r S t r e n g t h
Traits
DC 5
DC 10
DC 15
DC 20
dlOO
01 - 5 0
51 - 7 5
76-90
91 - 1 0 0
Trigger Nature
R o ll o nce for each trigger to d e te rm in e its exact nature.
T a b le 8-27: T r i g g e r N a t u r e
dlOO
01 - 05
06-10
11 - 15
16-20
21-25
26-30
31 - 3 5
36-40
41-45
46-50
51 - 55
56-60
61 - 65
66-70
71-75
76-80
81-85
86-90
91 - 95
96-100
Nature
Heights
Deep water
Undead creatures
The dark
Confined spaces
The sea
Giant-size or bigger creatures
Fire
Spiders
Combat
Magic
Acid
Freezing cold
Lightning
Loud noises
Poison
Deadly molds and slimes
Unholy relics/evil clerics
Outsiders (dem ons, devils, etc.)
A com m o n monster (ores, trolls)
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e r c e n a r ie s
56-60
T a b le 8-28: D i s t i n g u i s h i n g P h y s i c a l T r a i t s
61 - 6 5
dlOO
01 - 05
06-10
11-15
16-20
21 - 25
26 - 30
31 - 35
36 - 40
41 - 45
Trait
Overweight: The NPC has likes to indulge
in fine food and drink. He carries a few
extra pounds, though this does not affect
his physical traits.
Bald: The NPC has either naturally lost all
his hair, or som e freak accident burned it
off or removed it.
Scars: The NPC has many obvious scars
from duels, fights, or som e sort
o f accident. They crisscross his face
and are very noticeable.
Tattoos: The NPC has a wide variety
o f elaborate tattoos. This may range from
large, intricate tattoos on his arms
to tattoos on odd places, such as his face.
Strange Hair Color: The NPC has dyed his
hair green, blue, pink, or some other
unnatural shade.
Facial Hair: The NPC has a waxed handle
bar m ustache, a long beard, m uttonchops,
or som e other variation on a beard
or m oustache.
Limp: Due to a past injury or accident,
the NPC walks with a noticeable limp.
He can keep a normal pace, but exerts
him self to do so.
Eye Patch: The NPC lost an eye in an
accident or in battle and covers a patch
to hide his injury.
Stutterer: The NPC has trouble speaking,
and often stammers, sputters,
and struggles to speak when he
is excited or distressed.
66-70
71 - 75
76-80
81 - 85
86-90
91 - 95
96-100
100 M
d%
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
ercenary
e r c e n a r ie s
A d v e n t u r e Id e a s
Adventure Idea
Steal a royal artifact in preparation for a military
coup. This could be the crown jewels, a royal
scepter, or anything else with a great deal o f
influence (symbolic, magical, or otherwise).
Then, use the artifact to gain popular support for
the coup, and help establish the new order o f
things afterwards.
Protect a town from m onster raids. Increase
security, train guardsm en, bolster defenses.
Search the countryside for hideouts to deal
a preemptive strike. Or, make a deal with the
m onsters to stop them from ravaging the town.
Guard a to m b filled with powerful magic from
discovery by the wrong parties. O f course, who
the right" and "w rong" parties are is determined
by your employer. And, in order to know what to
guard, you m u st examine the tom b...
Protect a group o f wealthy merchants, in
exchange for a cut o f their profits. O f course,
you aren't necessarily the only gam e in town,
and other people d o n 't take kindly to your
invading their turf.
A local hero is stirring up resentment towards a
tyrannical lord. Make sure the hero learns the
error o f his ways, and if he refuses to quiet down,
find a way for him to quietly disappear.
Raid a caravan transporting exotic items that
your employer needs for a particular reason.
Unfortunately, the caravan is traveling through
dangerous territory, and getting to it and back
is more difficult than raiding it.
Kidnap potential sacrifices for wealthy cultists,
then turn around and offer your services to the
local governm ent as "private investigators,
and betray your previous employers
There is a bounty on goblin ears.
Infiltrate a group o f bandits and sabotage their
efforts. O f course, if they pay better than your
employers, then why bother to sabotage them ?
Assist a warrior in assem bling his army. Take care
o f logistics, e quipm ent, and supplies, by any
means necessary. Conscript local peasants, and
train them to fight.
Aid a wizard in opening a gate to the lower
planes, by acquiring materials and research.
Then, assist and protect him in his negotiations
with a dem on.
Protect a group o f miners digging through
unknow n and potentially dangerous caverns.
Harass and threaten certain m em bers o f a ruling
council, changing their m in ds on an upcom ing
key issue.
A m bush a n o b le m an s hun tin g party, and frame
it on elven raiders, instigating a war. Naturally,
your services are needed for the war, too.
The ghost o f a murdered hero is raising
suspicions about a powerful co un ts past.
Remove the ghost, and clean up the co un ts
loose ends.
Steal a powerful artifact from a temple, fram ing
a rival g o d s followers with the theft. Then,
organize the ensuing crusade.
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
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ercen aries
A
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
>
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
<
M
ercen aries
88
89
90
91
92
93
94
95
96
97
98
99
100
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m p a n ie s
able fee.
Transforming your adventuring parry into a mercenary
unit requires little effort. Simply search out jobs that pay
good rates and use the negotiation system to attempt to
drive up your pay rate, rather than whittle down a merce
narys terms.
Building up a mercenary company requires you to track
down followers and convince them to work with you.
Recruiting mercenaries in this manner works much like
the normal system for contracting hirelings. The key dif
ference is that the mercenaries you hire expect you to find
work on their behalf. Mercenaries also accept rates
20% lower than the listed prices, as they expect you,
as their captain, to handle negotiations, find steady work,
and many of the other details of the mercenary life.
The mercenaries under you command only expect to
be paid while your company is under contract to an
employer. During intervals between conflicts and mis
sions, your men survive on the pay they have saved up
from their last job.
Title
The common name for the mercenarys specialty. For
example, an air rider is a mercenary who fights from the
back of a flying mount. These names are meant to make
finding specific mercenary types in this list easier, and the
mercenary does not necessarily go by that title.
>
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ercenary
Co
m pa n ies
<
Tatties
Examples
Each mercenary type lists 2 sample NPCs, each with a
brief description of their personalities and backgrounds.
In addition to the NPCs, two stat blocks provide game
information for the sample NPCs and serve as templates
for the typical mercenary. W hen necessary, this section
includes stat blocks for animal companions normally
associated with the mercenary.
AIR RIDER
Swooping through the sky on the back of a magnificent,
flying beast, the air rider is an elite warrior who offers his
services only to those who can afford his high rates.
W hile dungeon expeditions have little use for an air rider,
anyone planning a long, overland trip benefits from the
aerial support he provides. The air riders lofty perch
allows him to scout ahead for many miles, catching sight
of enemies long before they become a threat. In battle, the
air rider rains missiles down upon enemies and swoops
down for devastating charge attacks.
Tattits
Air riders are very protective of their mounts and rarely
risk them in battle with powerful creatures. Against ores,
goblins, or ogres, they feel comfortable engaging the
enemy at long range or up close, but if a powerful creature
appears, such as a basilisk or troll, the air rider keeps his
distance, prpviding supporting fire but normally refusing
to risk his precious mount in close combat. Griffons, hippogriffs, and pegasi are too rare to afford losing in a minor
skirmish, and the air rider depends on his mount for his
livelihood.
sion of dark elves she chose to spend a few years away from
home, exploring the world and sharpening her combat
skills. Derrida is an honorable and honest person, and she
accepts assignments only with groups that include a pal
adin or a cleric of good alignment. She is quiet and earnest,
eager to prove herself but often putting the welfare and
health of her Deeasus Windfire before her own.
Examples
Derrida W indson g: The Windsong clan of elves has
long dwelled in the forest of the high mountain slopes,
and for generations they have raised and tended to the
small herds o f pegasi that soar amongst the peaks. During
times of war, the Windsongs field a small, elite unit of
pegasi riders who fly to the aid of the elf king and his allies.
>
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APPRENTICE MAGE
While most accomplished wizards rarely stoop so low as
to hire themselves out as mercenaries, some younger, less
experienced mages see mercenary work as a good way to
sharpen their skills and fatten their purses. Lacking the
talents needed to demand high fees for casting a spell or
two, these young apprentices hire on as magical support
for adventurers. W hile their magic is weak, any party that
needs a few extra spells in reserve finds an apprentice
mage a good bargain.
Tactics
Most young wizards rely on fighters, barbarians, and
other tough warrior-types to shield them from the enemy,
casting their spells from relative safety behind a shield
wall. W hile inexperienced, young wizards are headstrong
and independent, preferring to use their magic as they see
fit rather than accepting orders from others. If engaged in
melee or under heavy enemy missile fire, apprentices
tend to run for their lives rather than stand by and weath
er the assault. After all, a young wizard dreams o f becom
ing an archmage some day, and dying isnt part of that
equation.
Examples
D ellio the Green: After a major mishap during an
alchemy experiment left Dellio with bright, green skin,
the sensitive, irritable young man left school to seek his
own fortunes. Though the effects o f that mishap have
long since worn off, Dellio still feels shame at his failure.
Rather arrogant and boastful, he expected to quickly leap
to the head of his class at the academy, and was both frus
trated and angered that other students consistently out
performed him. Dellio shirks many duties, and prefers to
skate by on his natural ability, as he has yet to learn the
value o f hard work. Instead, he blames favoritism and per
sonal vendettas, both figments of his imagination, for his
failure in school. Dellios arrogance is reflected in his con
descending tone, overblown manner, and tendency to
talk down to others. He hopes to impress a powerful,
adventuring mage with his skill and earn an apprentice
ship.
Trianna U nderholm : At a young age,Trianna's parents
knew there was something different about their daughter.
She could open doors with a wave of her hand, and her
supposedly invisible, imaginary friend had a disturbing
tendency to pick up her toys and carry them about the
house. As she reached adolescence, she learned to chan
nel her powers and control them. Her parents hoped to
scrape together enough cash to send her to a wizards
school, but the headstrong young woman decided other
wise. Proud o f her sorcerous ability and determined to
master them on her own, she struck out for the city to
find her fortune. Currently, Trianna seeks to hire on with
<
ercen ary
Co
Young Sorceress, H u m a n Sor3: CR 3; SZ M
(hum anoid); H D 3d4+6; hp 15; Init +1 (Dex); Spd 30
ft.; AC 12 (+1 Dex, +1 bracers); Atk Shortspear +1
melee (1 d8) or masterwork light crossbow +3 ranged
(ld 8 ); SA Spells; S Q Spells; SV Fort +2, R e f+2, Will
+3; Str 10, Dex 13, Con 13, Int 12, W is 10, Cha 16;
AL CC. Skills: Concentration +7, D iplom acy +6,
Hide +4, Spellcraft +7. Feats: C om bat Casting, Dodge,
Toughness. Spells Known (6/6): 0 - daze, detect magic,
m p a n ie s
disrupt undead, mage hand, prestidigitation; 7 - magic
missile, ray o f enfeeblement, spider climb.Possessions:
Shortspear, masterwork light crossbow, 10 bolts,
+7 bracers o f armor, necklace o f fireballs (type I).
ARCHER
Experts with the bow or crossbow, archers provide fire
support for an adventuring party and serve as emergency
close range fighters when the situation forces them into
action. Archery is a specialized skill that requires training
and practice to master. W hile the average warriors can
pick up and fire a bow, only an expert can aim his shots
into a melee to avoid striking allies and target vulnerable
enemies, such as adepts or wizards.
Tactics
Archers prefer to keep out of melee, and if they have a
chance most seek higher ground or some other terrain
that allows them to escape charging opponents by hin
dering their progress. Archers know their place in battle,
and they focus on maintaining clear firing lines to the
enemy. Normally, archers fire upon those opponents that
pose the greatest threat to them, such as spellcasters or
warriors with ranged weapons.
Examples
A rth al N ightw hisper: The elf kings army is known
for its elite unit o f archers, and as a product of their
intense training programs Arthal's skill with the bow is
second to none amongst his mercenary comrades. Arthal
approaches his craft as if it was a fine art, spending hours
each day tending to his bow, his arrows, and challenging
himself to improve his technique. The elf scours the bat
tlefield after a victory, criticizing his missed shots and tak
ing pride in arrows that find an eye socket or other criti
cal point. Arthal is moody and sullen, and his detached
demeanor in battle gives him the air o f a cold-blooded
killer. He left the army out of boredom, and though
he craves action he shows little enthusi
asm for it. Arthal rarely shows emo
tion, and his voice has a flat, aton
al quality. Some believe the elf
is a little too detached, and hint
that his disregard for life hints
at a deeper sadness.
Jolek o f Tendek: A
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BEAST HANDLER
Adventures pose a wide variety of hazards to parties of
explorers, some of which are easily circumvented with
the help of a few well-trained animals. A messenger
pigeon carries word of the approaching ore horde to an
undefended border town. A trained monkey scrambles up
a wall and pulls a lever to disarm a deadly trap. A properly
trained mule holds its ground during an ambush by a
pack of trolls, calmly standing by while its owner retrieves
flasks of oil from the bags it carries. Beast handlers either
train animals for the use o f others or tend to an expedi
tions horses, mules, and other creatures. Over the course
of an adventure, a well-trained and properly tended beast
of burden or pack of war dogs can spell the difference
between success and failure.
Tatties
Beast handlers tend to steer from battles, allowing their
specially trained animals to fight for them. In combat, the
beast handler shouts commands to his trained beasts,
directing them to aid others and attack specific targets. If
the beast handler is forced to fight, he is unable to keep an
eye on his charges, leaving them to fend for themselves.
Examples
B jorn Bearkiller: A rugged frontiersman, Bjorn hails
from the icy, frigid north. He wandered to the south in
search of adventure, but a guillotine blade trap deep with
in an ancient crypt sliced off his left hand. That crippling
injury rendered him unable to fight effectively, and he
was soon desperate for a source of income. Drawing
upon his woodlands lore, he began training war dogs and
wolves for local nobles. Bjorn quickly grew bored with
such work, and soon took to hiring on with adventuring
bands, offering his skill with animals and the service of
his prize war dogs. Bjorn is a rugged, coarse man ot
few words. He feels more comfortable with his dogs, and
often communicates with them via growls and grunts,
both to prevent opponents from guessing his orders to
them and because he considers it simple respect to speak
to his dogs in their language."
Dorrek Ironbender: For years, Dorrek served as the
menagerie keeper for a great dwarven king. He raised
exotic creatures, such as owl bears and giant eagles, from
birth, nursing them to adulthood and patiently teaching
them a variety of tricks. W hen the old king finally passed
on, Dorrek assumed that his heir would maintain the
menagerie. To the poor dwarfs horror, the newly crowned
king, an accomplished warriors known for his daring
raids against a nearby ore realm, asked Dorrek to train the
animals of the menagerie to fight. To keep his skills sharp,
the king wanted to battle and kill each o f the ferocious
animals one after another. Torn between loyalty to the
crown and his love of the animals he raised, Dorrek fled
with his charges to a nearby human realm. After years of
living as a fugitive, the warlike king died in battle. The
new king immediately called a halt to the wasteful war
with an elf colony the old king had senseless instigated.
He then pardoned those dwarves declared criminals by
the old regime, including Dorrek. Now an old, graying
dwarf, Dorrek feels no attachment to return home. He
feels a tremendous attachment to the animals he trains,
and has been known to seek vengeance against those who
misuse or abuse any sort o f beast or animal.
H u m an Anim al Trainer, Rgr4: CR 4; SZ M (hum anoid);
H D 4dl0+7; hp 35; Init +2; Spd 30 ft.; AC 17 (+2 Dex,
+5 armor); Atk Longsword +5 melee (ld 8 + l) or
throwing axe +6 ranged (ld 6 + l); SA Favored enemy
(ores); AL NG; SV Fort +5, R e f+5, Will +4; Str 13,
Dex 14, Con 12, Int 10, Wis 16, Cha 9. Skills: Anim al
Empathy +6, H andle Anim al +8, Intuit Direction +10,
W ilderness Lore +10. Feats: Ambidexterity*, Lightning
Reflexes, Skill Focus (handle anim al), Toughness,
Track, Two-Weapon Fighting (in light armor).
Spells: 1 - magic fang. Possessions: Longsword, 3
throwing axes, +2 studded leather armor.
War dogs (2): CR 1/3; SZ S (anim al); H D ld8+2; hp 6;
Init +3 (Dex); Spd 40 ft.; AC 18 (+1 size, +3 Dex,
+3 armor, +1 natural); Atk Bite +2 melee (ld 4 + l);
BODYGUARD
A favorite hireling of wizards, sorcerers, and others who
shy away from combat, bodyguards specialize in keeping
their client safe in battle. Normally, a bodyguard hires on
with one particular member of an adventuring party and
focus exclusively on aiding him. Bodyguards are more
independent than the typical mercenary and prefer to
take care of their clients defense without the input or
interference of others.
Tatties
Examples
O bar Runesplitter: Short and stocky even for a dwarf,
this tough warrior was apparently carved from the granite
rock his ancestors mine for ore. In battle, he resolutely
stands before the one he is charged to protect, absorbing
punishing blows that would topple a stronger warrior.
Word has it that Obar has taken a few too many knocks to
the head, as he is rather dimwitted. His employers must
take care when issuing him orders, as he has a tendency to
lock up in confusion if they are not perfectly clear and
simple.
ers over the past several years. She relies on her speed and
agility to quickly react to threats and move to protect her
client. Mallera focuses on dodging and frustrating her
opponents, drawing attention away from her charge with
insults, acrobatics, and the occasional attack. Mallera is a
bit of a show-off, and at times she becomes overconfident
and draws too much attention to herself, placing both her
and her client in danger.
D w arf G uardian, War2: CR 1; SZ M (hum anoid);
H D 2 d 8 + ll; hp 27; Init 1; Spd 15 ft. (splintm ail),
base 20 ft.; AC 17 (-1 Dex, +6 armor, +2 shield); Atk
W arham m er +4 melee (ld8+2) or light crossbow +1
ranged (ld 8 ); SA +1 to hit ores and goblinoids; S Q +4
AC v. giants, darkvision 60 ft., dwarf abilities; AL LN;
SV F o rt+7, Ref-1, Will +0; Str 15, Dex 8, Con 18, Int
7, Wis 11, Cha 10. Skills: H andle Anim al +5. Feats:
Toughness. Possessions: Warhammer, light crossbow,
10 bolts, splintm ail, large wooden shield, tower shield.
Elf Protector, War6: CR 5; SZ M (hum anoid); H D 6d8;
hp 30; Init +4; Spd 30 ft.; AC 20 (+4 Dex, +5 armor,
+1 shield); Atk Rapier +11/+6 melee (ld 6 + l) or
mighty com posite longbow +10/+5 ranged (ld 8 + l);
SQ Im m u n e to sleep, +2 save v. enchantm ents, lowlight vision; AL CG; SV Fort +5, R e f+6, Will +3; Str 13,
Dex 19, Con 10, Int 13, W is 12, Cha 12. Skills: Listen
+5, Ride +7, Spot +5, Tumble +8. Feats: Dodge,
Evasion, W eapon Finesse (rapier). Possessions:
Masterwork rapier, mighty com posite longbow, 20
arrows, +7 chain shirt, small steel shield, boots of
speed.
BOUNTY HUNTER
The bounty hunter is an expert at tracking and capturing
fugitives o f all sorts, from a criminal who evades the law
to a guttersnipe who has a critical piece o f information
you desperately need. Bounty hunters use a variety of
exotic weapons and their knowledge of the ins and outs of
the streets to find their prey and bring it back alive.
Tatfits
Bounty hunters normally work alone, but at times a party
may need one to take part in an adventure. Most bounty
hunters are savvy enough to let others do their job, and
when a target is at hand they expert others to extend to
them the same courtesy. Bounty hunters are practical and
efficient. They toss their nets to entangle prey then close
to use their saps or manacles to immobilize him.
Examples
Valentine Orreson: From a young age, Valentine
sought to follow in her fathers footsteps and become her
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potion o f heroism,
potion o f cure light
wounds.
BURGLAR
W hen stealth and speed are more important than a sharp
sword or a stout shield, the burglar is your mercenary of
choice. W hile most of these mercenaries make fine liv
ings on their own, some hire out as specialists for adven
turing parties, finding traps, picking locks, and exploring
cramped nooks that are too tight a fit for a heavily
armored warrior. Burglars are rarely trustworthy, but their
skills are useful enough that many expeditions that need
one grit their teeth and accept the risk of paying someone
who might turn around and rob them blind.
Tactics
Most burglars are very specific about their duties with an
adventuring party. They refuse to en-gage in combat un
less they are dir-ectly threatened, and many flee at the
first sign of trouble.
Examples
Aris the Rat: Having earned his nickname for freely
selling information concerning his rival thieves' opera
tions to the town guard, Aris now works as a freelance
burglar for hire. He does not dare show his face in the
citys less cultured quarters, as more than a few of the vic
tims o f his doublecrosses seek revenge against him. Aris is
short, and his beady eyes, buck teeth, and stubby nose
give him the look of a humanoid rat. He lives in rich part
of town, coasting by on the cash remaining from the
reward for his treachery, but as his funds run low he is
desperate for legitimate work to maintain his comfortable
life. The city watch keeps a close eye on Aris to prevent his
past associates from harming him, but as a side-effect Aris
cannot afford to return to his thieving ways. Thus, he
hopes to strike it rich on a dungeon expedition in order to
secure a lifetime of comfort.
G w ip Alefilcher: Lanky and tall for a gnome, Gwip is
known as an honest if erratic locksmith and trap springer.
His nose is a deep red, marking his many years of alcohol
abuse, and he commonly insists on carting a few skins of
brandy or ale along with him on any expedition. Gwip
was once an adventurer, but an encounter with a pack of
undead that left his companions dead soured Gwip on
that life. For a time, he tried to make it as a tradesman and
locksmith, but his heavy drinking and erratic nature
made it difficult to hold down a job. Now, he works as a
mercenary, grudgingly signing on with adventurers to
make ends meet. Gwip is a grizzled veteran, and he often
relies on a few shot of liquor to steady his nerves before
checking out a lock or trap. He never got over the loss of
his friends, and he has a fatalistic, depressing outlook on
most things.
Human Burglar, Rog3: CR 3; SZ (humanoid); HD 3d6;
hp 14; Init +3; Spd 30 ft.; AC 16 (+3 Dex, +2 armor,
+7 ring o f protection); Atk Short sword +2 melee (ld6)
or short bow +5 ranged (ld6); SA Sneak attack +2d6;
SQ Evasion, uncanny dodge; AL NE; SV Fort +1, Ref
+6, Will +0; Str 10, Dex 16, Con 11, Int 9, Wis 9, Cha
9. Skills: Climb +6, Disable Device +5, Hide +9,
Listen +5, Move Silently +9, Pick Pocket +9,
Open Lock +9, Search +5. Feats: Dodge, Evasion, Run.
Possessions: Short sword, short bow, 10 arrows, dagger,
leather armor, +7 ring o f protection, potion o f
expeditious retreat.
GLAIVER
Relying on the reach of his chosen polearm, the glaiver
serves to support fighters, paladins, barbarians, and other
combat-oriented characters. O n adventures, the glaiver
keeps to the back of the party, ready to move forward
when ordered to do so. W hen the party engages in battle,
he supports the groups frontline fighters, using his glaive
to strike enemies from a distance or support the efforts
o f others.
Tactits
Glaivers stand back in battle. They wait for the partys
primary fighters to engage the enemy, then move forward
to fight with their polearms. Most glaivers use the aid
another action to support characters, unless they see a
chance to deliver a decisive attack against a monster.
Examples
Bojan Fellspike: A grizzled veteran o f several cam
paigns and expeditions, Bojans strength and stamina belie
his gray hair and bent back. Bojan is never afraid to offer
his advice and experience to adventurers, and takes a
patronizing, dismissive attitude towards greenhorns who
hire him. Unfortunately, Bojan has an arrogant streak in
him, and he tends to speak authoritatively even on sub
jects he knows little about. In combat, Bojan knows his
place. He sticks to the back and prefers to help the efforts
o f others, rather than make himself a target.
Kethek Farspear: A youngster who was recently dis
charged from a mercenary unit, Kethek is eager to sign on
with an adventuring party and earn a fortune in treasure.
Kethek feels intimidated by adventurers and anyone else
who comes across as an experienced tighter, and does his
best to obey orders. Sometimes, though, his drive to prove
himself pushes him to take too many risks in combat.
Glaiver, War!: CR 1/2; SZ M (humanoid); HD ld8;
hp 6; Init +1; Spd 20 ft. (scale-mail), base 30 ft.; AC 15
(+1 Dex, +4 armor); Atk Glaive +3 melee (Idl0+1) or
dagger +2 melee (ld4+1); Reach 10 ft. (glaive); AL LN;
SV Fort+2, Ref +1, Will +0; Str 13, Dex 12, Con 10,
Int 11, Wis 10, Cha 10. Skills: Handle Animal +4,
Ride +5, Swim +5. Feats: Quick Draw, Weapon Focus
(glaive). Possessions: Glaive, dagger, scalemail armor.
....... ...
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GUIDE
Guides use their knowledge of
the wilderness to ferry bands of
explorers from one point to
another without any undue
delays or dangers. W hile a guide
is no guarantee of safety, a
party with one stands a bet
ter chance of evading a wide
range of hazards, from
prowling monsters to more
subtle threats such as quick
sand, avalanches, and rockslides. W hile guides act
ively avoid combat,
their ability to help
adventurers navi
gate around
ambushes makes
them a valued addition
to any expedition.
Tactics
W hen arrows fly and
swords are drawn, guides
run tor cover. They usually
carry bows for hunting and
perhaps a dagger for selfdefense, but rarely accept the
risk of combat unless given
no other choice.
Many guides part
ways with their
employers once their
path reaches a dun
geon or other dangerous
point.
Examples
R ennet U lquad: As a youngster, Kennet spent his days
wandering the forests near his village. As the eldest son in
his family, he was due to inherit a sizable manor from his
father. Yet, the life o f a wealthy, country gentleman held
little appeal to him. Shortly after coming of age, Kennet
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HEALER
W hile most expeditions rely on a cleric or other divine
spellcaster to provide healing,'in the dangerous depths of
a dungeon an expedition can never have too many people
who have the ability to tend to injuries. Healers either
have access to magic or are trained to bind wounds and
aid the fallen. Most of them are either adepts who special
ize in cure spells or trained doctors and surgeons who
have served in larger mercenary units.
Tactics
Needless to say, most healers seek cover as soon as a fight
breaks out. However, as soon as one of their allies falls,
they are capable of great feats of bravery. Healers know
that an incapacitated soldier has only mere seconds to
live, and they are quite willing to risk their lives in order
to administer aid to a dying comrade.
Examples
Illiu s the Healer: For years, Illius served with a rough
gang of mercenary fighters, sewing their wounds and
bandaging vicious cuts. W hile a competent surgeon, he
refuses to become involved in combat, preferring to care
for the fallen after a battle is done. Rumor has it that Illius
has sometimes aided a patient along to the afterlife in
order to clean out his pockets, but the doctor insists such
rumors stem from boorish, dissatisfied employers who
expected him to carry a sword and fight.
light wounds.
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sage
A sharp blade, stout shield, or fiery spell are an adventur
ers most important assets, but sometimes a bit of knowl
edge concerning a particular topic proves more useful
than a battalion o f invokers. A sage provides advice,
knowledge, and specialized, academic skills beyond the
ability of most adventurers. W hile sages rarely accompa
ny adventurers on their trips to the dungeon depths, they
can provide important information for an expedition.
Knowledge of the monsters typically found in a region,
the glyphs and runes used in an ancient civilization, or
the habits and preferences of a red dragon all can come in
handy during the course of an adventure.
Tatties
Sages primarily attend to their tomes of knowledge, ven
turing out into the wilds only under the most dire o f cir
cumstances. However, some sages crave first hand looks
at ancient ruins. These sages, though braver than their fel
lows, have little stomach for battle and seek cover at the
first sign o f violence.
Examples
Jak Starbright: For the past two years, Jak Starbright
toiled over a dimly lit desk in the wizard guilds library,
serving as a scribe to the powerful wizards and young
apprentices studied in its halls. Since he was a child, Jak
has dreamed o f becoming a wizard, but thus far he has
shown little potential to master the magical arts. Hoping
that a job in the guild would give him an inside edge into
acceptance there, he apprenticed as a scribe and then took
a position within a guild. However, after two years it
became apparent that no matter how many wizards he
befriends, nothing can change the fact that he simple
lacks a spark for the magic. Even the simplest enchant
ments leave his head swimming. Frustrated and bitter, he
left the guild and now offers his services as a scribe and
sage to adventuring parties. Unlike other learned men,
Jak eagerly agrees to accompany expeditions. He hopes to
make a name for himself as an explorer and secretly
dreams o f uncovering some magical artifact that grants
SAPPER
Combining knowledge of engineering with brute torce
techniques, the sapper is an ideal mercenary for battering
down strong points, demolishing secret doors, and under
m ining a dungeons defensive hard points. Sappers nor
mally serve in the military as field engineers, digging tun
nels beneath castle walls and setting up temporary defen
sive fortifications, such as trenches, mantlets, and stock
ades.
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Examples
Botac Stonecleaver: Expelled from his clan home at a
young age for cowardice in the face of an ore incursion,
Botac spent several years working as a miner in human
lands. A goblin invasion forced the local baron to impress
every able bodied man into military service, a fate Botac
dodged by volunteering to serve as a sapper. A coward at
his core, Botac balances his lust for gold, treasure, and
wealth with his overwhelming desire to turn tail and run
at the first sign of trouble. In battle, Botac rushes to the
rear or plays dead, which is more appropriate.
Throvald Fertheson: Throvald grew up expecting to
follow in his fathers footsteps as a career soldier, but as he
grew older he was drawn to the art of engineering.
Fascinated by the construction and design of siege
engines, Throvald made plans to apprentice to the dukes
master of weapons. WhenThrovalds father learned of this
plan, he was livid. H iding behind a catapult was not fit
work for a Fertheson, his father insisted, and when
Throvald insisted on following his plans his father
arranged for his expulsion from the dukes militia. Since
then, Throvald has worked as a mercenary, hiring on with
adventuring parties who need his services. W hile
Throvald is competent enough at his job, he tends to rush
into combat a bit too eagerly, as part of him feels guilt at
taking up a profession that doesnt place him at the fore
front of a battle.
D w arf sapper, male dw arf War3: CR 2; SZ M
(hum anoid); H D 3d8+6; hp 22; Init +0; Spd 20 ft.;
AC 14 (+4 armor); Atk Heavy pick +4 melee (ld6 + l)
or light crossbow +3 ranged (1d8); SA +1 to hit
goblinoids and ores; S Q +4 AC v. giants, stonecunning, dw arf features; AL N; SV Fort +5,
R e f+1, Will +1; Str 13, Dex 11, Con 14, Int 12, Wis 10,
Cha 8. Skills: Craft (stonem ason) +7, Profession
(engineer) +7, Search +4. Feats: Endurance, Power
Attack. Possessions: Heavy pick, light crossbow, 10
bolts, chain shirt, sledge ham mer, small ham mer, 20
spikes, 50 ft. rope, chalk, lantern, 3 flasks o f oil,
backpack, large sack.
H u m a n Engineer, Exp4: CR 3; SZ M (hum anoid);
H D 4d6+4; hp 20; Init +0; Spd 30 ft.; AC 12
(+2 armor); Atk Heavy pick +7 melee (ld6+6); AL LN;
SV Fort +1, Ref +1, Will +4; Str 18, Dex 10, Con 13,
Int 12, Wis 11, Cha 10. Skills: Craft (stonem ason) +8,
Craft (blacksmith) +8, Craft (carpentry) +8, Disable
Device +8, O pen Lock +7, Profession (engineer) +7,
Search +8, Use Rope +7. Feats: Power Attack, Sunder,
Weapon Proficiency (heavy pick). Possessions: Heavy
pick, leather armor, 6 torches, 50 ft. rope, 12 pitons,
small ham m er, wood saw, pickax, backpack.
SCOUT
Ranging ahead of the party, the scout seeks out potential
threats and provides valuable information that allows a
party to ambush enemies, avoid deadly encounters, and
Tactics
In battle, scouts try to stay out of the way of their more
competent comrades. Scouts see their duty as setting the
table for their comrades, putting them in a position to
attack from surprise or outflank an enemy before fading
into the background. If pressed into combat, scouts prefer
to rely on ranged weapons, and most flee if charged and
attacked in close quarters.
Examples
Jerris Farwander: Growing up in a frontier halfling
settlement, Jerris was always bored as a youngster. He
craved excitement, and often departed on days long jour
neys into the wilderness. Shortly after his coming o f age,
he enlisted in a local barons militia and served as a scout.
However, he found military life too restrictive and dull.
After a year of service, he gave up his commission and
took to the life of a mercenary. Since then, he has accom
panied several expeditions into the wilderness. Jerris is
fidgety, irritable, and energetic. He tends to wander off on
his own, and his short attention span sometimes causes
him to forget his orders in favor of investigating some
interesting sight or trinket.
Logan Torredet: In his youth, Logan was a street thief
and pickpocket with a small gang of thugs until an
attempted mugging spiraled out of control, leaving his
gang charged with murder. After several years of forced,
heavy labor, Logan was given the chance to serve in an
army formed to repel an ogre incursion. He jumped at the
chance for freedom, and after a few years of service he
finally earned a pardon. Now, Logan works as a mercenary
scout, hoping to earn enough cash to pay off a few large
debts he ran up before his arrest. Logan hopes to walk the
straight and narrow, but the pressure to come up with
cash, quick, may force him back to a life of crime.
Halfling Point M an, Exp3: CR 2; SZ S (hum anoid);
H D 3d6; hp 14; Init +7 (+3 Dex, +4 Im p Init);
Spd 20 ft.; AC 15 (+3 Dex, +2 armor); Atk Dagger +1
melee (1d4-l) or sling +5 ranged (1 d41);
SA +1 to hit with thrown weapons; AL CN; SV Fort +1,
R e f+4, Will +4; Str 8, Dex 17, Con 11, Int 10, Wis 12,
Cha 10. Skills: Clim b +10, Hide +13, Listen +11, Move
Silently +11, Spot +9. Feats: Alertness, Run.
Possessions: Dagger, sling, leather armor.
H u m a n Scout, Rog2: CR 2; SZ M (hum anoid);
H D 2d6+2; hp 12; Init +2 (Dex); Spd 30 ft.; AC 15
(+2 Dex, +3 armor); Atk Short sword +1 melee (1d6)
or light crossbow +3 ranged (ld 8 ); SA Sneak attack
+ld6; SQ Evasion; AL N; SV Fort +1, R e f+7, Will +1;
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Str 11, Dex 15, Con 12, Int 10, W is 13, Cha 11. Skills:
Balance +7, C lim b +5, Escape Artist +7, Hide +7,
Listen +6, Move Silently +9, Pick Pocket +7, Spot +6,
Use Rope +7. Feats: Lightning Reflexes, Skill Focus
(move silently). Possessions: Short sword, light
crossbow, 10 bolts, masterwork studded leather
MAN AT ARMS
Many adventuring bands wish to hire a few extra warriors
to help ease the load in battle, watch over camp at night,
and handle a powerful monsters weaker minions. It
is impossible to cover all the potential variations
on the typical warrior, but the following pack
ages cover most standard uses for men-at-arms
you may encounter during a campaign.
The man-at-arms stat block is broken
down into a few different pieces. The
first stat block is a lst-level warrior
with a selection of feats and skills
that fit a soldier or typical man-atarms. After that stat block, a selection
of mini-templates, each summariz
ing a specific set of skills and feats
to meet a particular specialty, covers
the range o f duties normally ful
filled by mercenary warriors.
MERCENARY LEGENDS
In a fantasy world, there are always unique individu
als that defy easy categorization. The following mer
cenaries represent creatures from strange back
grounds that offer their unique services to the
highest bidder. The hirelings presented hear
work best in a high-magic campaign. In
worlds with a grittier feel or where strange
creatures are rare and terrifying, they may not
fit with the mood and themes of the setting.
H um a n W arl: CR 1/2; SZ M
(hum anoid); H D ld8;
hp 6; Init +0; Spd 20 ft.
(scalemail), base 30 ft.;
AC 16 (+4 armor, +2
shield); Atk Long
sword +3 melee
(ld8 + l) or light cross
bow +1 ranged (ld 8 ); AL N;
SV Fort +2, Ref +0, Will +0; Str 13,
Dex 10, Con 11, Int 10, Wis 10,
Cha 11. Skills: C lim b +5, Ride +4,
Swim +5. Feats: Point Blank Shot,
W eapon Focus (longsword).
Possessions: Longsword, light
crossbow, 10 bolts, scalemail,
large wooden shield.
Cleave.
Cavalry: Replace light crossbow and bolts with heavy
lance, replace Point Blank Shot with Mounted Combat.
Crossbowman: Replace Weapon Focus (longsword)
with Weapon Focus (light crossbow).
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In Your Campaign
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track down rare ingredients and ores for his work, and he
prefers to pay hirelings with magic items and weapons.
Fees
Aavrial is available to forge magic weapons and armor to
order. O f course, he must meet all prerequisites for an
item in order to construct it and must obey all rules as
normal for producing an item. Aavrial charges a fee equal
to 20% o f the items value. However, his items are so beau
tifully wrought that connoisseurs consider them collec
tors items. An item produced by Aavrial sells for 10%
above its listed value.
Aavrial, Azer Wiz14: CR 16; SZ M (outsider, fire,
lawful); HD 2d8+14d4+48; hp 95; Init +1 (Dex);
Spd 30 ft.; AC 18 (+1 Dex, +5 ring o f protection, +2
force shield ring): Atk +4 flam ing burst longsword
+16/+11 melee (1d8+1d6+7); SA Heat, spells; SQ Fire
subtype, spells; SR 13; AL CN; SV Fort +7, Ref+7,
Will +12; Str 16, Dex 12, Con 16, Int 20, Wis 15,
Cha 11.Skills: Alchemy+22, Climb +2, Concentration
+20, Craft (blacksmith) +22, Craft (weaponsmith) +22,
Hide -1, Knowledge (arcana) +22, Listen +5, Search
+8, Spellciaft +22, Spot +7. Feats: Craft Magic Arms
and Armor, Craft Wand, Craft Wondrous Item, Extend
Spell, Forge Ring, Maximize Spell, Power Attack,
Scribe Scroll, Spell Penetration. Spells (4/6/5/5/
5/4/3/2): Has spellbooks containing all 0 to 7th level
spells. Possessions: +4flam ing burst longsword, staff of
fire (40 charges), +5 ring o f protection, ring o f force
shield.
In Your Campaign
Klirrik makes a good helper for a low-level party that
needs some mercenary support but cannot normally
afford it. He gladly accepts low fees in order to explore
dungeons and caverns, always hoping to find that passage
leading home. Klirrik makes an excellent red herring in
an adventure, as his bizarre, often suspicious behavior can
draw the players' attention away from a much more press
ing threat.
For his part, Klirrik tries his best to fulfill his obliga
tions and works hard to soothe any suspicions he may
inadvertently arouse. If he hears of a group preparing to
make a journey deep into the earth, he may approach a
party and offer his services at a reduced rate.
Fees
Klirrik asks for 60 gp per day if a job offers him the chance
to descend deep into the earth. Otherwise, he insists on
120 gp per day. W hile his skills could demand much
more, he keeps his aranea form and qualities, including
his sorcerer spellcasting abilities, a complete secret. He
only uses them to save his life, as he fears the truth o f his
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In Your Campaign
Taliek can serve two purposes over the course of a cam
paign. W ith his contacts amongst his tribesmen, he is the
perfect hook for any adventure that requires the PCs to
journey out into the wilderness. W hen monsters or other
trouble threaten the centaurs, they send word to Taliek to
find heroes to help aid them. He also could serve as the
centerpiece of an adventure, with the characters hired to
escort him on a courier run. For instance, a wizard who
hires Taliek to carry some valuable components to a fron
tier town may pay the characters to journey with the
young centaur.
O f course, the characters and their allies may simply
need someone to transport important trinkets and pack
ages for them. Taliek can serve as a messenger between
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the PCs and their allies, and in this role he can become an
important recurring NPC. W hile the PCs might not
normally need a messenger, during a scenario
t
where the PCs are separated or dealing with
f
several different crises at once, his tal
ents can prove invaluable.
Fees
Taliek charges 60 gp per day for
his services plus expenses,
such as food and shelter for a
long journey.
Taliek Thunderhoof, Centaur
Wizl: CR 4; SZ L (monstrous
humanoid); HD 4d8+ld4+10;
hp 30;lnit +2 (Dex); Spd 50 ft.;
AC 13 (-1 size, +2 Dex,
+2 natural); Atk Staff+6 melee
(ld6+3) or composite longbow +6
ranged (ld8); Face 5 ft. by 10 ft.; SA
Spells; SQ Spells; AL CG; SV Fort +3, Ref+6,Will
+7; Str 14, Dex 14, Con 15, Int 14, Wis 13, Cha
11. Skills: Hide +2, Knowledge (arcana) +6,
Knowledge (nature) +4, Listen +4, Spellcraft
+4, Spot +4, Wilderness Lore +5. Feats: Run,
Skill Focus (knowledge: arcana)), Weapon
Proficiencies (composite longbow,
greatclub, heavy lance). Spells Normally
Prepared (3/2): 0 - light, mending,
Staff, composite
longbow, 20 arrows,
large sack, backpack.
y
The
East
W ind
Brother-hood is a fair
services, and settles for nothing less than rates at least 10%
above average.
Nerrakus Shieldsplitter is Berreks current favorite stu
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Typical Members
The rest o f the East W ind Brotherhood is composed of 4
veteran monks and 14 initiates. The stat blocks below
summarize the typical veteran and initiate.
Veteran Scarlet Fist, H u m an Mnk4: CR 4; SZ M
with gray, and his blue eyes blaze with an earnest intensi
ty. He uses forceful, direct language, frequently relying on
military analogies and references to combat tactics to
make his points.
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Scarlet Fists.
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monks never take work that does not involve their under
lings. After all, a Fists caravan cannot operate if its leader
ship is off on some adventure.
The following contract demands apply to all Scarlet Fist
caravans:
The Scarlet Fists insist on one hour each morning for
meditation and practice with their martial arts.
H alf of the money offered on a contract must be paid in
advance.
Upkeep and expenses must include a potion of cure light
wounds per caravan member per week. I f potions are
not available, the caravan requires the services of a spell
caster able to use at least one cure spell per day. This
caster must be placed under the command of the Fists
abilities. The second time you take it, you gain mastery
with studded leather and hide armor. If you take it a third
time, you gain mastery with the chain shirt and the
breastplate. You learn to remain agile on your feet and pre
serve all your monk abilities despite the armors weight.
However, when wearing any medium armor, reduce the
improved speed granted by the monk class by 10 ft.
The raw weight of the armor makes it difficult to move
leader.
The Fists begin negotiations asking for a weekly pay
rate equal to 10 gp per each monks level. However, this
assumes that a coming conflict interests the monks in
some way. For example, the siege of a castle perched
atop a glacier may interest a caravan of Fists who have
never before fought in the snow. I f the contract
involves duties the Fists are familiar with, they ask for
the standard rate for each monk and a rate of 60 gp per
quickly.
_ _
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THE DELVERS
Deep within the earth, entire civilizations rise, fall, march
to war, and carry on a complete history unknown to the
nations and kingdoms of the surface world. Few make the
perilous journey through the caverns and deep galleries
that lie between the deep kingdoms and the upper world,
yet those merchants and travelers who do manage to sur
vive the terrible journey through darkness reap tremen
dous profits. Items that the surface or deep societies con
sider mundane trinkets are treated, and priced, as rare,
wondrous artifacts when placed on sale in their counter
part's markets. Yet, only the bravest, most daring, or most
foolish merchants dare the dungeon corridors and caves
that connect the two worlds.
The Delvers is a minor guild formed to deal with this
situation. Composed o f renegade dark elves, deep
dwarves, and svirfneblin, its members specialize in ferry
ing surface worlders to the drow kingdoms, deep dwarf
strongholds, and svirfneblin communities that lie deep
within the planet. They know of the strange, frightening
monsters that stalk the darkest galleries and caverns, such
as mind flayers, grimlocks, and worse, helping their
employers to avoid and, if necessary, defeat them. The
Delvers commonly accompany caravans that seek to
establish trade routes with the underworlds civilizations,
charging hefty fees dwarfed only by the boundless profits
promised by underearth trade routes. The guild's mem
bers serve as guides, scouts, diplomats, negotiators, and
traders, smoothing any difficulties that may arise during a
trade run, from something as simple as finding a trust
worthy buyer for a surface caravans goods to keeping
watch for signs of monster activity on or near a trade
route. The Delvers are too few to staff a full caravan, and
most merchants hire one or two members to help ferry
their goods to market.
ercenary
Co
m pa n ies
ercen ary
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half-orc herald,
Drelza, who had
served with him .
Using
Drelza
as
an ambassador to
surrounding com
munities,
Krotok
issues.
KR0T0K S CROAKERS
Ores and goblins are a blight on the land. They
rob, pillage, loot, and murder with impunity. An
ore sighting near a borderlands town is cause
enough for alarm that inevitably the
towns population dips as merchants seek
safer market, only to bounce back up as
<
erc en ary
Co
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ORGANIZATION
The Croakers are led by an opportunistic goblin named
Krotok, who relies on Drelza the bard to maintain con
tacts with the civilized races and negotiate contracts with
potential employers. Krotok collects all money directly,
then distributes the fund to the goblins and other crea
tures who fulfilled the contract. Krotok normally keeps
20% o f a fee for himself.
Krotok makes his lair in a large system of caves and cav
erns. He requires his followers to make their homes there,
too, both to keep close tabs on them and to prevent them
>
<
ercen ary
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>
<
>
ercen ary
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ship, and few masters who seek such aides treat them
with respect or dignity. W hile some wizards slowly
increase their skill and abilities laboring in the laboratory
for another, most are continually frustrated by the mis
treatment, boring work, and lack of opportunities to prac
tice their magic. Thus, many wizards turn to adventuring
to hone their skills and gather the resources needed to
fund the construction of a proper tower and laboratory.
Some wizards, attracted to the adventuring life but lack
ing the courage and initiative to strike out on their own,
instead become mercenaries. The war wizards' conclave is
a loose collection of allied wizards who form a network of
spellcasters for hire. Chapters of the guild in each city
serve to validate contracts, hold advances and other pay
ments for members, and help members manage their
careers and master the talents needed to attract gainful
employment. The guild began as an agreement amongst a
small group of apprentices to look out for one another and
exchange information and tips regarding mercenary
employment. Over time, the guild grew into a formal
organization as its original members invested part of their
earnings into improving its services. Most major cities
host a guildhouse where adventurers, mercenary gener
als, and others can find a spellcaster who has the skills
they need.
W hile the typical wizards guild covers some of the ser
vices offered by this organization, the conclave specializes
in services designed for younger wizards who
specialize in combat. In particular, the train
ing and support the conclave provides draw
many young, freelance wizards to its halls.
Generally, after a few years of mercenary
work a wizard gains the skill and reputation
necessary to join the normal wizards guild
and settle down in a more traditional trade.
<
ercen ary
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>
- ______ -_____
M ercenary
Co m p a n ie s
____________
i/
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.(^ P R E S T IG E C L A S S E ^ . n ^ , . , , , . . A
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lasses
LASS SKILLS
The assemblage undine are a collection of arcane spell
casters who believe less in staid learning and tutelaries,
' idicrnroiirirr-praiatiat5experience. Originally descended
from a loose alliance of dwarven and human sorcerers and
wizards, the assemblage is only nominally a school of
magic, with a small headquarters and a full-time staff
numbering less than thirty. Once they accept an appren
tice, the assemblage calls upon a traveling magister to
teach the student. Such teachers are, to put it mildly,
unconventional, and many meet with their students only
a few times over the course o f a year, preferring that their
student finds his own path in the world.
Many of the assemblage hire on as mercenaries, using
the battlefield as their headmaster. Though the assem
blages mages have less capability of casting higher level
spells, they are truly the masters o f the spells that they do
know.
H it Die: d4.
REQUIREMENTS
All of the following are requirements for joining the
assemblage undine class.
Spellcasting: The ability to cast arcane spells of third
level, but none of sixth level or higher.
Spellcraft: 6 ranks
Feats: Any two metamagic feats
Special: The prospective student must demonstrate
independence. His test to become a student of the assem
blage can be a number of different things, but should the
apprentice fail, he is never invited back.
The class skills for the assemblage undine class, and the
key ability for each skill, are Alchemy (Int), Appraise
(Int), Bluff (Cha), Concentration (Con), Decipher Script
(Int), Diplomacy (Cha), Intimidate (Cha), Knowledge
(arcana) (Int), Scry (Int), Search (Int), Spellcraft (Int), and
Use Magic Device (Cha).
S k ill Points at Each Level: 4 + Int modifier.
CLASS FEATURES
All o f the following are class features of the assemblage
undine prestige class.
A rm o r and W eapon Proficiency: Members of the
assemblage undine gain no special skill with weapons or
armor.
Spellcasting: Members o f the assemblage undine
effectively stunt their spell progression into the higher
arts. W hile they advance in a manner similar to their pre
vious class, they do not gain access to any new spell levels,
and do not gain any other benefits for advancement. If a
character has access to multiple arcane spellcasting class
es, he must choose one to advance in when he joins the
assemblage undine.
H eightened Skill: Beginning at 1st level and continu
ing every third level thereafter, the assemblage member
learns to better channel his mystic energies. At each level
of Heightened Skill, he reduces the spell slot cost increase
of his metamagic feats by one, to a m inim um of one.
Power o f One: An assemblage undine is hardier than
most sorcerers and wizards. He always rerolls a roll of 1
for hit points.
CLASS SKILLS
REQUIREMENTS
To qualify to become a bone warrior, a character mustfulfill the following criteria:
A lignm ent: Any chaotic
Base A ttack Bonus: +6
Craft (any weapon): 4 ranks
Move Silently: 4 ranks
W ilderness Lore: 8 ranks
Feats: Track, Weapon Focus (any)
Special: In order to become a bone warrior, the hope
ful initiate must undergo a rigorous test. First, the young
warrior must go out into the wilderness with nothing but
his clothes. The warrior must track and kill, using any
The bone warriors class skills (and the key ability for each
skill) are: Clim b (Str), Craft (Int), Handle Animal (Wis),
Jump (Str), Knowledge (Nature), Listen (Wis), Move
Silently (Dex), Spot (Wis), Swim (Str), and Wilderness
Lore (Wis).
S k ill Points at Each Level: 4 + Int Modifier.
CLASS FEATURES
All o f the following are class features of the Bone Warrior.
Weapon and Armor Proficiency: Bone Warriors are profi
cient with all simple and martial weapons, light and medi
um armor, and shields.
S p irit Link: Starting at 1st level, a bone warrior places
a part of his soul within his weapon, conferring bonuses
and penalties on the warrior. I f the warrior and his
weapon are ever separated by more than 90 ft., the warrior
begins to feel negative effects. Each day that the warrior
remains out o f contact with his weapon, he temporarily
loses one point of Constitution and all class abilities and
benefits. All benefits and temporary Constitution lost
return as soon as the warrior comes into contact with his
bone weapon. Because the warrior has placed a piece of
his soul in the weapon, he knows at all times which direc
tion and how far away his weapon is. As long as the war
rior is alive, his bone weapon is indestructible. All damage
dealt to the weapon is halved (rounded up) and dealt to
the warrior instead (for instance, if the weapon has a hard
ness o f 10 and someone strikes the weapon for 12 points
of damage the warrior would cake 1 point of damage.
T a b le 10-1: T h e A s s e m b la g e U n d i n e
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Spells per Day
Heightened skill +1, power o f one
Bonus feat
Bonus feat, heightened skill +1,
Bonus feat
Heightened skill +1,
Bonus feat
Bonus feat, heightened skill +1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
level
level
level
level
level
level
level
level
level
level
o f existing
o f existing
o f existing
o f existing
o f existing
o f existing
o f existing
o f existing
o f existing
o f existing
class
class
class
class
class
class
class
class
class
class
r e st ig e
Cla sses
CLAN CHAMPION
The clan champion is the product of rigid martial tradi
tion. Amongst a wide range of races, particularly hobgob
lins and dwarves, specialized schools of fighting have
developed that focus on teamwork and group tactics.
Many of these races, particularly dwarves, must fight
against great beasts such as giants and dragons that can
easily cleave through their ranks. To counter this, their
warriors must learn to fight together as a single unit,
swarming the enemy and taking advantage of chinks in
his defenses as he struggles to deal with his numerous
opponents.
The clan champion is the epitome o f this strategy.
Trained to lead the warriors of his clan into battle, the clan
champion coordinates the attacks of less experienced war
riors to overwhelm and destroyed a single gigantic or
highly skilled opponent. By drilling intensively with his
comrades, the champion teaches them to work together
as a single fighting unit, forging them into a force to be
reckoned with.
Many civilized and monstrous races train and use clan
champions. Dwarves who take this prestige class are
known as giant slayers. These veterans rally the clans war
riors to take down frost giants, hill giants, trolls, ogres, and
other towering creatures.Troglodytes and hobgoblins also
commonly use clan champions, often to counteract the
ability and skill of adventurers and other heroes amongst
their enemies.
H it Die: dlO.
REQUIREMENTS
To become a clan champion, a character must fulfill all
the following criteria:
Base Attack Bonus: +8
D iplom acy or In tim id a te : 5 ranks
Feats: Leadership, Tough ness
T a b le 10-2: T h e B o n e W a r r i o r
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Save
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
Save
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
Save
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
Special
Spirit link, call weapon, im bue weapon (+1)
D am age reduction (1/ )
Im bue weapon (+2)
D am age reduction (2/ )
Im bue weapon (+3)
Im part spirit, dam age reduction (3/ )
Im bue weapon (+4)
D am age reduction (4/ )
Im bue weapon (+5)
D am age reduction (5/ )
r e st ig e
CLASS SKILLS
response to one use of the Great Cleave feat, but only once
The clan champion class skills (and the key ability for
each) are Clim b (Str), Craft (Int), Handle Animal (Cha),
Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Sk ill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
T a b le 10-3: T h e C la n C h a m p io n
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Clan allies, swarm attack +1
Counterattack
Swarm attack +2
Coordinated attacks
Swarm attack +3
Inspiring leader
Swarm attack +4
Coordinated actions
Swarm attack +5
Greater clan allies
>
-'
___________
CLAN KALLIN
REQUIREMENTS
To qualify to join Clan Kallin, a character must fulfill all
ot the following criteria.
CLASS SKILLS
The class skills for the Clan Kellin class, and the key abil
ity for each skill, are Clim b (Str), Craft (blacksmithing)
T a b le
CLASS FEATURES
10-4: T h e C l a n K a l l i n
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Throwing
Bonus feat
N o tim e to bleed
Bonus feat
Revenge
Bonus feat
Take-Down
Bonus feat
Revenge
Bonus feat, M aim ! Kill! Destroy!
CLASS SKILLS
The dune runners class skills (and the key ability for each
skill) are Animal Empathy (Cha), Balance (Dex), Handle
Anim al (Cha), Hide (Dex), Intim idate (Cha), Intuit
Direction (Wis), Listen (Wis), Ride (Dex), Use Rope
(Dex), and Wilderness Lore (Wis).
S k ill Points at Each Level: 3 + Int. modifier.
CLASS FEATURES
All of the following are class features of the dune runner
prestige class.
A rm or and W eapon Proficiency: Dune Runners are
proficient with all simple weapons, scimitars and spears,
and light armor. Medium and heavy armors can actually
be detrimental in the unforgiving lands o f the dune run
ners.
Survivalist: The first lesson new dune runners learn is
how to survive for extended periods in harsh conditions.
Following a successful Wilderness Lore check to aid
against severe weather, he gains +4 to all his Fortitude
saves, and may move at his full speed across without
penalty across even the most difficult terrain or weather
conditions. Alternately, some long as the dune runner has
adequate food and water, he can survive the severe weath
er indefinitely if he chooses to stay in one place. This
effect does not extend to those the dune runner travels
with.
T a b le
10-5: T h e D u n e R u n n e r
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rds
4th
5th
6th
7th
8th
9th
10th
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Survivalist
Sandwalk
Know the old roads
Vanish without trace
The sand is my ally
Know the old roads
A grain o f sand am ong many
Master o f the mirage
The desert is my shield
A grain o f sand am o n g many
>
r e st ig e
Cla sses
<
Sandw alk (ex):The desert presents many threats to the
runner.
This ability lasts a number of rounds equal to the dune
with equal speed and little difficulty. W hile the dune run
ner is wearing only light or no armor and is only lightly
encumbered, he may cross any expanse of land despite its
consistency, with quicksand being the equal of rock
underfoot (arctic dune runners use snow instead of sand).
This effect does not extend to other hazards, however, and
the dune runner cannot walk on water.
If the dune runner remains stationary while using this
ability, he suffers the full effects of the hazard (if any).
K now the O ld Roads: At 3rd level, the dune runners
basic knowledge of his chosen home is complete, and his
desert holds few secrets from him. He receives a +5 com
T-
<
r e st ig e
Classes
REQUIREMENTS
To qualify to join the exiles of the burning road, a charac
ter must meet the following requirements.
Race: May not be an ore. Half-orcs are rarely accepted,
but suffer prejudicial treatment.
A lignm ent: Any nonevil.
Base A ttack Bonus: +4.
W ilderness Lore: 4 ranks
Feats: Endurance
Special: The character must participate in three raids
on orcish villages, or in the protection of a people against
three orcish attacks.
CUSS SKILLS
EXILES
OF THE BURNING ROAD
The Orc-Gate wars were a terrible time, when the reviled
black ores marched upon the lands o f elf and man alike,
putting to the torch all who opposed them. Though the
conflict ended centuries ago, one tribe o f humans the
Rising Moon never forgot or forgave the atrocity. W ith
their lands sacked and their people culled, the remainder
of the tribe decided to wander the world, awaiting their
revenge whilst ensuring no others would suffer as they
had.
The years since this choice have not been kind, and the
exiles virtually starve while attempting to balance their'
own needs with those of the peoples they aid. A splinter
group, the Soldiers of the Blackened Road, abandoned the
old ways a generation ago, and desertion is common.
Those who remain, however, are the staunchest allies any
could hope for, and the best hope against future orcish
incursions.
Newcomers interesting in joining the exiles must find
them in between their travels and prove themselves wor
thy to be among these disheveled pariahs.
H it Die: dlO.
T a b le
The class skills for the exiles of the burning Road (and the
key ability for each skill) are Clim b (Str), Craft (Int),
Handle Animal (Cha), Jump (Str), Ride (Dex), Swim (Str),
and Wilderness Lore (Wis).
S k ill Points at Each A d d itio n a l Level: 2 + Int modi
fier.
CLASS FEATURES
All of the following are class features of the exile of the
burning road prestige class.
A rm o r and W eapon Proficiency: Exiles of the burn
ing road are proficient with all simple weapons, and all
light armor and shields.
Favored Enemy: All exiles of the burning road have
ores as a favored enemy, as per the ranger class feature of
the same name. This stacks with any previous favored
enemy (ore) ability that a character may already possess.
Bonus Feats: Beginning at 2nd level, and continuing
eveiy other level thereafter, the exile may choose a bonus
feat from the fighters list of bonus feats.
Im proved Flanking: At 3rd level, the exile learns
some of the basic teamwork techniques of his band, and
gains a +4 flanking bonus on attack rolls when he and an
ally flank an enemy, instead of the normal +2. This bonus
only applies when both individuals flanking are exiles of
the burning road.
10-6: T h e E x ile o f t h e B u r n i n g R o a d
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+4
+5
+6
+8
+9
+9
+10
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Favored enemy
Bonus feat
Improved flanking
Bonus feat
Ive got your back
Bonus feat
Whatever is necessary
Bonus feat
My life for yours
Bonus feat
1
__________________FANATIC
Though most mercenary bands know better than to
switch sides amidst battle, few generals wish to risk such
treachery. One solution is to mix mercenary bands with
individuals whose loyalties are absolute and unwavering,
and who will ruthlessly punish betrayal. It is, of course,
only coincidence that such fanatics sometimes threaten
the generals causes themselves.
Fanatics are individuals who do not simply believe or
hold ideals; they know they are correct, and dismiss con
trary opinion as either idiocy or blasphemy. Unlike the
superficially similar barbarians, a fanatics fervor extends
REQUIREMENTS
To qualify as a fanatic, a character must fulfill the follow
ing criteria.
A lig n m e n t: The characters alignment must never
have changed, and the character may not have performed
an action in opposition to his alignment.
Base W ill Save: +5
Feats: Iron W ill
Special: The character must hold up one credo as an
absolute truth, such as Everia must be destroyed. It must
be also be a truth that even other characters of the same
alignment may find disturbing (i.e. a lawful good charac
ter will assume that theft is always wrong, but a lawful
good fanatic may say that a beggar stealing a loaf of bread
should be put to death).
CLASS SKILLS
The fanatics class skills (and the key ability for each skill)
are Bluff (Cha), Concentration (Con), Craft (Int),
Diplomacy (Cha), Intimidate (Cha), Knowledge (history)
(Int), Knowledge (any not restricted to a particular class)
(Int), Perform (Cha), and Sense Motive (Wis).
S k ill Points at Each Level: 3 + Int modifier.
CLASS FEATURES
All of the following are class features of the fanatic pres
tige class.
A rm or and W eapon Proficiency: Fanatics are familiar
w'ith all simple weapons, light armors, and shields. They
are also familiar with one exotic weapon of their choice.
Fanatic Fervor: The fanatic adds his level in the class
to all of his W ill saves to resist magical or supernatural
attempts to sway his mind, and to all opposed skill checks
to do so. Additionally, the fanatic may choose to invoke
T a b l e 10-7: T h e F a n a t i c
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Fanatic fervor
Fanatic fervor, leadership
Fanatic fervor
Fanatic fervor
Fanatic fervor, rabble-rouser
Fanatic fervor
Fanatic fervor, divine protection
Fanatic fervor, leadership
Fanatic fervor
Fanatic fervor, undying devotion
>
r e st ig e
Cla sses
REQUIREMENTS
The following are the requirements for joining the fifth
column prestige class.
A lignm ent: May not be lawful good.
Bluff: 6 ranks
Disable Device: 6 ranks
Disguise: 6 ranks
H ide: 8 ranks
Move Silently: 8 ranks
Feats: Alertness
Special: Charisma may be no higher than 13, and
no lower than 8.
CLASS SKILLS
The fifth columns class skills (and the key ability for
each skill) are Alchemy (Int), Appraise (Int),
Balance (Dex), Bluff (Cha), Clim b (Str), Craft (Int),
Diplomacy (Cha), Disable Device (Int), Disguise
(Cha), Forgery (Int), Gather Information (Cha),
Hide (Dex), Jump (Str), Knowledge (architec-
HHHWn
>Oi
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w k
r e st ig e
CLASS FEATURES
All of the following are class features of the fifth column
prestige class.
A rm o r and W eapon Proficiency: The character gains
no new familiarity with weapons, armor, or shields, but is
encouraged to learn such techniques as part of his cover
identities.
O ne A m o n g M any: A good saboteur neither seeks nor
avoids attention. A member of the fifth column gains a
+10 competence bonus to all Disguise checks and auto
matically rerolls any Disguise check roll of a natural 1.
Sneak Attack: Starting at 2nd level, a member of the
fifth column can make devastating attacks against oppo
nents who cannot adequately defend themselves.
Whenever an unseen hand strikes an opponent who
would be denied his Dexterity modifier to his armor class
or the unseen hand flanks his opponent, the unseen hand
can strike a vital spot for extra damage. The extra damage
is +ld6 at 2nd level, and an additional ld6 is added every
three levels thereafter.
This damage stacks with other sneak attack bonuses.
A M in o r A djustm ent: Saboteurs rarely have the time
to muddle with anything important for long. Beginning
at 3rd level, the character may always take 10 on Disable
Device checks, regardless o f stress or normal time
allowances. A saboteur may use this ability repeatedly and
consecutively.
At 6th level, he can take 20 on Disable Device checks no
matter the circumstances.
Poison Use: Members of the fifth column know many
infiltration techniques. Once inside someone's camp,
knowing poisons is just as important. At 4th level, the
saboteur never accidentally poisons himself when apply
ing poison to a blade.
T a b l e 10-8: T h e F i f t h C o l u m
Classes
REQUIREMENTS
All of the following are requirements for joining Goridins
Knights.
A lignm ent: Must be true neutral.
Base Attack Bonus: +5.
Feats: Combat Casting.
Spellcasting: Ability to cast 3rd level divine spells
from the War Domain. Those unable to cast divine spells,
may still join the knights, but do not gain the spells per
day of a typical member o f this prestige class.
Special: Must have proficiency with and own a master
work martial weapon.
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
O ne am ong many
Sneak attack +1 d6
A m inor adjustm ent
Poison use
Sneak attack +2d6
A m inor adjustm ent
N othing up my sleeve
Sneak attack +3d6
Bonus feat
^ ^ P r E S T IG E C L A S S E r ^ ^ i f
CLASS SKILLS
The class skills for Goridin's Knights (and the key ability
for each skill) are Concentration (Con), Craft (Int),
Diplomacy (Cha), .Handle Animal (Cha) Heal (Wis),
Intimidate (Cha), Knowledge (religion) (Int), Profession
(mercenary) (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
^ 1
"''
ple weapons.
Spells: Goridins Knights, though nominally clerics,
have a slower spell progression rate. Beginning at 1st level
and continuing every other level thereafter, the knight
gains a cleric level for the purposes of learning and cast
ing spells. /
Turning: Goridin's Knights, being one step removed
T a b le 10-9: T h e G o r i d i n s K n i c h t s
Base
Class
Attack
Fort
Ref
Will
Level
Bonus
Save
Save
Save
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+0
+1
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
Special
3-
r e s t ig e
REQUIREMENTS
The following are the requirements for joining the grey
walkers.
A lignm ent: Must be neutral.
Base Attack Bonus: +5.
Spellcasting: Ability to cast 3rd level or higher druid
spells.
CLASS SKILLS
The class skills for the grey walker class, and the key abil
ity for each skill, are Animal Empathy (Cha), Clim b (Str),
Concentration (Con), Diplomacy (Cha), Handle Animal
(Cha), Hide (Dex), Intimidate (Cha), Intuit Direction
(Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis),
Move Silently (Dex), Ride (Dex), Scry (Int), Search (Int),
Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim
(Str), and Wilderness Lore (Wis).
S k ill Points at Each Level: 4 + Int modifier.
Cla sses
prestige class.
A rm or and W eapon Proficiency: Grey walkers gain
CLASS FEATURES
ciency.
Natures Protection: Starting at 1st level, any magical
weapon that wounds the grey walker loses an effective +1
per successful strike. These lost bonuses return at the rate
of one a day until the weapon is fully restored, but intelli
gent weapons may refuse to attack the Grey Walker a sec
T a b le
10-10: T h e G r e y W a l k e r
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Natures protection
Natures blessing +1
+1 level o f spellcasting class
Sense imbalance
Natures blessing +2, nature's balance
Repeal blessing
Natures blessing +3
Repeal blessing
r e s t ig e
Cla sses
<
INITIATE
REQUIREMENTS
To qualify to become an initiate o f shattered steel, a char
acter must fulfill the following criteria:
A lignm ent: Any lawful
Base Attack Bonus: +5
Balance: 5 ranks
Bluff: 4 ranks
Intim id a te : 4 ranks
Jum p: 5 ranks
Sense Motive: 6 ranks
Tumble: 8 ranks
Feats: Improved Unarmed Strike, improved Disarm,
and Sunder
CLASS SKILLS
The initiate of shattered steels class skills (and the key
ability for each skill) are: Balance (Dex), Clim b (Str),
Concentration (Con), Craft (Int), Escape Artist (Dex),
Hide (Dex), Jump (Str), Listen (Wis), Move Silently ( Dex),
Profession (Wis), Swim (Str), and Tumble (Dex).
S k ill Points at Each Level: 2 +Int Modifier.
r e s t ig e
CLASS FEATURES
All of the following are class features of the initiate ot
shattered steel.
W eapon a n d A rm o r Proficiency: Initiates of
Shattered Steel gain no additional weapon or armor profi
ciencies.
Note: An initiate only has access to his class abilities
when he is completely unarmed, unarmored, and lightly
encumbered or unencumbered.
Tiger Strike: Starting at 1st level, the initiate is a mas
ter of empty hand fighting. He uses the m onks unarmed
attack bonus and unarmed damage as if he were a monk of
that level. If he was already a monk before becoming an
Cla sses
and feet.
Destructive Grasp: Starting at 2nd level, initiates gain
greater abilities to destroy weapons and inanimate
objects. W hen an initiate attempts to break an inanimate
object, he doubles his Strength modifier, only for purpos
es of dealing damage.
Destructive Disarm : At 3rd level, initiates hone the
defense capabilities to higher levels. W hen an initiate suc
cessfully disarms an opponent, he may, as a free action,
immediately damage the weapon dealing maximum dam
age to the weapon in question. Using this ability does not
draw an attack of opportunity.
Responsive Disarm: At 4th level, initiates gain sharp
er and greatly enhanced reflexes. W hen an initiate is
attacked, he may forfeit an attack of opportunity to gain a
+4 dodge bonus to one attack. If the attack misses, the ini
tiate gains a bonus to his next attack in the next round to
disarm that opponent equal to his level in this class.
D ragon Strike: At 5th level, an initiate gains an intu
itive ability to place his blows. The initiate gains his
Wisdom modifier (if positive) as a bonus to his damage
rolls.
Great Sunder: At 6th level, the initiate ignores up to 5
points o f hardness when striking an object.
T a b le
or incapacitated.
____________________ LEGACY
Some enemies are so great that no single man or army
may destroy the foe in a single lifetime. Some monsters
live in a timespan which dwarfs the life of mortals and
indeed barely pays heed to such fleeting creatures.
Dragons, liches, vampires, demons, devils, and spirits are
no less dangerous to their enemies because of their cal
lousness, but few would dedicate themselves to the eradi
cation of such powerful nemeses.
Legacies are such people. They clash with their ageless
opposites down the centuries, born to previous legacies,
trained by them, fighting their cause, and then training
10-11: T h e I n i t i a t e o f S h a t t e r e d S t e e l
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Tiger strike
Destructive grasp
Destructive disarm
Responsive disarm
Dragon strike
Great sunder
Fists o f stone
Fists o f water
Shattering blow
Master o f the empty hand
,,
Ju,
Hi ,i.f *
.i ^ ^ P R E S T l G E
REQUIREMENTS
The following are the requirements for entering the lega
cy prestige class.
A lignm ent: May not be the same alignment as the
legacy foe (see below).
Base A ttack Bonus: +3.
Knowledge (arcana): 6 ranks.
Feats: Iron W ill
Special: The character must have a legacy relative, or
find and train under another member of this class. The
character must also convince their teacher o f their com
mitment, by defeating a creature of the same type as their
legacy foe (see below), or an ally or lieutenant of the lega
cy foe.
CLASS SKILLS
The class skills (and key ability for each skill) for the lega
cy prestige class are Alchemy (Int), Craft (Int), Decipher
Script (Int), Diplomacy (Cha), Disable Device (Int),
Gather Inform ation (Cha), Heal (Wis), H ide (Dex),
Intimidate (Cha), Knowledge (arcana) (Int), Knowledge
(history), Knowledge (legacy foe) (Int), Listen (Wis),
Move Silently (Dex), Open Lock (Dex), Profession (mer
cenary) (Wis), Scry (Int), Search (Int), Sense Motive
(Wis), Spellcraft (Int), and Spot (Wis).
S k ill Points at Each Level: 4 + Int modifier.
, r. . ^
CLASS FEATURES
All of the following are class features of the legacy pres
tige class.
A rm o r and W eapon Proficiency: Legacies receive
training in the use of all simple and martial weapons, and
in the use of all light and medium armors. Heavy armors
and shields tend to be more dangerous than helpful
against the legacy foe, and most legacies eschew their use.
Legacy Foe: Upon choosing to become a legacy (even
before joining the class properly), the character chooses a
legacy foe: an enemy so vastly powerful that it cannot real
istically be defeated in one lifetime. Immortal and m il
lennial characters and creatures are appropriate choices
for legacy foes, but so are certain powerful organizations
(such as hidden, ancient cults of evil; DMs have final say).
The legacy foe is a favored enemy (as per the ranger abili
ty of that name), and the legacy receives all benefits of
having a favored enemy when opposing the legacy foe or
its direct, knowing minions. This class feature does not
stack with the ranger favored enemy class feature, as the
legacy chooses his foe as an individual or individuals, not
as part of a greater racial group.
Careful Consideration: Legacies do not survive by
carelessness, hiding when necessary from their legacy
foes. Beginning at 2nd level, legacies gain a bonus equal to
their level to the DC or any contested checks against lega
cy foes attempting to discover them, whether magically
(such as with Scry checks), or through more typical man
ners (Spot or Gather Information checks). This effect is
continuous.
D eterm in ation : At 3rd level, the legacys studies into
the nature of his foe reveals deeper insight into their
nature and abilities. W hile fighting the legacy foe or its
direct, knowing minions, the legacy adds his level in this
prestige class to his Initiative checks. Furthermore, the
legacy adds his level as a competence bonus to all Gather
Information, Listen, Search, Spot and Wilderness Lore
skill checks to track or otherwise find their legacy foe.
Strength From Failure: Legacies must learn to cut
their losses, and that the greater evil is to die a wasted
T a b le 1012: T h e L e g a c y
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Legacy foe
Careful consideration
Determination
Strength from failure
Steely resolve
Praise to the fallen
The enemy o f my enemy
Deadly choices
Deadly results
Undying opposition
C lasses
legacy foe will not charge blindly into this encounter (if
he sees an army waiting for him, he will recognize the trap
for what it is), this is perhaps a legacy's best chance to
destroy his opponent once and for all.
U nd y ing O pp osition : At 10th level, the character's
opposition to his legacy foe is so great that mere old age
cannot stop him. The legacy ceases to age perceptibly,
aging at the same rate as his foe does, and the legacy dies
if and when his foe does (though the legacys death does
nothing to his foe). Furthermore, the opposition between
foe and legacy becomes a tiny part of the fundamental
nature of balance, and neither can directly attack the
other (all damage directed from one to the other is
reduced to zero). Lastly, the characters antagonism
towards his foe is complete; his alignment permanently
shifts to polar opposite of his foes.
Former Legacies: Legacies who destroy their legacy
foe (or who leave the class) may multiclass as normal,
receiving no penalties. All classes may multiclass to and
from the legacy class, so long as they do not violate their
class's alignment or code of conduct restrictions over the
course o f their careers as legacies. A legacy who allies with
his opponent is less than despicable in his former allies
eyes and was unworthy o f the trust placed w ithin him.
_______________ MAN-AT-ARMS
Most warrior concentrate on mastering one or two
weapons, to make them extensions of themselves. A manat-arms prefers a wider familiarity with weapons, at the
cost o f overall skill with individual style. Men-at-arms are
popular hires among poorer armies, as these warriors
fight with whatever is at hand.
H it Die: dlO
REQUIREMENTS
CLASS SKILLS
The man-at-arms class skills (and the key ability for each
skill) are: Clim b (Str), Craft (Int), Intimidate (Cha), Jump
(Str), Ride (Dex), Sense Motive (Wis), and Swim (Str).
S k ill Points at Each Level: 2 + Int Modifier.
CLASS FEATURES
All of the following are class features of the man-at-arms.
Weapon and Armor Proficiency: Men-at-arms are profi
cient with all simple, martial, and exotic weapons, light,
medium, and heavy armor, and shields.
r e s t ig e
T a b le
Cla sses
Legendary Prowess: Starting at 9th level, a man-atarms gains nearly total unity with his fighting spirit. A
man-at-arms now gains +2 to his armor class and to his
attack and damage rolls with all weapons. This ability
stacks with his General Specialization ability.
True Mastery: Starting at 10th level, a man-at-arms has
attained true mastery with all weapons. He gains the
Exotic Weapon Proficiency in two additional weapons of
his choice and the Weapon Focus feat in four additional
weapons of his choice.
10-13: T h e M a n - a t- A rm s
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Special
General specialization
Preemptive strike
Master critical
Focused strike
Rapid attack
Strike at the core
Lightning speed
Furious assault
Legendary prowess
True mastery
JL
r e s t ig e
REQUIREMENTS
C lasses
CLASS SKILLS
The class skills for the sanguine knights class, and the key
ability for each skill, are Balance (Dex), Bluff (Cha), Climb
(Str), Disguise (Cha), Escape Artist (Dex), Forgery (Int),
Gather Information (Cha), Hide (Dex), Listen (Wis),
Move Silently (Dex), Open Lock (Dex), Search (Int), Spot
__________________ PARTISAN
CLASS FEATURES
All of the following are class features o f the sanguine
knights prestige class.
A rm o r and W eapon Proficiency: The order o f the
sanguine knights does not teach its members any special
skill in combat.
Sneak Attack: Starting at 1st level, the knight gains
extra sneak damage of +ld6 which stacks with previous
sneak attack bonuses. At 3rd level and every two level
thereafter, the knight gains an additional +ld6.
Poison: At 2nd level, the knight never risks accidental
ly poisoning himself.
The H id d e n Dagger: The knights know how to hide
weapons from the eyes of others. At 4th level, the knight
can hide one Small object that cannot be found without a
Search check (DC 20 +level in this class + Hide).
Sanctuary: At 6th level, the knight is continuously
protected by a sanctuary spell. I f the knight breaches his
own sanctuary, he must wait until the dawn of the next day
before it renews.
B lood C alls to Blood: At 8th level, whenever a
knights attack threatens a critical hit, he may choose to
make the hit an automatic critical. Should the victim sur
T a b le 10-14: T h e O r d e r o f t h e S a n g u i n e K n i g h t s
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Sneak attack +1d6
Poison
Sneak attack +ld6
The hidden dagger
Sneak attack +1 d6
Sanctity
Sneak attack +ld6
Blood calls to blood
Sneak attack +ld6
Blissful ignorance
r e s t ig e
REQUIREMENTS
To qualify to become a partisan, a character must fulfill all
of the following criteria.
A lignm ent: Any non-lawful
Craft (trapm aking): 4 ranks
H ide: 4 ranks
Move Silently: 4 ranks
W ilderness Lore: 6 ranks
Feats: Lightning Reflexes
Cla sses
<
CLASS SKILLS
The partisan's class skills (and the key ability for each
skill) are Clim b (Str), Disable Device (Int), Heal (Wis),
Hide (Dex), Intuit Direction (Wis), Knowledge (nature)
(Int), Listen (Wis), Move Silently (Dex), Ride (Dex),
Search (Int), Spot (Wis), and Wilderness Lore (Wis).
S k ill p o in ts at each level: 4 + Int modifier
CLASS FEATURES
All o f the following are features of the partisan prestige
class.
W eapon and A rm o r Proficiency: Partisans prefer to
strike from a distance, and as such, are proficient with all
simple weapons, and all ranged martial weapons. They are
proficient in light armor, but not shields.
Traps: Partisans are adept at setting traps, and can
devise potentially deadly obstacles for their quarry or pur
suit in a short amount o f time. Setting a trap takes a num
ber of rounds equal to 10 - the partisans level. The parti-'
san make not take 10 when using this ability until he
reaches 6th level and he cannot or take 20 using this abil
ity until he reaches 9th level.
Stealth: Starting at 2nd level, a partisan begins learn
ing how tojmaximize use o f his environment, and as long
as he is fighting in relatively wooded terrain, gains onequarter cover at all times. However, he must be free to
move and any instance that would negate a Dexterity
bonus also negates the cover. At 6th level, this increases to
half cover and at 10th three-quarters cover.
T a b le 10-15: T h e P a r t i s a n
Base
Class
Attack
Fort
Ref
Will
Level
1
2
3
4
5
6
7
8
9
10
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Traps
Stealth (one-quarter cover)
Track
Over here
Sneak attack +2d6
Stealth (one-half cover), traps
Speed o f the wolf
Survivalist
Traps
Stealth (three-quarters cover)
la
>
r e s t ig e
REQUIREMENTS
All of the following are requirements for entering the per
sonal champion prestige class.
A lignm ent: Any lawful.
Base Attack: +6.
Heal: 4 ranks.
Listen: 6 ranks.
Sense Motive: 4 ranks.
Spot: 6 ranks.
Classes
<
CLASS SKILLS
The personal champions class skills (and the key ability
for each skill) are Clim b (Str), Diplomacy (Cha), Heal
(Wis), Intimidate (Cha), Intuit Direction (Wis), Jump
(Str), Listen (Wis), Move Silently (Dex), Read Lips (Int),
Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str),
and Wilderness Lore (Wis).
S k ill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All o f the following are class features of the personal
champion prestige class.
A rm o r and W eapon Proficiency: Personal champi
ons are familiar with all simple and martial weapons, all
light armors, and shields.
T a b le 10-16: P e r s o n a l C h a m p io n
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
I---------
>
Special
H um an shield
Eyes in the back o f your head
Danger in every shadow
Lying in wait
A life for a life
To me!
Betrayals knife
Heightened senses
Shield other
A Life for a life
r e s t ig e
REQUIREMENTS
To qualify to become a skirmisher, a character must fulfill
the following criteria:
A lignm ent: Non-lawful
Classes
CLASS SKILLS
The skirmishers class skills (and the key ability for each
skill) are: Clim b (Str), Craft (Int), Disguise (Cha), Escape
Artist (Dex), Hide (Dex), Intuit Direction (Wis), Jump
(Str), Move Silently (Dex), Ride (Dex), Swim (Str), and
Tumble (Dex).
S k ill Points at Each Level: 4 + Int Modifier.
CLASS FEATURES
All o f the following are class features of the skirmisher.
W eapon and A rm o r Proficiency: Skirmishers are
proficient with all simple and martial weapons, light and
medium armor, and shields.
S k irm ish ing: A skirmisher learns to maneuver on the
battlefield staying clear o f danger. He gains his
Intelligence modifier (if positive) as a bonus to his AC. He
loses this bonus at any time that he would lose his
Dexterity bonus to AC
U northodox Tactics: Starting at 2nd level, a skirmish
er may utilize unorthodox tactics in combat. W hen firing
into melee, the skirmisher ignores up to his level in penal
ties to his attack roll. For instance, a 3rd level skirmisher
only suffers a -1 when firing into melee and a 6th level
skirmisher only suffers a -2 when firing into melee,
passed an ally who is providing cover.
Fall Back: Starting at 3rd level, a skirmisher learns to
fight normally while looking for a more advantageous
location to fight. A skirmisher may now take both a full
attack action and then a move-equivalent action in any
given round.
T a b le 10-17: T h e S k i r m i s h e r
Base
>
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
Save
Save
Save
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+3
+3
+4
+4
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+2
+2
+3
+3
+4
+4
+5
+6
+6
+6
+7
+5
+5
+6
+6
+7
Special
Skirmishing
U northodox tactics
Fall back
A m bush
Disguised strike
Sightless strike
Enhanced reflexes
Fast as lightning
Enhanced critical
Unreturned strike
r e s t ig e
__________________SLAYER
Most mercenaries are, at worst, unfeeling about other
intelligent creatures, neither protecting nor harming
them directly outside of the stipulations of their con
tracts. The slayers take another tack entirely, and engage
in wanton destruction whenever possible (though lawful
evil slayers may prefer a more systematic approach to
their mayhem). To encourage their fearsome reputations,
the slayers pillage, loot, and destroy at the slightest oppor
tunity, and though this may cost them contracts from
some queasy generals, the ones with stomachs for carnage
find the slayers to be almost as valuable for their sheer leg
end as for their combat prowess.
H it Die: dl2.
Cla sses
REQUIREMENTS
To qualify to become a slayer, a character must fulfill the
following criteria:
Base attack bonus: +8
A lignm ent: Any evil
Feats: Cleave, Great Fortitude, Power Attack, Tough
ness, Weapon Focus (Any)
Special: The slayer cannot advance to the 6th level of
this prestige class without Weapon Specialization.
CUSS SKILLS
The slayers class skills (and the key ability for each skill)
are: Bluff (Cha), Clim b (Str), Innuendo (Wis), Intimidate
(Cha), Jump (Str), Ride (Dex).
S k ill Points at Each Level: 2 + Int modifier.
CUSS FEATURES
All o f the following are class features o f the slayer.
W eapon and A rm o r Proficiency: A slayer is profi
cient with all simple and martial weapons, light armor,
medium armor, heavy armor, and shields.
W eapon Focus: Starting at 1st level, a slayer gains the
Weapon Focus feat in any one weapon.
Blood o f the Slayer: Starting at 2nd level, a slayer
receives the ability to increase the damage dealing capaci
SOLDIERS OF THE
BLACKENED ROAD
Spawned during the same conflict which created the
exiles of the burning road, the soldiers of the blackened
road splintered off, deciding that ideals are dangerous
handicaps on the battlefield. Mercenaries in every sense
of the word, the soldiers o f the blackened road have
worked for virtually every warlord in the last hundred
years, and many other groups deride the soldiers as little
more than a thug's guild.
Surprisingly, soldiers of the blackened road bear no
malice to the exiles (though the reverse is not true), and
the soldiers frequently recruit from their ranks. The sol-
T a b l e 10-18: T h e S l a y e r
Base
>
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4rh
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Save
+2
+3
+3
+4
4
+5
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Weapon focus
Blood o f the slayer
Greater weapon focus
Suprem e force
Supreme cleave
Enhanced dam age
Wicked strike
Improved critical strike
Greater critical strike
Bloodbath
r e s t ig e
diers also share the exiles' distaste for ores, refusing mem
bership to them and quietly killing as many ores as they
can.
Hit Die: d8.
Cla sses
REQUIREMENTS
To qualify to join the Exiles of the Burning Road, a char
acter must meet the following requirements.
Race: May not be an ore or half-orc.
Alignment: Any non-good.
CLASS SKILLS
The class skills for the soldiers of the blackened road (and
the key ability for each skill) are Clim b (Str), Craft (Int),
Handle Animal (Cha), Jump (Str), Ride (Dex), Swim (Str),
and Wilderness Lore (Wis).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
SPELLSLAYER
T a b le 10-19: T h e S o l d i e r o f t h e B la c k e n e d R o a d
Base
Class
Attack
Fort
Ref
Will
Level
1
2
3
4
5
6
7
8
9
10
Bonus
+1
+2
+3
+4
+5
+6
+8
+9
+9
+10
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Favored enemy
Bonus feat
G ang tactics
Bonus feat
The Cowards way
Bonus feat
W ipe them out
Bonus feat
Bloodlust
Bonus feat
<p
>
REQUIREMENTS
restige
The following are the requirements for joining the spellslayer prestige class.
Base Attack: +4.
Spellcraft: 6 ranks
Feats: Skill Focus (spellcraft)
Spellcasting: May not haVe the ability to cast arcane
spells.
Special: The character may not own any magical items.
CLASS SKILLS
The class skills for the spellslayer class, and the key abili
ty for each skill, are Bluff (Cha), Clim b (Str), Heal (Wis),
Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int),
Sense Motive (Wis), and Spellcraft (Int).
Sk ill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
The following are the class features of the spellslayer pres
tige class.
A rm o r and W eapon Proficiency: Spellslayers are
familiar with all simple and martial weapons, and with all
light armors.
U nforg iving Steel: Beginning at 1st level and contin
uing every other level thereafter, the spellslayer becomes
more resilient to magic. Magic weapons which strike him
lose a +1 effect per Unforgiving Steel level and the char
acter ignores a like amount of bonuses when attacking
someone with magical armor. Spellslayers may also strike
opponents who may only be hit by a weapon of +1 or bet
ter value, so long as their Unforgiving Steel ability meets
or exceeds the required bonus.
Shatter Protections: At 2nd level, the spellslayer is
adept at th^ destruction of magical effects. The spellslayer
may replicate the effects of dispel magic once per day as a
spellcaster equal to his level in this class.
Negate Magic: At 4th level, the character can willfully
suppress the power of magical items. The character must
make a touch attack for this ability to work. I f successful,
the spellslayer cancels the effects o f one property o f the
Classes
T a b le 10-20: T h e S p e l l s l a y e r
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Unforgiving steel +1
Shatter protections
Unforgiving steel +2
Negate m agic
Unforgiving steel +3
Strike down the mystic
Unforgiving steel +4
Detect m agic
Unforgiving steel +5
Spell resistance
restige
REQUIREMENTS
To qualify to become a stalwart defender, a character must
fulfill the following criteria:
Base Attack Bonus: +7
Feats: Armor Proficiency (m edium), Endurance,
Expertise, Great Fortitude, and Toughness
CLASS SKILLS
The stalwart defenders class skills (and the key ability for
each skill) are: Clim b (Str), Craft (Int), Heal (Wis), Jump
(Str), Profession (Wis), Ride (Dex), and Swim (Str).
S k ill Points at Each Level: 2 + Int Modifier.
CLASS FEATURES
All o f the following are class features of the Stalwart
Defender.
W eapon and A rm or Proficiency: Stalwart Defenders
are proficient with all simple and martial weapons, light,
medium, and heavy armor, and shields.
Fortified C o n stitu tio n : A stalwart defender is very
physically resilient. Also, now he applies his Wisdom
modifier (if positive) as a bonus to his hit points gained
per level. This new modifier (if applicable) is applied
retroactively to all of the defender's levels.
T a b le
C lasses
10-21: T h e S t a l w a r t D e f e n d e r
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Special
Fortified constitution
Skin o f iron
Improved toughness
D am age reduction 2/
Skin o f iron
Great toughness
Ignore w ounds
Skin o f iron
Damage reduction 4/
Suprem e toughness
r e s t ig e
Cla sses
REQUIREMENTS
To qualify to become an urban defender, a character must
fulfill the following criteria.
A lignm ent: Any non-chaotic.
Base Attack Bonus: +3
Knowledge (local): 4 ranks
Special: The city must commission the character into
service and the character must come from a recognizable
or friendly race that the locals know and do not fear. A
character who saves the city from danger, may be able
(with the D M s permission) to ignore this effect.
CLASS SKILLS
The urban defenders class skills (and the key ability for
each skill) are Balance (Dex), Clim b (Str), Diplomacy
(Cha), Gather Information (Cha), Intimidate (Cha),
Jump (Str), Listen (Wis), Knowledge (local) (Int), Search
(Int), and Sense Motive (Wis).
S k ill Points at Each Level: 4 + Int modifier
CLASS FEATURES
All of the following are class features of the urban
defender prestige class.
W eapon and A rm or Proficiency: Urban defend
ers are proficient with all simple and martial
weapons, and all armor, but not shields.
Loyalty: Nobody becomes an urban defender
without a great deal of love for their city. W hile
fighting to defend or protect their city, urban
defenders gain a +1 morale bonus to attacks, damage,
checks and saves. This bonus applies only when
defending their home and its citizenry from an outside
force, not merely in service to them.
Street Fighter: Urban defenders are trained to take
advantage of their familiarity with the terrain. When
fighting in an area of a city with which they are familiar,
urban defenders gain a +1 insight bonus to their AC,
attack rolls, checks, and Reflex saves.
Lawgiver: At 2nd level, the urban defender gains a +4
circumstance bonus to all Diplomacy, Gather
Information, and Intimidate checks made while in his
city, as a result of his familiarity with the city and its peo
ple.
Bonus Feat: At 3rd level, and every three levels after
ward (6th and 9th) the urban defender gains a bonus feat
from the fighter's list of bonus feats.
>
<
r e s t ig e
UNSEEN HAND
Though most mercenaries are battlefield hires, some foes
fall more easily to one death than to one thousand. After
warrior contracts, assassin contracts are the most popular
mercenary assignments, especially during nominal times
of peace. The Unseen Hand is one of the most popular
groups of assassins-for-hire, and with good reason - they
only rarely leave signs of their passing, and primarily
employ unarmed techniques, the better to catch oppo
nents off-guard.
The unseen hand recruits primarily from the popula
tions of former monks, those bitter souls who lacked the
discipline their fellows hold in such esteem. W hile few
things salve wounded pride, the unseen hand argues that
money does, and their most prosperous members clearly
agree.
H it Die: d8.
T a b l e 10-22: T h e U
rban
Cla sses
REQUIREMENTS
To qualify to become an unseen hand, a character must
fulfill the following criteria:
A lignm ent: Any non-good
Base Attack Bonus: +6
Bluff: 6 ranks
Disguise: 8 ranks
Escape Artist: 4 ranks
H ide: 8 ranks
Move Silently: 8 ranks
Feats: Improved Initiative, Improved Unarmed Strike,
and Mobility
CLASS SKILLS
The unseen hands class skills (and the key ability for each
skill) are: Balance (Dex), Bluff (Cha), Clim b (Str), Disable
Device (Dex), Disguise (Cha), Escape Artist (Dex), Hide
(Dex), Jump (Str), Listen (Wis), Move Silently (Dex),
Open Lock (Dex), Spot (Wis), Tumble (Dex), and Rope
Use (Dex).
S k ill Points at Each Level: 6 + Int Modifier.
CLASS FEATURES
All of the following are class features of the unseen hand.
W eapon and A rm o r Proficiency: Unseen hands gain
no additional weapon or armor proficiency. Note that an
unseen hand who wears armor or wields a weapon cannot
use any of his unseen hand class abilities.
M onks: Monks who join the unseen hand can never
become monks again, but retain all the previous abilities
of their class.
Soul Strength: An unseen hand can wound opponents
that have damage resistance. At 1st level, the unseen
hands unarmed strikes count as having a magical +1
bonus to hit only. This bonus increases to +2 at 3rd level,
+3 at 5th level, +4 at 6th level, and +5 at 7th level. This
bonus is reduced by 1, when using a melee weapon, and
by 2 when using a ranged weapon.
Sneak Attack: Starting at 1st level, an unseen hand can
make devastating attacks against opponents who cannot
adequately defend themselves. Whenever an unseen
D efen d er
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Loyalty, street fighter
Lawgiver
Bonus feat
Lieutenant
Expert street fighter
Bonus feat
Riot control
Investigator
Bonus feat
Streetwise
Cla sses
mmmm
n seen
H and
Base
Class
Attack
Fort
Ref
Will
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
-L
Special
Soul strength, sneak attack +ld6
Uncanny dodge
Insignificant, sneak attack +2d6
Speedy blow
Sneak attack +3d6
Poison aura
Improved evasion, sneak attack +4d6
Invisible strike
Sneak attack +5d6
Great sneak attack
L i,.
>
M a g ic
Ite m s
U .. w-i-m A
II
T a b l e 11-1: N
Minor
01-20
21-40
41-60
61-80
81-99
100
ew
Medium
elee
Major
eapo n
S p e c ia l A b i l i t i e s
Special Ability
01-11
12-21
22-32
33-43
44-54
55-65
77-87
98-98
Market Price
01-09
Ancient
10-18
Bonding
19-27
Ceremonial
28-36
Focused
37-45
Shattering
46-54
Proficient
64-72
Invisible
Reach**
73-81
83-90
Force
91-97
Healing
99-100 98-100 Roll again twice***
Modifier*
+1
+1
+1
+1
+1
+1
+2
+3
+3
+5
MAGIC WEAPON
SPECIAL ABILITIES DESCRIPTIONS
Ancient: An ancient weapon refers to a lost master
secret to weaponsmithing in which the weapon itself is
treated with rare strengthening oils and reforged under
>
r \ \
\A
<
>
agic
reach of 10, even though the actual size of the blade does
not change. O n command, the weapon may be used to
strike at creatures up to 10 ft. away from the wielder.
Caster Level: 12th; Prerequisites: Craft Magic Arms and
Armor, astral projection; Market Price: +3 bonus.
Shattering: A shattering weapon is mercilessly dense
and powerful. It deals automatic double damage to all
nonliving objects it strikes. An object must have no move
ment of its own, and must have a hardness rating.
Caster Level: 9th; Prerequisites: Craft Magic Arms and
Armor, shatter; Market Price: +1 bonus.
Item s
agic
Item s
the subject fails a W ill saving throw (DC 13), it dies, and
the wielder gains ld8 temporary hit points and a +2
enhancement bonus to Strength. These effects last for 10
minutes per H D of the target creature.
Caster Level: 5th; Prerequisites: Craft Magic Arms and
Armor, death knell; Market Price: 44,335 gp; Cost to Create:
22,335 gp+ 1,760 XP.
>
M agic
gp + 216 XP.
Inv isible Arm or: This piece of armor acts as a +1 breast
plate, with the exception that its completely invisible as
per the spell improved invisibility.
Caster Level: 9th; Prerequisites: Craft Magic Arms and
O b sid ia n Spear: An obsidian spear acts as a +1 longspcar or +1 shortspear, but with twice the hardness and hit
Items
>
a g ic
It e m
WONDROUS ITEMS
Bane Rings: This wondrous ring at first confuses many
adventurers and explorers. The tales of magic rings to fit
any hand are far and wide, and yet while this item detects
as magical, it will not adjust and seems to bestow no ben
efit to the wearer. Indeed, it is because the rings o f bane
are made for the grips o f magical weapons. W hen placed
on a magical melee weapons grip, it shrinks to fit, bond
ing with the weapon unless deliberately pulled off. W hile
<
ik
>
agic
01-05
06-08
09-13
14-20
21-25
26-30
31-35
36-40
41-45
46-50
51-53
54-58
59-65
66-70
71-75
76-77
78-85
86-92
93-94
95-100
Designated Foe
Aberrations
A nim als
Beasts
Constructs
Dragons
Elementals
Fey
Giants
Magical beasts
M onstrous hum anoids
Oozes
O utsiders, chaotic
Outsiders, evil
O utsiders, good
Outsiders, lawful
Plants
Shapechangers
Undead
Vermin
H um a n o ids (choose subtype)
It e m s
a g ic
It em
> *
>---------------<
"The tyrant feat appears in the AEG book Evil. I f you do
not have access to this book, it grants the Leadership feat
instead.
Weight: .
R in g o f the Sea Mage: W ith a sea hags head carefully
JL
agic
ARTIFACTS
The Spinescepter: The Spinescepter in an artifact of
ancient evil forged and wielded by a god of murder or
death before he was slain in an age lost to time.
Servants of the fell god spirited his Spinescepter
away to the prime material plane where it con
tinued to carry a shadow of the god who once
wielded it. Clerics continued to pray over it
and numerous dark rites and rituals were
enacted which were thought to tap into the
dead god and resurrect him. W hen no more
spells were granted and the faith began to die,
the Spinescepter changed many hands over the
years, falling to a chaos cult who used its powers to
terrorize the once great nation o f Caervak. Later the rav
aging undead minions ot Theldarr Knuul in his quest to
become Necromancer Supreme later hunted it across the
lands to no avail. Its last known location if you trust the
gnoll skalds of the north lands is in the clutches o f a
coven of hags who live in the dank caves beneath a
ruined keep in the frozen north.
The Spinescepter is a jet-black human spine with
skull atop, at its base a terrible spike. A small amount
of flexibility is present in the artifact and when held
aloft the skull sometimes sways. The human skull
appears normal with the exception o f two upper and
lower long fangs towards the edges o f the mouth and
two tiny red gems resting in the eye sockets. The inside
swirls with an inky-black swirling mass.
It e m s
o n sters
BULGRIF
Huge Beast
H it Dice: 12d8+48 (96 hp)
Initiative: -1 (Dex)
Speed: 20 ft., fly 60 ft. (good)
AC: 14 (-2 size, +6 natural)
Attacks: Bite +15 melee, 2 claws +10 melee
Damage: Bite 2d8+6, claw 2d4+6
Face/Reach: 10 ft by 20 ft./5 ft.
Saves: Fort +12, Ref +7, W ill +4
Abilities: Str 22, Dex 8, Con 18, Int 2, Wis 10, Cha 6
Skills: Listen +1, Spot +3
Clim ate/Terrain: Any land
O rganization: Solitary or flock (2-7)
Challenge Rating: 7
Treasure: None
A lignm ent: Neutral
Advancem ent Range: 13-15 H D (H uge)
Those who have seen a bulgrif fill the sky with its pres
ence rarely forget the sight. A typical adult measures 20 ft.
from beak to tail, with a wingspan of nearly 30 ft., and it
strikes a majestic profile in flight. Reclusive in the wild,
though, bulgrifs try to hide their lairs in the mountain or
jungle habitats that they call home. But their size makes
them hard to miss, and their utility as beasts of burden
makes them valuable prizes for anyone ambitious enough
to capture them.
<
its broad,
load has to be strapped down with the great
est of care and distributed low across its back so that it
wont spill if the creature has to make any sharp maneu
vers. If handled properly, however, they can move large
amounts of cargo across difficult terrain much more
quickly than surface-based means of transportation.
Bulgrifs are expensive to acquire and even more trou
blesome to maintain, since they require a lot of living
space and prodigious amounts o f forage. They can also
prove temperamental in difficult situations. But civilian
and military establishments alike for who time is more
valuable than gold have refused to make do without them.
Combat
To guide a trained bulgrif, its handler applies pressure to
the sides, top or underside of its head with a long stick
looped around his wrist. The bulgrif moves following
both the direction and force of the stick (pressing the top
of its head orders it to descend, pressing hard orders it to
dive, etc.). Under duress, however, they tend to value selfpreservation over obedience. Whenever a bulgrif is
reduced to less than half of its hit points, it must make a
W ill saving throw (DC 14). If it fails, it immediately shies
away from combat and flees until it is out of reach of what
ever threatened it. In this case, its handler may attempt a
Ride skill check (DC 20) to reestablish control over the
creature. Even if the bulgrif succeeds in its initial W ill
save, it must attempt another saving throw at the same DC
every five rounds thereafter if it remains in combat.
A
3
<
onsters
GR0LL0K
Large Beast
Hit Dice: 10d8+60 (100 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 16 (-1 size, +7 natural)
HAUNCHER
Large Beast
Hit Dice: 8d8+24 (60 hp)
Initiative: +0 (Dex)
Speed: 30 ft.
AC: 16 (-1 size, +7 natural)
Attacks: 2 claws +10 melee
Damage: Claw 2d4+6
UM ftua a?n(,
ooz.
>
JL
<
>
o n sters
Despite their size and their ungainly look, they can move
at considerable speed, and their thick hide makes them
durable in combat. Haunchers are also adaptable beasts,
and they operate without complaint in sub-arctic cold and
tropical heat, open plain and thick jungle alike.
Missile troops in particular like having haunchers as
mounts because they sit high enough so that it distances
them from the fray of melee combat. Reaching a haunchers rider with anything other than polearms or longspears is difficult. The fact that haunchers go about on two
legs also allows them to strike with their claws without
rearing up and making it difficult for their rider to target
a foe.
Haunchers cannot pull chariots because they stand too
high. Anyone riding in the chariot would not be able to
see directly in front of him.
Combat
Haunchers strike with their claws in melee combat, and
do so without disrupting any attacks that their riders may
wish to perform.
A medium-sized or smaller creature attempting to
strike a rider on hauncherback with any melee weapon
other than a polearm or a longspear receives a -2 circum
stance penalty to attack rolls.
Combat
Norlings gained notoriety among those who saw them on
NORLING
Large Magical Beast
Feats: Dodge
TEEKON
H uge Beast
H it Dice: 10d8+60 (105 hp)
Initiative : -1 (Dex)
Speed: 20 ft.
AC: 16 (-2 size, +8 natural)
Attacks: Bite +15 melee
Damage: Bite 2d8+5
Face/Reach: 10 ft. by 20 ft./5 ft.
Special Attacks: Gnash
Special Q ualities: Scent
onsters
WAR ELEPHANT
H uge A n im al
H it Dice: lld8+55 (99 hp)
Initiative: +0 (Dex)
Speed: 40 ft.
AC: 15 (-2 size, +7 natural)
Combat
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BANSHEE TROLL
Combat
Armies that employ war elephants must balance their
benefits against their drawbacks. One the one hand, a
mass elephant attack can wreak havoc on a foe that lacks
the nerve to stand up to them. O n the other, elephants
don't take kindly to being stabbed and hacked, and after
theyve been in the heat of battle for a while, they may
ignore their handlers and run amok. Thats when the trou
ble (or fun, depending on how you look at it) really starts.
Trample (Ex): A war elephant can make a special trample
attack against any medium-size or smaller creature. This
attack is a free action, and it automatically causes gore
damage to its target. Opponents can forego their attacks
of opportunity against the war elephant in order to
attempt a Reflex save (DC 20). If the saving throw is suc
cessful, the gore only causes half damage.
Panic (Ex): W hen a war elephant is reduced to less
than half of its hit points, it may panic and run amok. The
elephant must make a successful W ill saving throw (DC
17) to remain under control. I f it fails, it must execute a
double move in a random direction.
An amok war elephant executes its trample attack
against any eligible creature in its path. It continues to
move in this fashion until either it is killed or its handler
regains control o f it. If it makes the above W ill saving
throw, it must make another such saving throw for every
Large Giant
Hit Dice: 6d8+36 (60 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: 2 claws +10 melee, bite +5 melee
Damage: Claw ld6+6, bite ld6+3
Face/Reach: 5 ft. by 5 ft./lO ft.
Special Attacks: Spell-like abilities, rend 2d6+9
Special Qualities: Regeneration 5, scent, darkvision
90 ft.
AshirTreefall
>
o n sters
Combat
Banshee trolls attack without fear or hesitation, but also
without much subtlety. They charge straight at their
opponents, trusting to their strength and their battle cry
to carry the day.
Battle Cry (Sp): Up to three times per day, a banshee
troll may utter its distinctive wail, which can inspire
dread in those who hear it. W hen a banshee troll uses this
ability, all creatures within 30 ft. of it must succeed at a
W ill save (DC 18). Those who fail receive a -4 morale
penalty to all subsequent W ill saving throws, a -1 morale
penalty to all attack rolls and a -1 morale penalty to AC.
This effect lasts for 2d6 rounds.
Semi-blur (Sp): Once per day, a banshee troll may per
form evasive maneuvers so effective that it looks like a
blur. This effect behaves exactly like the spell blur, except
that it lasts no longer than five rounds. Also, the banshee
troll can only activate it during a round in which it moves,
and it ends on the first round thereafter in which it does
not move, or in five rounds, whichever comes first.
Rend (Ex): I f a banshee troll hits with both of its claw
attacks in the same round, it gains a hold on its opponents
body and rips its flesh. This automatically causes an addi
tional 2d6+9 points of damage.
Regeneration (Ex): As with other breeds of troll, only
fire and acid cause normal damage to banshee trolls.
BRAINVINE.
M edium -Sized Plant
H it Dice: 4d8 +4 (20 hp)
Initiative: +0(+l Dex,-1 natural)
Speed: 20 ft.
AC: 11 (+1 Dex)
Attacks: 1 piercing per vine +2 melee
Damage: Piercing vine ld6- l
Face/Reach: 20 ft. by 20 ft./20 ft.
Special Attacks: Vine control
Special Qualities: Plant, electricity immunity
Saves: Fort +5, Ref +2, W ill +3
Abilities: Str 9 (for each vine), Dex 13, Con 12, Int 7,
Wis 15, Cha 5
Clim ate/Terrain: Temperate and w'arm, forest, marsh,
hill, mountain, and underground.
O rganization: Solitary
Challenge Rating: 2
J* .
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Combat
One plant may not bring more than three vines to bear on
a single target.
The brainvine itself only takes damage when its vines
are attacked, severed or destroyed. The vines have AC 11,
and each vine takes 5 hp before being severed/destroyed.
For each of its vines that have been severed, the brainvine
plant loses 3 hp. Effects with an area - such as a fireball
spell - that target the center of the vine apply damage
directly against the plants base hit points. If the plant sur
vives, damage is spread evenly among the vines within
the area o f the effect.
Vine C o ntro l (Su): After each successful attack made
against a mammal by a brainvine, the target must make a
W ill save (DC 14). If the save fails, a vine has entered the
targets body and attacked its central nervous system.
W hen this happens, the target becomes paralyzed for 2d6
minutes. After the time has elapsed the targets body is
under the control of the brainvine, which uses the
attached vine to send commands to the targets nervous
system. Even the victim's sensory capabilities are accessed
by the brainvine while it is in control. Victims o f the
brainvine may perform combat using their normal close
combat attacks, but they never have more than a +2 bonus
to attack and damage, nor can the victim have a Dexterity
bonus greater than +2. Brainvines may not use ranged
attacks or magical/mental abilities of its victims. Victims
also have only 3/4 their normal speed. If the vine which
connects the brainvine to the victim is severed or
destroyed, the control is broken. W hen this occurs, the
vines victim must make another W ill saving throw (DC
11). Failure indicates that the victim falls unconscious for
ld4 minutes. I f the save is successful, the victim returns
to normal at the end of the current round.
Plant: Im m une to mind-influencing effects, poison,
sleep, paralysis, stunning, and polymorphing. Not subject
to critical hits.
Electricity Im m u n ity (Ex): Brainvines take no dam
age from electricity.
onsters
DESERT ORC
M edium -Size H u m a n o id (Ore, Fire)
H it Dice: 2d8+6 (12 hp)
Initiative: + 1 (Dex)
Speed: 30 ft.
AC: 16 (+1 Dex, +2 natural, +3 studded leather)
Attacks: 2 desert scythes +1 melee
Damage: Desert scythe ld6+3, desert scythe ld6+2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Ambush
Special Qualities: Damage reduction l/-, fire resistance 5
Saves: Fort +6, Ref +1, W ill +1
Abilities: Str 14, Dex 13, Con 16, Int 10, Wis 12, Cha 7
Skills: Hide +4*, Listen +2, Spot +2, Move Silently +4*,
Search +1, Wilderness Lore +4
Feats: Ambidexterity, Two-Weapon Fighting
Clim ate/Terrain: Any land and underground
O rganization: Gang (2-4), squad (6-11, plus 1 4th-level
sergeant and 1 leader o f 5th-8th level), war party
(16-20, plus 2 4th-level sergeants and 1 8th level
captain), or band (10-80 plus 100% noncombatants plus
1 4th-level sergeant per 10 adults, 3 7th-level
lieutenants, and 2 9th-level captains)
Challenge Rating: 1
Treasure: 50% standard
A lignm ent: Usually neutral evil
Advancem ent: By character class
Desert ores are more than just the sandy cousins o f the
forest dwelling variety. They are hardier, smarter and most
of all more resilient than their woodland kin.
They resemble traditional ores in many ways. Their
unkempt hair, dirty hides, and primitive features make
them dusty colored derivatives that most mistake for regu
lar ores. Only their tan skin and finer hair separates them.
Additionally, desert ores are faster, more territorial, and
far more disciplined than other ores. They live in smaller
enclaves and protect what little land and possessions they
have. They raid desert caravans, feeding on what small
food they can scavenge and living meager lives under the
dunes of the desert.
The deserts hot environment forces these ores to grow
stronger and hardier than would be expected in a forest or
gully. Their skin is thicker than most ores and their lives
spent in the desert allow them to ignore most heat dam
age. Pound for pound, a desert ore is as hardy as three reg
ular ores.
Combat
Desert ores have sound tactics, never involving them
selves in battles they cant win. They attack from defensi
ble or hidden positions in the desert and often have
underground passages they can escape through.
GRABEN
M e d iu m H u m a n o id (Ore)
H it Dice: ld8+l (5 hp)
Initiative : +2 (+2 Dex)
Speed: 30 ft.
AC: 15 (+2 Dex, +3 studded leather armor)
Attacks: Longsword +2 melee, or longbow +3 ranged
Damage: Longsword ld8+l, or longbow ld8
Face/Reach: 5 ft/ by 5 ft./5 ft.
Special Attacks: Spell-like ability
Special Q ualities: Darkvision 60 ft., elusiveness
Saves: Fort +3, Ref +2, W ill +0
Abilities: Str 12, Dex 14, Con 12, Int 11, Wis 11, Cha 10
Skills: Hide +4, Listen +2, Spot +2
Feats: Dodge
Clim ate/Terrain: Desert
O rg a n iz a tio n : Raiding party (2-7 plus 1 3rd-level
leader), or clan (8-16 plus 1 3rd-level leader and 2 2ndlevel lieutenants, plus 150% noncombatants).
>
o n sters
Combat
than one minute. Also, the graben can only activate it dur
ing a round in which it moves, and it ends on the first
round thereafter in which the graben does not move, or in
one minute, whichever comes first.
Graben Society
Graben travel in clans no larger than a modest extended
family, headed by the dominant male. The clan is the focal
point of every graben's allegiance. However, clans may
form alliances (almost always temporary and subject to
change at a moment's notice) with each other to accom
plish a goal that is too large for any one o f them.
Graben worship a desert god they call Kalaka. Kalaka is
an exceedingly harsh deity, whose blessing consists of
allowing you to live another day without suffering his
wrath, and whose displeasure manifests itself in searing
siroccos that materialize without warning.
Graben Characters
Graben are an insular race, deeply suspicious of outsiders
(and for good reason). Very rarely will an individual join
with other races for any purpose whatsoever. Except in
extraordinary cases, a graben who allows itself
to be found alone by outsiders is either
a pariah cast out by his clan or
insane. A graben who does accept
the company of non-graben will
appear guarded or sullen to the
others and keep to himself if
possible.
A graben's favored
class is barbarian.
onsters
GUARDIAN HOUND
Small Magical Beast
Hit Dice: id 10+2 (7 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 15 (+1 size, +3 Dex, +1 natural)
Attacks: Bite +2 melee
Damage: Bite ld4+l
Combat
Guardian hounds are highly disciplined animals; they
know what they are supposed to do and they do not waver
from it. They engage in melee combat like normal dogs,
except that they only inflict subdual damage. Their condi
tioning prepares them to pursue and subdue, not attack
and kill.
Before engaging in melee guardian hounds use their
spell-like abilities to hold their quarry in place until their
handlers can finish the job.
Hold Person (Sp): Up to 3 times per day, a guardian
hound may cast hold person as a 5th level sorcerer.
Hold Monster (Sp): Once per day, an guardian hound
may cast hold monster as a 7th level sorcerer.
HMEERAK
Medium Humanoid (Ore)
Hit Dice: ld8 (4 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
AC: 14 (+3 Dex, +1 natural)
Attacks: Shortsword +4 melee, short bow +4 ranged
Damage: Shortsword ld6, short bow ld6
Face/Reach: 5 ft/ by 5 ft./5 ft.
Special Attacks: Spell-like ability
Special Qualities: Self-camouflage, darkvision 60 ft.
Saves: Fort +0, Ref +5, W ill +1
Abilities: Str 11, Dex 16, Con 11, Int 12, Wis 12, Cha 10
Skills: Clim b +2, Hide +5"', Listen +2, Move Silently +5,
Spot +2
>
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onsters
Combat
Hmeeraks strike from ambush as a matter of course, using
their ability to blend in with their surroundings to catch
their foes unawares. W hen hiding, they keep their
weapons hidden by their bodies. Their absolute confi
dence in their self-concealment skills can backfire on
them, however, when a keen-eyed opponent does manage
to spot them. In such a situation, a hmeerak may well
panic or allow itself to be caught flat-footed.
>
A
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Hmeerak Society
Hmeeraks generally live in large tribal groups, but rarely
occupy anything as obvious as a village or settlement.
They have more than enough intelligence to build for
themselves and lead settled lives, but their natural pro
clivities make them uncomfortable with the idea of living
out in the open. They feel much more at ease living in
caves, hidden in jungles or swamps, or under the canopy
of heavy forest.
A few hmeeraks live discreetly in towns and cities, but
disguise themselves as another species, usually half-orc
(yes, hmeeraks are so despised that being mistaken for a
half-orc gives them more prestige).
Hmeeraks worship the goddess o f cunning Ilistra, who
blesses rogues and assassins.
Hmeerak Characters
Hmeeraks are hated, generally with a passion, wherever
they live. It is therefore difficult to imagine that PCs who
have lived for any time in areas where hmeerak raids are a
fact of life would have anything to do with one. For par
ties who can stomach them, however, a hmeerak in the
mix could prove quite useful in situations that require
stealth and concealment.
A hmeeraks favored class is rogue.
KITAIRN
M e d iu m H u m a n o id (K itairn)
H it Dice: 3d8 (26 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
AC: 17 (-1 size, +8 natural)
Attacks: Kama +5 melee, claw +5 melee, bite +1 melee
//
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>
o n sters
A bilities: Str 17, Dex 17, Con 14, Int 12, Wis 12, Cha 10
Skills: Balance +4, Clim b +4, Hide +4, Jump +4, Listen +2,
Spot +2, Tumble +4
Feats: Ambidexterity, Exotic Weapon Pro-ficiency (kama)
Clim ate/Terrain: Any land and underground
O rganization: Solitary or gang (2-5)
Challenge Rating: 2
Treasure: None
A lignm ent: Usually neutral
A dvancem ent Range: 46 H D (Medium)
Kitairns are exceptionally strong and
agile hunters, humanoid in shape, but
with the instincts, appearance and
ferocity o f predatory cats. An uneasy
and dangerous mix of these two dif
ferent forms of life, kitairns are cov
ered with a leathery' hide brightly
colored and spotted like a
leopard and they will
prey upon any warm
blooded creature that
offers enough flesh for
a meal. Yet they also go
about on two legs, are clearly
intelligent and have hands that can
grasp weapons and tools (albeit with
short, sharp retractable claws on the
undersides of their fingers).
Whenever they come into contact
with settled races, kitairns are a men
ace. They are more than a match for
anyone they catch alone and unwary,
such as travelers, stragglers, outcasts
and farmers at the edges of their
Combat
Kitairns prefer to use compact slashing weapons like
kamas or sickles, which allow them to strike in short
motions while retaining the freedom of motion to bite as
well. They are ambidextrous, and cannot only fight with
either hand, but they can wield weapons in both at once.
I f they break or drop their melee weapons, they will
unsheathe their claws and strike with them.
Absolute A m bidexterity (Ex): Kitairns
can strike as naturally with a weapon in each
hand as they can with both claws. They suffer
no penalty for fighting with two weapons.
They may also attack with one weapon and
one claw without penalty.
Pounce (Ex): Kitairns like to initiate
combat by leaping at their foes. I f it does so, a
kitairn can make a full attack even it has
already taken a move action.
MESMERIC CRAWLER
Large A berration
H it Dice: 3dS (12 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., climb 15 ft.
AC: 15 (-1 size, +2 Dex, +4 natural)
Attacks: 4 tentacles +4 melee,
bite -1 melee
Damage: Tentacle paralysis, bite ld6+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Spell-like ability,
paralysis
Special Q ualities: Darkvision 60 ft.,
scent
Saves: Fort +2, Ref +3, W ill +4
Abilities: Str 14, Dex 15, Con 12,
Int 6, Wis 12, Cha 6
>
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i^ a- i n i' i
\(*
M o n s te rs
Combat
Mesmeric crawlers prefer to let others do the fighting
for them, if fighting becomes necessary. They can track
their quarry using their keen sense o f smell, but when
they have their prey cornered, they would rather use
their charm ability to get other creatures to make the
actual capture than do it themselves.
I f they must, they will melee with the paralyzing tenta
cles, but they would rather stand back and let their dupes
do the dirty work.
C h a rm Person/M onster (Sp): Up to six times per day,
a mesmeric crawler may attempt to charm another crea
ture. This ability functions as if the crawler were casting
charm person or charm monster as a 7th level sorcerer.
Paralysis (Ex): Whenever a mesmeric crawler scores a
hit with one of its tentacles, the victim must make a suc
cessful Fortitude save (DC 13), or else it is paralyzed for
2d6 minutes.
MISERY CAT
S m all M agical Beast
H it Dice: 3d8 (12 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft., climb 20 ft.
AC: 15 (+1 size, +3 Dex, +1 natural)
Attacks: Bite +3 melee, 2 claws -2 melee
Damage: Bite ld6- l, claws ld 4 - l
Face/Reach: 5 ft/ by 5 ft./5 ft.
Special Attacks: Spell-like ability, rend, spit
Special Q ualities: Scent
Saves: Fort +3, Ref +6, W ill +2
A bilities: Str 9, Dex 16, Con 10, Int 6, Wis 12, Cha 6
Skills: Balance +6, Clim b +2, Hide +6, Move Silently +5,
Spot +2
Feats: Toughness, Weapon Finesse (bite)
Clim ate/Terrain: Any land and underground
O rganization: Solitary or pack (2-8)
C hallenge Rating: 3
Treasure: 1/4 standard
A lignm ent: Usually chaotic evil
A dvancem ent Range: 2-3 H D (Medium)
In their true form, misery cats actually resemble oversized
weasels or ferrets. These sneaks and scavengers derive
their name trom the fact that their ability to change shape
allows them to dupe the settled folk from whom they steal
their livelihood, often by disguising themselves as domes
tic pets. Usually, they content themselves with snatching
bits of food when no one is looking, like cuts of meat or
pies left momentarily unattended. But they have also
been known to do much worse, making off with fowl or
small animals, or even newborn children. Such cases are
mostly likely the doing of a pack of several or more mis
ery cats working together.
>
o n sters
Combat
I f they are caught in the act of filching, misery cats will
flee rather than fight it out. If cornered or caught with
their shapechanging ability exhausted, however, they will
do their best to get their pursuers to back off. if getting
their backs up, baring their teeth and hissing will not do,
they will spit their highly acidic saliva to blind their foes
and then attack with their teeth and claws.
P olym orph Self (Sp): Once per day, a misery cat
may polymorph self as the spell cast by a 7th
level sorcerer.
R end (Ex): If a misery cat sinks its teeth
into a foe, it can dig in and rip flesh with its
incisors to cause extra damage. Whenever it
succeeds in a bite attack, it makes an opposed
grapple check against its target. If success
ful, it automatically deals an extra ld4 dam
age.
Sp it (Ex): Unless surprised, a misery cat
always spits at the face of an opponent to
blind it before launching into melee combat.
It can propel its saliva up to 30 ft. (at range
increments of 10 ft.) as a ranged touch
attack. A hit means that the target has
been struck in the eyes, and it must
make a Fortitude saving throw
(DC 15). If it fails, it is blind
ed as if affected by the spell
blindness.
Every
round
thereafter, the affected crea
ture may attempt another
saving throw as a full action
(i.e., trying to flush the toxin
out of its eyes), and if it suc
ceeds it is no longer blinded.
Creatures with Blindsight are
not affected.
MIST GIANT
Large Giant
H it Dice: 12d8+48 (96 hp)
Initiative: -1 (Dex)
Speed: 40 ft.
AC: 21 (-1 size, -1 Dex, +10 natural, +3 studded leather)
Attacks: Huge greatclub +17/+12 melee, or rock +11/
+6 ranged
Damage: Huge greatclub 2d6+7, or rock 2d6+7
Face/Reach: 5 ft. by 5 ft./lO ft.
Special Attacks: Spell
like abilities, rock
throwing
Special Q ualities: Rock
catching
Saves: Fort +12, Ref +3,
W ill +4
Abilities: Str 25, Dex 9,
Con 19, Int 10, W is 10,
onsters
Combat
Unlike other giants, mist giants show no
marked preference for rock throwing. They
have the ability to do so and will throw in a
pinch, but they prefer to burst out of the fog, ini
tiating a close-quarters fight with their surprised
enemies. They usually wield greatclubs, but also
fight with greatswords or great-axes. They carry a
few rocks with them, which they use mainly to
discourage pursuers and cover their withdrawal
once they've looted and pillaged to their hearts
content.
Fog C lo u d (Sp): A mist giant may cast fog
cloud once per day as a 7th level sorcerer.
O bscuring M is t (Sp): A mist giant may cast
obscuring mist twice per day as a 7th level sorcerer.
>
NITH
S m all Fey
H it Dice: 2d6 (7 hp)
Initiative: +4 (Dex)
Speed: 20 ft., fly 60 ft. (good)
AC: 16 (+1 size, +4 Dex, +1 natural)
Attacks: Shortsword +5 melee, or composite short bow
+6 ranged
Damage: Shortsword ld6-2, or composite short bow ld6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, special arrows
Special Qualities: SR 16, enhanced tracking
Saves: Fort +0, Ref +7, W ill +5
Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills: B luff+7, Concentration +4, Craft (any) +7,
Escape Artist +8, Hide +8, Intuit Direction +7,
Listen +7, Move silently +8, Search +7, Sense Motive +6,
Spot +6, Wilderness Lore +6
>
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onsters
Treasure: Standard
A lignm ent: Usually neutral
A dvancem ent Range: By character class
QOTH
M e d iu m H u m a n o id (Q oth)
H it Dice: 2d8+2 (10 hp)
Initiative: +5 (+1 Dex)
Speed: 30 ft.
AC: 14 (+1 Dex, +3 studded leather armor)
Attacks: Longsword +3 melee, or composite longbow
+2 ranged
>
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onsters
Combat
Qoth are experienced and versatile small-group tacticians.
They understand how to make best use of terrain,
weaponry and any advantages that they believe they have
over their foes. They wont charge head-on if they know
theyre outnumbered. They like to attack at night if they
feel that their darkvision will give them an advantage. In
other words, they just wont do anything stupid, and they
are entirely capable of executing complex tactical maneu
vers, like drawing their enemy into an ambush or using
hit-an-run attacks to wear them down.
H eightened Tracking (Ex): A Qoth receives a +5 com
petency bonus to its Wilderness Lore check when it uses
its Track feat. Also, if a group of Qoth is doing the track
ing, it has the option of combining its efforts into a single
die roll at +5 for the first participating Qoth and +2 for
every additional Qoth.
Qoth Society
Qoth live in large tribal groups, from which mercenaries
may be recruited. Anyone wishing to hire Qoth must
negotiate for their services with the tribes chief, and any
male of military age is available for service. I f negotiations
are successful, the chief selects who will go; the prospec
tive mercenaries themselves have no say in the matter.
Young Qoth also leave their tribes on their own some
times to seek their fortune in the wider world. The wider
world doesnt always receive them with a friendly
embrace, but they generally find that skilled trackers and
hunter (bounty or otherwise) can make a passable living
for themselves.
Qoth worship Lateshi, a goddess of the hunt who is said
to take pity on those who are lost and in search of food.
They interpret her blessing rather liberally to include
those who make their living through any kind of tracking
and hunting.
.Qoth Characters
A Qoth character is mostly likely a bounty hunter at work.
W hile a Qoth hunting alone prefers to remain alone, he
will accept help, especially if the job turns out to be more
complicated than he first thought. Initially, he will over
look likely disagreements over splitting the reward (he
will want it all for himself) or how the quarry is to be
treated, but at the moment of truth, he will insist on doing
things his way.
Qoth characters receive one bonus language in addi
tion to those that they receive on account of their intel
ligence modifier.
A Qoths favored class is ranger.
RIDGE GOBLIN
Sm all H u m a n o id (G oblino id)
H it Dice: ids (4 hp)
Initiative: +1 (Dex)
Speed: 20 ft. (scale mail), base 30 ft.
AC: 17 (+1 size, +1 Dex, +1 natural, +4 scale mail)
Attacks: Battleaxe +2 melee, or javelin +2 ranged
Damage: Battleaxe ld8+l, or javelin ld6+l
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Q ualities: Favored enemy, darkvision 60 ft.
Saves: Fort +0, Ref +3, W ill -1
A bilities: Str 13, Dex 12, Con 11, Int 10, Wis 9,
Cha 8
Skills: Hide +3, Listen +1, Spot +1
Feats: Dodge
Clim ate/Terrain: Any hills, mountains and under
ground
>
o n sters
O rganization: Gang (2-4), squad (11-20 plus 2 3rdlevel sergeants and 1 leader of 3rd-6th level), or band
(30-100 plus 150% noncombatants plus 1 3rd-level
sergeant per 10 adults, 5 5th level lieutenants and 3
7th level captains).
C hallenge Rating: 1/2
Treasure: Standard
A lignm ent: Usually lawful evil
Advancem ent Range: By character class
Ferociously territorial and just as intensely greedy, ridge
goblins present a hazard to prospectors and miners look
ing for gems or precious metals, refugees fleeing strife,
curious explorers in fact, just about anyone with a rea
son to head for the hills. They believe that anyone or any
thing that enters their domain, whether on purpose or by
accident, automatically belongs to them. Whatever it is
gold, gemstones, food, mundane items, people if its
there already, it belongs to the ridge goblin tribe that lives
in the area. I f it enters the area, it belongs to the ridge gob
lins. If a ridge goblin steals something and brings it back
to the tribal domain, it rightfully belongs to the tribe. And
so on.
This proprietary attitude does little to endear ridge gob
lins to other intelligent races, and parties bent on revenge,
justice or a mixture of both often head up into ridge goblin
lands looking for satisfaction. Enmity between ridge
goblins and dwarves and gnomes is particularly bitter.
Trouble comes to any gnome that enters ridge goblin terri
tory in search of gemstones. And ridge goblins have fought
savage full-scale wars against dwarven colonies; they refuse
to recognize that dwarves have any right at all to live in the
mountains and they have been known to insist in all
seriousness that strongholds that dwarves have inhabited
for countless generations are really theirs by right.
Ridge goblins have harsh, angular faces and a hard
ridge of bone that runs around the crown of the skull.
Ridge goblins speak a dialect of goblin.
Combat
W hen they outnumber their opponents, ridge goblins
come at them in headlong rushes, scrambling madly
over rocks and wailing ear-splitting cries. I f a ridge goblin
gets a chance to execute a charge attack, it will try to head
butt its opponent with the hard ridge of bone around the
top of its head.
Favored E nem y (Ex): Treat dwarves and gnomes as
ridge goblins' favored enemy due to their long and
intense history of strife. A ridge goblin gains a +1 melee
attack bonus, +1 ranged attack bonus when the target is
within 30 ft., and a +1 damage bonus in combat against a
dwarf or gnome. It also gains a +1 bonus to Bluff, Listen,
Sense Motive, Spot and Wilderness Lore checks against
dwarves or gnomes.
<
SELLIG
M e d iu m H u m a n o id (Ore)
H it Dice: ld8 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft., swim 30 ft.
AC: 14 (+1 Dex, +2 leather armor, +1 natural)
Attacks: Shortspear +1 melee or +1 ranged
Damage: Shortspear ld8+l
Face/Reach: 5 ft/ by 5 ft./5 ft.
Special Q ualities: Darkvision 60 ft., water breathing
Saves: Fort +0, Ref +3, W ill +0
Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 10, Cha 9
Skills: Hide +3, Listen +2, Spot +2
Feats: Alertness
Clim ate/Terrain: Marsh or swamp
O rg a n iz a tio n : Raiding party (2-7 plus 1 3rd-level
leader), or clan (8-16 plus 1 3rd-level leader and 2 2ndlevel lieutenants, plus 150% noncombatants).
Challenge Rating: 1/2
Treasure: Standard
A lignm ent: Usually neutral evil
A dvancem ent Range: By character class
Selligs are amphibious humanoids with green, moist skin
and rudimentary gills behind their ears that allow them to
breathe underwater indefinitely. They live in swamps
and marshes, and they feel comfortable enough in these
ecosystems that they inevitably project a strong sense of
proprietorship over their territories. Selligs are notorious
for attacking on sight anyone who intrudes on land that
o n sters
Combat
Whenever they have advance warning of their foe, selligs
strike from ambush, using their hiding skills and their
natural coloration to conceal themselves among vegeta
tion. They also use their water breathing ability to sus
Sellig Characters
Selligs dont associate much with outsiders, and very
rarely will an individual join with other races tor any pur
pose whatsoever. A sellig who has left the swamp and is
willing to accept the company of non-selligs is most like
ly on the run and quite desperate. Being away from the
swamp is likely to make him edgy and depressed.
A selligs favored class is barbarian. Sellig clerics wor
ship the swamp and can choose from two of the following
domains: Evil, Plant, and Trickery.
TALAQ
M e d iu m H u m a n o id (G oblino id)
Sellig Society
Selligs live in modest, clan-sized groups. Their natural
environment doesnt allow them much popu
lation density, and filling up a swamp with
selligs would only make them easier to
find anyway. But where their territory is
large enough, clans will merge to form
tribes, seeking security in numbers.
Selligs worship the swamp
god, who considers
all marshland crea
tures children o f
the swamp who
need her protec
tion.
>
<
kk,m
m
M o n s te rs
Combat
Talaq like to strike quickly, using stealth and
the cover o f night to get the drop on their
opponents. They wont stand for a
melee slugfest if the odds are any
thing like 11, much less worse
than that. O ut in the open, they
are sneaks and cowards at heart.
In the forest, however, they
will strike from ambush, firing
their primitive short bows from
behind or up in the branches of trees, that
their darkvision puts their foes at a disad
vantage.
Forest Elusiveness (Ex): Anyone tracking
a talaq through forest, woods, or any terrain
containing heavy vegetation suffers a -4 cir
cumstance penalty. This reflects the difficulty of
distinguishing the talaqs scent from that of its
surroundings.
L ig h t Sensitivity (Ex): Talaq suffer a
-1 penalty to attack rolls in bright sun-
'v
light or in the area of effect of daylight.
Talaq Society
All of the talaq in a wood or part of a forest organize them
selves into a tribe led by the dominant warrior. Leadership
of the tribe is always subject to challenge, so that a chief
tains reign could always prove violent and short. Any war
rior who thinks him or herself more fit for leadership may
call out the current chieftain, in which case the two
engage in a ritualized combat to submission or death. All
talaq wear tokens of tribal affiliation and rank on the
braids that hang from just above their ears.
Talaq worship Enik-Talaq, who is both a nature god and
a racial god.
Talaq Characters
Any talaq encountered alone outside its habitat is likely to
be a fugitive from its racial enemies, or perhaps even from
its own tribe. In such a case, it may welcome the friend
ship and company of non-Talaq if it thinks it would bene
fit from the help.
A talaq's favored class is rogue. Talaq clerics worship
Enik-Talaq and choose two of the following domains:
Chaos, Evil, Protection, and Trickery.
K'
VISCERATHA
Large A berration
H it Dice: 12d8+48 (96 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: Tentacles +14 melee, 2 claws +14 melee,
bite +9 melee
Damage: Tentacles paralysis, claw 3d8+5, bite 3dlO+5
Face/Reach: 10 ft. by 10 ft./lO ft.
Special Attacks: Chewing, paralysis
Special Q ualities: Scent
Saves: Fort +8, Ref +5, W ill +9
Abilities: Str 21, Dex 12, Con 18, Int 12, Wis 12, Cha 11
Skills: Hide +4, Intimidate +4, Intuit Direction +4,
Listen +5, Search +4, Sense Motive +5, Spot +4
Feats: Cleave, Power Attack
Clim ate/Terrain: Any land and underground
O rganization: Solitary
Challenge Rating: 8
Treasure: Standard
A lignm ent: Always neutral
A dvancem ent Range: 13-14 H D (Large)
-A.
<
o n sters
Visceratha can bite and claw, but they prefer to let their
tentacles do the work. They use their tentacles to grasp
their prey and deliver a paralyzing nerve toxin that can
immobilize victims for long periods of time, so that they
can be stored if not eaten right away. W hen a visceratha
attacks, it will take the first victim it captures and fork it
into its maw and start chewing. All the while, it will lash
out with its tentacles and grab at any other living creature
in range. W hen it finishes chewing, there is a 50% chance
that it will toss another captive into its mouth and eat it as
well. Otherwise, it will simply capture as many victims as
its tentacles can hold, then lope off to its lair to continue
eating.
Paralysis (Ex): Whenever a visceratha scores a hit with
one o f its tentacles, the victim must make a successful
Fortitude save (DC 15), or else it is paralyzed tor at least
one hour. If the victim is still alive one hour after becom
ing paralyzed, it makes another Fortitude save attempt at
the same DC to shake off the effect, and every hour
thereafter if necessary until the paralysis disap
pears.
C hew ing (Ex): W hen a visceratha pops a
victim into its mouth (which requires a partial
action), it immediately begins chewing.
Chewing takes the form of a melee attack
against the victim. Assuming
that the victim is para
lyzed, the attack is
resolved as if the
defender is flatfoot
ed. Once the vis
ceratha reduces its
victim to less than 0
hit points by chewing, it
swallows it, armor, posses
sions and all.
If, for some reason, the
visceratha att-empts
to eat a victim that
is not paralyzed, the
victim may attempt
to free itself by making
an opposed grapple check.
o n sters
VUDOT
Combat
Vudots don't have much taste for physical combat and
they are not very good at it. They much prefer to use their
spell-like abilities to set their foes at a disadvantage and/or
force others to do the fighting for them. W hen engaging
an enemy, they stand away from the melee, watching for
any sign that they may need to re-apply their powers of
m ind control.
Aura o f Fear (Ex): Theres no getting around the fact
that vudots give everyone the creeps, even those who ally
with them. All creatures within 30 ft. of a vudot must
make a W ill saving throw. Those who fail receive a -4 fear
Abilities: Str 10, Dex 12, Con 10, Int 17, Wis 17, Cha 12
Skills: Concentration +4, Intimidate +5, Intuit
Direction +7, Knowledge (nature) +7, Listen +7,
Search +7, Spot +8, Wilderness Lore +8
Feats: Alertness, Improved Initiative, Track, Weapon
Finesse (shortsword)
Index
A r t if a c t s ................................ ................212
The spincsccpter.............................................. 232
The crown o f acarra...........................................232
C la s s e s ..................................................... 21
A lc h em ist........................................................... 21
G u ardian ............................................................. 24
Guerilla.................................................................27
H u n te r......................................................... I . . . 29
Legionnaire.................................................. . 32
Mercenary Ranger.......................................: . . . 34
M yrm idon...................: ...................................... 37
N o m a d.................................................................39
Scout.................................................................... 42
Tattoo Mage......................................................... 44
Quick S h o t ......................................................... 66
hmeerak....................................................... 241
Rabble-Rouser....................................................66
kitairn........................................................... XX
Rapid Healing......................................................66
misery c a t ....................................................244
mist giant......................................................245
n ith ...............................................................246
School Focus....................................................... 66
qoth...............................................................247
Sensitive...............................................................67
ridge goblin..................................................248
Shield Focus....................................................... 67
sellig.............................................................249
Signature W eapon.............................................. 67
ta la q .............................................................250
Sign Language....................................................68
visceratha......................................................251
Sniper.................................................................. 68
v u d o t ........................................................... 253
Spell Exchange....................................................68
Strength o f Blood................................................ 68
Thick S k in ........................................................... 68
Thick S k u ll......................................................... 68
F eats..........................................................57
All or N o th in g ....................................................57
W e a lth ................................................................ 68
W ill o f Stone....................................................... 68
Dune R u n n e r....................................................200
A m b u s h ...............................................................57
Amphibious A ssault...........................................57
Armor Focus (heavy)...........................................57
Armor Focus (light)............................................ 57
Armor Focus (m e d iu m )..................................... 57
Assault Formation.............................................. 57
Astonishing Reflexes.........................................58
Attuncm ent......................................................... 58
Battle Cry............................................................. 58
Blind C astin g ...................... .............................. 58
Blood Frenzy....................................................... 58
Blood Lust........................................................... 58
Body Tackle......................................................... 59
Break C h a rg e ......................................................59
Choke H o ld ........................................................ 59
Continue the F ig h t............................................ 59
C ontortionist......................................................59
Controlled Breathing.........................................60
Dead E y e .............................................................60
Defensive Stance................................................ 60
Devoted O ffe ns e ................................................ 60
Dislocation......................................................... 60
i;3gle Claw Strike................................................ 60
Exaggerate Spell..................................................61
Expert A i m ......................................................... 61
Extra S pell........................................................... 61
Fervent.................................................................61
Field M edic......................................................... 61
Fierce.................................................................. 61
Fists o f Fury . . .{.................................................. 61
Fists o f T hunder..................................................61
Grace Under Pressure.........................................61
H ard y ...................................................................62
H arm ony............................................................. 62
Heavy Infantry Training..................................... 62
Holistic M e dicin e.............................................. 62
Improved Alertness............................................ 62
Improved E ndurance.........................................63
Improved Ranged Sneak Attack........................ 63
Improved Sneak A ttack..................................... 63
Improvised W eap o n ...........................................63
Incredible Fortitude...........................................63
Inspire Loyalty.................................................... 63
Magic I t e m s ..........................................? ? 5
Fanatic...............................................................203
The Fifth C o lu m n ............................................ 204
ancient weapons..................................................225
armor of the sun.................................................. 226
asfrulsword......................................................... 226
batblade...............................................................226
bonding weapons................................................225
Man-at-Arms......................................................211
Partisan...............................................................213
cloak of rappelling................................................230
Skirmisher......................................................... 216
deathflail.............................................................227
Slayer.................................................................217
Spellslayer......................................................... 219
Unseen H a n d ....................................................223
liaufe hatchet......................................................228
healing weapons..................................................226
R a c e s ...................................................................... 5
A ra d a n .................................................................. 5
A shem i.................................................................. 6
................................. 226
Bael........................................................................ 8
lantfeiVs amulet....................................................230
D rallok................................................................ 10
morningstar ofjustice...........................................228
L a h ry k ................................................................ 12
M a g irn .................................................................14
Makall...................................................................15
reach weapons......................................................226
Taranuhl...............................................................17
imping dagger....................................................228
U lrath.................................................................. 19
R e l i g i o n .............................................................. 77
slyvan halberd......................................................228
A ld o in ........................................................... 77,78
A stal...............................................................77, 78
sword of acarra....................................................228
Derek Tor.............................................................78
Dalyahal...............................................................78
G o ra d in ...............................................................78
Great Mother, t h e ........................................ 19, 78
tartinan...............................................................229
G r im a ld i....................................................... 78, 79
thundermaul....................................................... 229
whip of despair....................................................229
M a n a h r ......................................................... 78, 79
wolverine blade....................................................229
O'Rannee....................................................... 76. 79
Sarda...............................................................16, 79
Instructor............................................................. 63
M ind Blank......................................................... 64
Knowledgeable....................................................64
Light Sleeper....................................................... 64
L in g u ist...............................................................64
b u lg rif....................................................97, 233
Natural Leader....................................................64
norling....................................................98, 235
Parry.................................................................... 65
Tethus............................................................. 11, 78
grollok....................................................97, 234
hauncher................................................ 98, 234
Off-Handed Parry.............................................. 65
Shenahsec......................................................78,79
T h ra in n ......................................................... 78.80
Mental Combatant.............................................. 64
O a t h .................................................................... 65
Saulein........................................................... 78, 79
M o n ste rs................................................ ? 3 3
Talas.............................................................78, 206
S k i l l s ....................................................................4 9
Animal E m p a th y ................................................49
Appraise...............................................................49
Balance.................................................................49
Perfect Shot......................................................... 65
brainvine......................................................238
B lu ff.................................................................... 50
Phalanx.................................................................65
Power Throw....................................................... 65
desen ore......................................................239
Concentration......................................................50
g ra b e n ......................................................... 239
Craft: Explosives................................................ 50
Quick Load......................................................... 65
guardian h o u n d ...........................................241
Craft: Trapmaking.............................................. 50
<
>
D is g u is e ......................................................................51
D ip lo m a c y ..................................................................51
<
M o n s te rs
<
r o t ........................................................................12 2
r u le r s h ip ........................................................... 122
thunderclap.................................................. 145
Paladin Spells....................................................127
secrets................................................................. 122
Ranger Spells....................................................128
...........................52
se ek in g ............................................................... 122
H i d e ............................................................................53
s l o t h ................................................................... 123
In n u e n d o ....................................................................53
s o la c e ................................................................. 123
Forgery........................................................................52
G ath er In fo r m a tio n .................
In tu it D ir e c tio n ....................................................... 53
s p ir it....................................................................123
s t o r m ..................................................................123
Pick P o c k e t............................................................... 53
s tr e n g th ............................................................. 123
Profession: D e to n a to r............................................. 53
s u n ......................................................................123
Sense M o t i v e ........................................................... 54
travel....................................................................124
S ig n L a n g u a g e ......................................................... 68
tr ic k e r y ............................................................. 124
S p e llc ra ft....................................................................54
S tealth..........................................................................55
u n d e a d ............................................................... 124
W ilderness Lore....................................................... 54
v e n g e a n c e ......................................................... 124
v ic t o r y ............................................................... 124
w a r ......................................................................125
w ater................................................................... 125
w e a th e r ............................................................. 125
D ru id S p e lls ........................................................... 125
G uardia n S p e lls ...................................................
128
M y rm id o n S pe lls................................................... 126
N ew Spells............................................................... 132
a a d blaJe............................................................. 132
n m b u jJi................................................................133
arms of force....................................................... 133
athanae's age f iw a l i o n ...................................133
alh a n a e's know con ten ts.....................................134
athanae's know creatun'.....................................134
afhanar's know statu s....................................... 134
awe........................................................................134
batth' k n o w le d g e ........ ........................................ 135
battle r o a r ........................................................... 135
blin dsig ht........................................................... 135
boiling o i l ........................................................... 135
bortfi's h a m m e r . ................................................. 135
c h a tt e r te e th ......................................................... 136
combat p r e s c ie n c e ...............................................136
death becomes m e ............................................... 136
d ea th m i s t ........................................................... 137
elemental flurry '................................................. 137
en ch a n t w e a p o n ................................................. 137
energy sheath..................................................... 137
e xh aust................................................................138
eyes o f th e b e h o ld e r .............................................138
fin g e r te e th ........................................................... 138
fla m e b r a n d ......................................................... 138
force b r i d g e ......................................................... 139
fo rc e c h a k r a m ..................................................... 139
forceful b u r s t....................................................... 139
f o r g e t ....................................................................139
frost f i r e ................................................................139
gluttony............................................................... 140
greater grounding............................................... 140
g rea ter m a g ic a r m o r ........................................... 140
g ro unding........................................................... 140
h a n d c r a m p ......................................................... 141
indomitable charge............................................. 141
magic arm o r....................................................... 141
m inor r e s to r a tio n ............................................... 141
mirror legion....................................................... 141
protection from disease.......................................142
psychom etry......................................................... 142
quicfeirad............................................................. 142
rally o f the d a m n e d .............................................142
rearg u ard ............................................................. 142
s a n d s to r m ........................................................... 142
shrapnel............................................................... 143
shockblade........................................................... 143
shocknet............................................................... 143
silent step ............................................................. 143
sm ite fo e ............................................................... 144
spin eiv rack........................................................... 144
s ta ff o f d e fe n s e ..................................................... 144
steal po ison......................................................... 145
slomi o f a r r o w s ................................................... 145
summon sentinel ........................................... 145
Etcetera
Adventure Ideas................................................ 166
Adventuring Gear....................................... 95. 102
Alignm ent.................................................... 70.153
Arm or............................................................. 92,93
dwarven-forged a rm o r................................. 92
elven-forged a rm o r....................................... 93
Buildings........................................................... 102
Chariots....................................................... 96,103
Class Tools and Skill Kits............................96, 103
C lo th in g ......................................................97, 103
Contacts................................................ 76, 97,103
Containers..........................................................101
Dracotechnics......................................................94
D r in k .................................................................103
Equipment Availability....................................... 81
Exchange R ates.................................................. 82
Explosives..................................see dracotechnics
F o o d...................................................................103
Guilds and O rganizations.......................... 97,104
Hauling Vehicles.............................................. 104
Hirelings and Services................................97.104
H iring Mercenaries...........................................147
a lig n m e n t.................................................... 153
recruitment.................................................. 147
payment rates.............................................. 148
humanoid mercenaries..............................149
m o ra le ..........................................................153
negotiations................................................ 149
overview ......................................................150
Laminated Steel W eapons................................. 91
Law, t h e ............................................................... 75
L iquids............................................................... 101
L o d g in g ............................................................. 103
Magic Ite m s................................................ 97,104
Mercenary Companies.....................................169
the del vers....................................................187
the deep rangers.........................................187
krotoks croakers......................................... 189
war wizards' conclave................................. 191
orton city g u i ld ...........................................192
the scarlet fist.............................................. 184
east w ind brotherhood............................... 184
Mounts and Related G ear.......................... 97.105
Random Mercenary Creation.......................... 161
Selling Loot..........................................................83
Serrated W eapons.............................................. 92
Ships...................................................................105
Skirmish Combat Rules................................... 156
Spells for H i r e ....... .......................................... 10S
Special and Superior Items........................ 98,105
Starting W e a lth ..................................................81
Tattoos........................................................100.106
Titles...................................................................101
Trade G o o d s ........................................................83
Travelling G em s.................................................. 83
Vital Statistics......................................................80
random h e ig h t.............................................. 80
random w eight.............................................. 80
starting a g e ....................................................80
W eapons....................................................... 84, 87
o n sters
Definitions: (a) "Contributors" means the copyright and/or trademark owners who
have contributed Open Game Content; (b) "Derivative Material" means copyrighted
material including derivative works and translations (including into other computer
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2.
3.
4
The License, This License applies to any Open Game Content that contains a notice
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identification: If you distribute Open Game Content You must clearly indicate which
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Updating the License Wizards or its designated Agents may publish updated versions
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T a b l e 2-13: T h e T a t t o o M a g e
Base
Level Attack
1
+0
2
+1
3
+2
4
+3
5
+3
6
+4
7
+5
8
+6/+1
9
+6/+1
10
+7/+2
11
+8/+3
12
+9/+4
13
+9/+4
14
+10/+5
15
+11/+6/+1
16
+12/+7/+2
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
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Bonus Feat
Bonus Feat
Bonus Feat
Touch of the Master
Bonus Feat
Bonus Feat
Heart of the Master
Bonus Feat
Tattoo Master
Tattoos
1
2
3
4
1
2
2
1
3
1
3
2
3
2
1
3
3
1
3
3
2
3
3
2
1
4
3
2
1
4
3
3
1
4
3
3
1
4
4
3
1
4
4
3
2
4
4
4
3
5
4
4
3
5
4
4
3
5 4 4 4
5 4
4 4
6
4
4
4
1
1
1
2
1
3
1
3
2
4 3 2
4 3 3
4 3
3
G o ld G v ts G r e e d
Before the w ar between East Linger and The Empire o f Besuhl.
most mercenaries lived off the land, fightin g in taverns
or doing whatever it took to survive. It gor so had at one point,
some companies resorted to ban ditry... then hired themselves out
to take care o f the problem " they'd created.
Those that were caught were hanged.
I would never say w ar is good.
But its g ood fo r my coin purse and its good fo r the kingdom.
And while w ere killing men willing to die fo r their beliefs,
Im just g lad I m not the one doing the dying.
Olaf W hite beard
1~HiS
is tHE KY to SVRyiVAL
Money is the only goal w orth dying for; mercenaries k now this,
and have learned p rofit from their wisdom .
This sourcebook is the perfect resource for playing mercenaries
and ru n n in g mercenary cam paigns. Inside these 256 pages
youll fin d new races, classes, feats, and magic everything DMs and
players need for endless adve nturing opportunities.
The tim e for heroes is over. Pay up.
A n y D e e d , A n y P r ic e
9 new, complete races
$29.95 US MSRP
www.alderac.com