• No results found

FOR DRUIDS

In document Ultimate Toolbox (Page 27-35)

Summer Solstice is the longest day of the year and occurs around June 22nd. This day marks when the tilt of the Earth’s axis is most orientated toward the sun.

Midsummer’s Day is usually June 24th, about three days after the solstice itself.

Similarly December 25th is the day the sun begins to return to the northern hemisphere. The Winter Solstice sun is positioned directly over the Earth’s equator on the shortest day of the year.

The Fall equinox is September 23rd., when the sun is positioned directly over the Earth’s equator, and the Spring equinox is March 20th, when night and day are nearly the same length of time.

Table 1–58: monastic Orders Abbey of Elemental Truth 1

Abbey of the Empty Hand 2

Ascetic Order of the Tiger 3

Bright Order of the Stone Guard 4

Contemplation of Dwarven Fighting Arts 5

Devoted Brothers of the Sai 6

Eagle’s Glamor Meditation Hall 7

Elven Order of Ki 8

Great Zhu-Shin’s Dojo 9

Humble Guardians of the Ruby Portal 10

Lawful Order of the Just Hand 11

Meditative Order of the Dragon 12

Monastic Order of Rigid Meditation 13

Monastery of Water and Earth 14

Monks of the White Raven 15

Order of Colored Dreamers 16

Order of the Respectful Warrior 17

Students of Serenity 18

Ten Bear Abbey 19

Water Hall of Meditation 20

Table 1–60: monk maneuvers 1 Adamantine Fist

1

Berserker’s Punch 2

Blinding Strike 3

Boatman’s Oar 4

Chase the Tail 5

Claw of the Crab 6

Climb through Water 7

Cobra Fang 8

Copper Basin Stance 9

Cross-Arm Python Strike 10

Double Hammer Punch 11

Droping Shadows 12

Elephant Slam 13

Elevated Fist of the Ancients 14

Falcon’s Precision 15

Falling Crane Strike 16

Farmer’s Rake 17

Fire Dragon Cradle 18

Fist from Heaven 19

Fist of a Thousand Screams 20

Table 1–60: monk maneuvers 2 Focus of the Master

1

Fox’s Tail 2

Flying Dragon Punch 3

Flying Tiger 4

Goblin Bite 5

Gorgon Hold 6

Hand of the Giant 7

Hawk’s Clutch 8

In Plain Sight 9

Iron Knee 10

Iron Palm 11

Lightning Fist 12

Lion’s Leap 13

Monkey Flip 14

Northstar Stance 15

Oak Fist 16

Ogre Lock 17

Pounce of the Lion 18

Preying Mantis Clutch 19

Punch of the Drunken Sailor 20

Table 1–61: monk maneuvers 3 Rage of the Patient Warrior 1

Raptor’s Claw 2

Rhino Charge 3

Rolling Leg Sweep 4

Running Hammer 5

Scorpion Sting 6

Snake Strike 7

Snapping Steel 8

Speed of the Viper 9

Spinning Fist of the Northern Winds 10

Steel KIck 11

Strike of the Hunter 12

Swiftness of the Snake 13

Through the Grass 14

Tiger Intimidating Charge 15

Titan’s Palm 16

Triple Thunder Kick 17

Triton’s Choke 18

Vaulting Leap of the Heavens 19

Wind at My Back 20

Table 1–62: Ranger Orders 1 Black Forest Strikers

1

Black Widow’s Vengeance 2

Blood Harbor Brigade 3

Boar’s Blood Hunters 4

Brotherhood of the Paired Bastard Swords 5

Claw Fighters 6

Crossbow Strikers 7

Deep Eye Woodsmen 8

Deerskin Defenders 9

Desert Wanderers 10

Devon’s Crossing Protectors 11

Dragon Claws and Demon Horns 12

Fey Bane Striders 13

Fire Dagger Wardens 14

Free Women of the Jungle 15

Giant Slayers 16

Goblin Stalkers 17

Green Dragon Stalkers 18

Hunters of Humanity 19

Justicars of Tree Shadow 20

Table 1–63: Ranger Orders 2 Longbow Woodsmen

1

Mountain Pass Society 2

Orc Hunters 3

Order of Black Eyed Rangers 4

Order of Flame and Axe 5

Order of Treejumpers 6

Order of the Oakheart 7

Pick and Hammer 8

Ranger Order of Tyranny 9

Silent Arrow Strikers 10

Six-Fingered Bow Sect 11

Spider Climb Patrollers 12

Stone Arrow Archers 13

Sword and Axe Walkers 14

Thornbow Rangers 15

Twilight Guardsmen 16

Twin Dagger Troupe 17

Underground Liberators 18

Werewolf Hunters 19

Windrider Bowmen 20

Table 1–64: Ranger Titles Archer

Table 1–65: Ranger Tasks

Build a watchtower in remote locale 1

Dissuade or eliminate poachers and trappers 2

Enforce laws against over-hunting/foresting 3

Explore foreign or unexplored wilds 4

Guard a protected glade or grove 5

Guide an army through harsh terrain 6

Hunt down an unnatural beast or predator 7

Infiltrate enemy lines 8

Lead an expedition force to mountains 9

Lead enemy forces into an ambush 10

Make contact with a frontier keep 11

Map out a section of dangerous land 12

Pathfind a new forest road for merchants 13

Patrol a remote border 14

Protect a druid ceremony 15

Rebuild alliances with forestkin, in king’s name 16

Scout out a known enemy watchtower 17

Stop a dangerous blight druid 18

Track an enemy agent 19

Train guerilla fighters 20

Table 1–66: Criminal Path Apprenticed to a locksmith 1

Apprenticed to a master rogue 2

Born into a gang or guild of criminals 3

Discovered knack for sleight of hand, etc.

4

Enjoys causing others harm (sociopathy) 5

Enticed by the thrill 6

Forced to steal to survive 7

Framed and jailed for a time 8

Greedy — lives beyond his means 9

Grew up on the streets 10

Idolizes a master rogue 11

Joined a gang at an early age 12

Massive gap between rich and poor 13

Problems with authority 14

Raised by a family of thieves 15

Raised in a city flooded with crime 16

Selfish and self-important 17

Steals to feed a habit 18

Too smart to do anything else 19

Wants to become a hero of the poor 20

Table 1–67: Common Crimes Adultery

Breaking and Entering 4

Destruction of property 8

Drunken conduct 9

Embezzlement 10

Grave robbing 11

Harboring a criminal 12

Illegal magic use 13

Resisting arrest 18

Selling shoddy goods 19

Trespassing 20

Table 1–68: Rogue guilds Acrobats of Grace and Guile 1

Archers of the Silent Arrow 2

Black Dragon Monarchs 3

Eye and Lens Guild 4

The Gold Circle 5

Guild of the Dying Song 6

Hidden Dagger Guild 7

The Jade Hand 8

Kingsbane 9

Knights of the Underworld 10

The Lamplighters 11

Old City Raiders 12

Order of Midnight 13

The Quiet Night Guild 14

The Rapier’s Point 15

Rogues of the Green Blade 16

Silver Shadow Swordsmen 17

Twin Daggers 18

The White Skull 19

Undercity Guardians 20

ROgUES

There’s much more for rogue characters in the city chapter where we delve into pick pocketing, hidden or improvised weapons, crime, punishment, bribes, and more. Now you don’t have to guess what’s in those picked pockets. See tables 3–95 through 3–121 to help flesh out your rogue character with some minor details about his craft.

There are also contacts and guilds in the same chapter, helping to flesh out a well-rounded urban thief character or NPC.

It’s always a good idea to know who a rogue can trust and who he can lean on for favors.

Table 1–69: warrior Path

Allied to numerous mercenary groups 1

Always been good at killing 2

Apprenticed as a blacksmith 3

Apprenticed to a knight or lord 4

Born into gladiatorial stock 5

Born with natural strength and speed 6

Conscripted/Drafted into army 7

Followed in a parent’s warrior tradition 8

Forced to defend homeland against invasion 9

Grew up as a street thug 10

Lack of other options growing up 11

Jailer’s apprentice 12

Joined a mercenary company 13

Joined local militia 14

Rose through the ranks of the city watch 15

Served as a bodyguard 16

Started off lazy, but developed knack for war 17

Taught self in private between chores 18

Too stupid for anything else 19

Trained by a wandering barbarian 20

Table 1–70: warrior Quests

Collect bounty of a threatening monster 1

Command or launch a strike force 2

Defend a caravan from attack 3

Discover secrets to ancient technique 4

Discover the secrets on an ancient forge 5

Exercise with trainer 6

Fight off or clear an area of creatures 7

Hunt down wanted criminal 8

Hunt for a unique metal for weaponry 9

Join the guard or watch 10

Learn battle tactics from a master 11

Learn the art of an exotic weapon 12

Perfect defensive fighting styles 13

Practice offensive fighting techniques 14

Protect royalty during special occasion 15

Research monster weaknesses 16

Retrieve a great weapon 17

Slay a dragon to win another’s gratitude 18

Study gladiator styles 19

Volunteer for an army or navy 20

Table 1–71: Secret weapons Belt pouch sap

1

Belt spike 2

Belt whip 3

Boot knife 4

Boot spike 5

Cloakblade 6

Club cane 7

Collapsible baton 8

Dagger boot 9

Hairpin dagger 10

Hat chakram 11

Hidden needle 12

Poisoned glove 13

Quill dart 14

Ring of venom 15

Sleeve arrow 16

Spiked fan 17

Stones 18

Sword cane 19

Throwing stars 20

Table 1–72: Sorcerer Path

Ancestor communed with nature spirits 1

Ancestor made a fiendish pact 2

Birth attended by celestials 3

Birth attended by fiendish ambassadors 4

Blood of a powerful magic-wielding monster 5

Born with magical runes/tattoo on body 6

Born during an obscure astrological event 7

Branded by a witch or shaman 8

Could always communicate with the dead 9

Destined for magic 10

Exposed to powerful magic, too early in life 11

Father was a warlock 12

Found artifact buried in ruined 13

Made pact with an abyssal or fiend 14

No memory of past 15

Racial background is (extremely) mixed 16

Raised by a mystical beast 17

A sacrifice went horribly wrong, and then…

18

Stolen as infant and raised by fey 19

Survived a magical plague 20

Table 1–73: magical Awakening/Trigger Coaxed by a dead sorcerer’s familiar 1

Drowned and survived 2

Extreme emotions (love, etc.) turned inward 3

Fed elixir by an evil hag 4

Feelings of helpless turned into rage 5

Heard thoughts that were not your own 6

Intense physical pain wracked body 7

Left for dead, and then…

8

Located someone lost by concentrating 9

Nearly beaten to death 10

Prophecy was fulfilled 11

Raised from the dead by a powerful cleric 12

Saw someone die by magic 13

Spoke with the dead 14

Spurned by family or loved one 15

Struck by lightning 16

Survived attack from magical beast 17

Survived encounter with malicious fey 18

Unexplained visions of other worlds 19

Witnessed unspeakable atrocity 20

Table 1–74: wizard Path

Attended school through other’s kindness 1

“Awakened” after touching an artifact 2

Came across a spell book during a quest 3

Chosen to attend a royal school of wizardry 4

Chosen as a wizard’s apprentice as a contest 5

Destined for magic 6

Father had influence over local wizard 7

Followed a life-like dream to this place 8

Forced into alchemical servitude 9

Found wizard’s staff and studied the runes 10

Idolized a famous wizard 11

Idolized the local hedge wizard 12

Inherited or discovered an ancient tome 13

Life-debt had to be repaid 14

Mother was a witch or infernal 15

Need for control 16

Ordered by local government or monarch 17

Orphaned and "bought" by a magic school 18

Parents encouraged arcane learning 19

Trained in secret and kept from “normals”

20

Table 1–75: wizard’s Test/Final Exam Add to a sacred tablet of unique wisdom 1

Cast a spell for maximum effect 2

Cast a spell under odd conditions 3

Craft own staff to particular spell or totem 4

Decipher a magical script from elder days 5

Decode another wizard’s spellbook 6

Defend against a magic assault 7

Discover and name a new star 8

Make an accurate prediction 9

Memorize an ancient treatise on spell craft 10

Perfect an abjuration for a specific evocation 11

Recite an entire spellbook, backwards 12

Recite alchemical truths to council 13

Remain hidden from magical detection 14

Reverse-engineer a magical ring 15

Summon and bind a planar creature 16

Teach a new student a minor spell 17

Train and bond with familiar 18

Transform one thing into another 19

Weave own robes with special fabric 20

Animals

Table 1–76: Animal Companions, Common Badger

Dog, hunting 7

Snake, constrictor 16

Snake, poisonous 17

Table 1–77: Animal Companions, Exotic Bear

Eagle, giant 5

Owl, giant 14

Pegasus 15

Tarantula, giant 16

Tiger 17

Wolf, dire 18

Wolf, winter 19

Table 1–78: mount Names Blackjack

Evening Mist 7

Gypsy Rose 8

Lady Cinnabar 9

Legacy 10

Masterpiece 11

Midnight Dancer 12

Moonbeam 13

Morning Glory 14

Table 1–79: Familiar Names 1 Aegis

Table 1–80: Familiar Names 2

Table 1–81: Familiar Names 3 Quickling

Table 1–82: Familiar Feature Extra front and/or back toes 1

Exceptional fur pelt 2

Exotic-colored eyes 3

Hairless 4

Has burned skin patches 5

Has crossed eyes 6

Has fleas/mites 7

Missing half of tail 8

Mixed colored eyes 9

Notched ears 10

One eyed 11

Overly long feathers, whiskers, etc.

12

Oversized ears 13

Oversized tail 14

Overweight 15

Rippled fur 16

Tailless 17

Tufted ear tips 18

Two tails 19

Unnatural aura 20

Table 1–83: Familiar Personality Always hungry

1

Always underfoot 2

Collects shiny objects 3

Demanding or pushy 4

Excessively brave or fearful 5

Extremely territorial 6

Flighty and forgetful 7

Friendly with strangers 8

Likes/hates to hunt 12

Likes/hates to swim 13

Never where it should be 14

Overly needy or independent 15

Playful 16

Prone to violence 17

Sleeps more than normal 18

Suffers from a phobia 19

Unfocused 20

In document Ultimate Toolbox (Page 27-35)