Netherland Games - Primal Codex

123  Download (0)

Full text

(1)
(2)

2

CONTENTS

Introduction………...………3 Chapter 1 Races……….….…………...………...………4 Aborigine...……….………….………...………...………4 Enelil………...…..……..5 Grundengar...………...……….6 Neanderthal………...………....………6 Phrohiem……...………....…….7 Chapter 2 Classes………...……...…………..………..9 Brawler……….…...………...……….9 Huntsman………...………....……….10 Shaman………...………..………12 Witch Doctor………...……..………..17

Chapter 3 Prestige Classes...………...………20

Animal Master………...…….………...…….20

Beast Lord…………...………...……21

Storm Rider………...……….………...……23

Trickster………...………...……..25

Chapter 4 Skills and Feats……….…...………..………..28

Skills………...………....………28

Feats………...………....………..30

Chapter 5 Equipment………...………...……..……33

Weapons………...………....…………33

Armor and Shields…………...……….………..…………35

Other Items…………...………...…………36

Chapter 6 Wilderness Traps……...………37

Chapter 7 Poisons……...……….…40 Microbial Poisons…...………40 Toadstools………...……….…...….……41 Plants…….…………...………...…….…42 Identifying Poisons………...………...………46 Chapter 8 Diseases………...………...………48 Disease Descriptions………...………...………48 Encountering Diseases…………...………...………..…53

Chapter 9 Optional Rules………...………...………55

Condition Summary………...………..…………55

Execution………...………..……..………59

On the Run……….….…...………...……63

Other Grappling Options…………...………..……….63

Near Death Penalty………...………...………64

Fighting in the Water………...……….………64

Drug Addiction………...………..…………64

Chapter 10 Magic Items…………...……….…...……66

Chapter 11 Spells………...………...………72

Shaman Spell List…………...…………...………...………72

Witch Doctor Spell List …...………...………..…….………74

Chapter 12 Monsters……...………...………92

Appendix I Animals...119

(3)

3

I

NTRODUCTION

Thank you for purchasing the Primal Codex from Netherland Games. This book contains a wide variety of adaptable d20 enhancements designed around a primitive theme. Much of this material was developed from research on ancient Africa, Australia, Polynesia and America. Many of these enhancements are based heavily on real world facts or folklore. The rest is inspired by biology, anthropology and assorted other sources.

This book is designed to be as easily adaptable to other campaign settings as possible. For example, in Chapter 1 there is a vagueness associated with the race’s religions, lands, relations, and languages. This is intended to facilitate adaptability. Players are encouraged to flesh out what they need and change what they don’t like.

Throughout this book there has also been a number of efforts made to maximize the use of space by omitting any non-essential material. The reader might notice, for example, that the races are missing a number of standard entries such as “Names” and “Adventures.” Such information has been omitted and the space has been used to discuss more interesting rules elsewhere.

W

HAT

T

HIS

B

OOKIS This book is a collection of supplemental rules for the d20 role-playing system. These rules are intended for use with all d20 settings, futuristic, modern, historic, and fantastic. They can be used in moderation to add a slightly more primitive flavor to a campaign, or they can be used more entirely, creating an exclusively primitive culture.

Perhaps in a futuristic setting, there is a planet of primitives where these rules apply. In modern settings, perhaps there is a lost island, or remote regions of the world still unexplored. In historical settings, these rules could be much more prevalent, perhaps dominating most of the world aside from one or two more advanced societies. And of course, these rules could be used exclusively (with some other selected material) as the limit of advanced cultures.

W

HAT

T

HIS

B

OOK IS NOT This book is not a campaign setting. The material contained here is a collection of optional rules, brought together because they share a common theme. There is no information regarding specific places or particular religions or people, since this material is intended to be adaptable to any other campaign setting in the d20 multiverse.

W

HAT

I T

HINK OF

Y

OU Astute readers will notice that this book deviates from standard terminology when referring to characters. Although it is common practice and format in the d20 industry to write such things as “you gain a +1 enchantment bonus” and “you vomit up your organs,” I cannot stand this incorrect and inaccurate use of the word “you.” It is “the character” who gains enchantment bonuses and endures unspeakable horrors. Therefore, I have substituted the phrase “the character” in place of the commonly used “you” in d20 material. I hope this doesn’t offend you, dear reader.

W

HO

A

RE

T

HOSE

P

EOPLE

?

Several places in this book required the use of subject descriptors that could potentially get out of hand. For the sake of brevity and conciseness the words “person” and “people” have been used in a number of instances where the more accurate phrase would have been too lengthy. Readers should see all such descriptors in the broadest sense.

Readers might also notice that I have used the word “their” as a solution to the “his or hers” conundrum. Although not grammatically correct, it does make comprehension (and drafting) somewhat easier.

O

PEN

G

AME

C

ONTENT All content of this book that is wholly derived from the System Reference Document is hereby declared open game content, as defined in the d20 System License version 1.0. The artwork, introductions, book title and concept, publisher’s name (Netherland Games Inc.), the Netherland Games logo and all other content are Product Identity and protected under the copyright laws of the United States of America, (c) 2002. Any reproduction or unauthorized use of this material is prohibited without the express written permission of Netherland Games Inc.

The d20 System, the d20 System Logo, and the Open Gaming License are owned by Wizards of the Coast® and are used here with permission under the d20 System license. A copy of the license can be found at www.wizards.com/d20.

C

REDITS

Design and Development: J.C. Alger Cover Art: The Unseelie Court

(4)

4

CHAPTER 1:

R

ACES

I

NTRODUCTION

This chapter introduces several new races for the d20 system. The aborigine and the neanderthal are the only ones based on reality, the rest are derived from various sources of inspiration.

In addition to these races, players might consider making minor modifications to the standard races. Perhaps stone age dwarves live in caves and ride dire bats (subtract racial bonuses to Craft and Appraise. Add +4 Handle Animal and +2 Ride. PC dwarves do not automatically gain a dire bat mount, though there could be a prestige class that does.) Primitive elves might be nomadic hunter/gathers. Humans, half-elves and half-orcs would be relatively unchanged.

A

BORIGINE Aborigines are a human sub-race native to any relatively unsettled land or region. Aborigines live closer to nature, animals and their ancestors than other humans do. Their lifestyle has imbued them with a hearty resistance against harsh weather and taught them substantial survival skills. Although they are technologically underdeveloped, many aborigines have an advanced social structure and legal system.

Personality: Aborigines tend to be more

concerned with maintaining their ties with nature and their ancestors than other humans are. Bonds of friendship and family are often much stronger among aborigines than other humans as well, leading to powerful feelings of dedication, responsibility and personal honor.

Physical description: Aborigines tend to be of

average height by human standards, although the range of their height varies much more so than any other human. Although the average aborigine is about 6 feet tall, the shortest is less than 4 feet tall (size Small) and the tallest aborigine is more than eight feet tall (size Large). Aborigines also often have several ethnically unique characteristics such as exceptionally dark or light skin, large ears, exotic facial features or something else.

Relations: Elves tend to get along quite well with

aborigines, sharing a common love and respect for nature. Most other races however, have mixed relations with aborigines. Many other humans and monstrous humanoids compete with aborigines over land and resources.

Alignment:

Aborigines are more likely to be good than evil and more likely to be lawful or neutral than c h a o t i c , although they are often p e r c e i v e d otherwise. Aborigine Lands: The lands of the aborigine are

A

BORIGINE

R

ACIAL

T

RAITS

• Variable size: Most aborigines are Medium-size, gaining no special benefits or penalties. Some aborigines are size Small, gaining a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium-size creatures, and their lifting and carrying limits are three-quarters of those of Medium-size characters. Other aborigines are size Large, gaining a –1 size penalty to Armor Class, a –1 size penalty on attack rolls, and a –4 size penalty on Hide checks. However, they can use large weapons in one hand and their lifting and carrying limits are increased by x2 of those of Medium-size creatures.

• Regardless of size, aborigine base speed is 30 feet.

• Feral tendencies: +1 bonus to Spot and Listen checks. Aborigines possess more keen senses than other humans do. This ability stacks with the feat Alertness.

• Wilderness Lore: +2 bonus when in their native climate.

usually sparsely populated regions on, or beyond, the edges of civilization. Aborigines may live in a lush valley or a grassy savannah, steaming jungles or even an icy tundra.

Religion: Aborigines worship many gods, most of them

being nature related. Gods of forests, rivers, animals, and so on are most common, but many aborigine pantheons also include a few gods of the supernatural such as spirit gods or gods of divining.

Language: Aborigine tribes all speak their own unique languages. These languages vary in nearly every respect; some are musical and rhythmic while others are harsh and crude. Some have written forms using their own alphabet but most are only spoken. Aborigines often learn more than one language. Any additional language an aborigine learns is usually spoken by one of their tribe’s neighbors. Such languages include other aboriginal tongues, and humanoid tongues like Common, Elven, Orc or Goblin.

(5)

5

• Tribal Weapon: all aborigine tribes have a weapon

that is so common everyone in the tribe is skilled with it. This weapon must either be a short bow, boomerang, bola, disarming club, great club, spear, javelin, great spear or net. Regardless of class, all members of the tribe are proficient with the weapon.

• Endure Climate: Due to the aborigine’s lifestyle they are more capable of dealing with seasonal changes and occasional harsh weather. Aborigines from arctic and sub-arctic climates always feel as though the temperature is 20 degrees warmer than it actually is. Aborigines from tropical and subtropical climates experience the same sensation in reverse, all temperatures being considered 20 degrees cooler. Aborigines from temperate climates gain a 10-degree favorable bonus from both hot and cold temperatures.

• Automatic Languages: Common and aborigine. Bonus languages: Any (other than secret languages, such as Druidic).

• Favored Class: Huntsman. A multiclass

aborigine’s huntsman class does not count when determining XP penalties for multiclassing.

E

NELIL These small furry savages lead simple lives deep in the temperate forests. They are aggressive, willful, hardy and wild. Enelils are exclusively carnivorous and spend a great deal of their time hunting and fighting.

Personality: Enelils are fussy, habit forming and

proud. Most enelils have a highly competitive nature and enjoy confrontation and conflict. They are also known to be somewhat rash and impulsive.

Physical Description: The enelils stand about 3 feet

tall and weigh less than 100 pounds. They have a patch of dark fur around their eyes that resembles a mask. They also have very thick hair growing down the back of their necks, similar to a mane. The rest of their bodies are covered in short, stripped or tawny fur. They have a short pointed snout and small ears and eyes. Their ankles are adorned with large, bony spurs and they emit a distinct musk-like odor.

Relations: enelil are fairly reclusive, often avoiding

or ignoring other races. However, when they do take an interest in other races, they tend to be very combative, preferring to kill and eat strangers rather than befriend them.

Alignment: Most enelils are chaotic to some degree.

They have an inability to conform to many laws and their propensity for violence makes them appear somewhat evil. The truth is that they are no more likely to be evil than good.

Enelil Lands: The enelils live deep in the forests.

They band together in extended families and fight with others over resources frequently. Many adult enelils also roam the forests alone, surviving single-handedly in the wilds. All enelils claim a certain large stretch of countryside as their own, the male’s territory often overlapping that of several females.

Religion: Many enelils warship gods of chaos,

forest, nature, victory, hunting, sky and rivers. They also worship ancestor spirits. A common theme in enelil religion is the cycle of life.

Language: enelil language is a cacophony of

mewling hacking and hissing sounds that are difficult for other races to mimic. Although, the runic symbols used to write this language are typically easy for other races to read.

E

NELIL

R

ACIALTRAITS

• +2 Dexterity, -2 Wisdom, -2 Intelligence: Enelils are quick but they are rather dim-witted and impulsive.

• Small: As small creatures, enelils gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium-size creatures, and their lifting and carrying limits are three-quarters of those of Medium-size characters.

• Enelil base speed is 20 feet.

• Natural Attack: Enelil can strike with their ankle-spurs once per round as a secondary attack (-5 attack). This attack causes 1d4 points of damage (plus half the enelil’s Strength bonus).

• Musk: Once a day enelils can spray a noxious smelling fluid up to 15 feet from their backsides. This odorous smell creates a cloud of noxious vapors 15 feet in diameter. Anyone in the area or entering the area for 24 hours must make a Fortitude check (DC 12) or be overcome with vomiting for 1d4 rounds. Enelils are immune to this smell.

• Run feat: All enelil automatically gain this feat.

• Low-light Vision: Enelil can see twice as far as humans in starlight, moonlight, torch light, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances.

• +2 racial bonus to Move Silently. Enelils are naturally light-footed and stealthy.

• Automatic Languages: Common and Enelil. Bonus Languages: Elven, Gnoll, Goblin, and sylvan.

• Favored Class: Barbarian. A multiclass enelil’s barbarian class does not count when determining XP penalties for multiclassing.

(6)

6

G

RUNDENGAR Grundengars are a proud race of long-lived warriors. Although they might seem clumsy and crude, the grundengars are actually quite resourceful and constructive. They are skilled craftsmen of stone and wood, and sometimes operate industrious plantations and cropland.

Personality: Grundengar tend to be sarcastic,

rude and straightforward. They have a reputation for being forceful and aggressive when they are faced with obstructions. They prefer others to behave as they do, straightforward and honest. They especially dislike those who lie and manipulate the truth. Even saying pleasantries for the sake of other’s feelings is contemptuous to grundengars.

Physical Description: The grundengars stand

about 8 feet tall and weigh over 500 pounds. They have thick, leathery gray skin and large curved horns. Grundengars have bulky upper bodies, storing a dense amount of fat tissue in a hump on their shoulders and another in their bulging gullets.

Relations: Grundengars don’t get along very well

with any other race. Their personalities and tendencies often put them at odds with other good races and their alignment often puts them at odds with evil races. Thus they often only get along with themselves.

Alignment: Grundengars generally prefer order

and stability to chaos and discord. They are also more likely to have good intentions than ill.

Grundengar Lands: Most grundengars live in

the open grasslands and travel in nomadic clans, following the herds of migrating animals. Some however, build villages and tend cropland.

Religion: Grundengars worship gods of strength,

justice and rain above others. They also hold gods of the hunt in high regard.

Language: Grundengars speak a language of

loud grunts and flapping noises. There is no written version of this language.

G

RUNDENGAR

R

ACIAL

T

RAITS

• +2 Strength, -2 Wisdom, -2 Charisma: Grundengars are physically strong but they can be somewhat ignorant and crude.

• Grundengar base speed is 30 ft.

• Large size: As Large creatures, Grundengars gain a –1 size penalty to Armor Class, a –1 size penalty on attack rolls, and a –4 size penalty on Hide checks, but they can use large weapons in one hand, and their lifting and carrying limits are increased by x2 of those of Medium-size creatures.

• Natural Armor: Grundengar’s thick skin grants them a natural armor bonus of +1.

• Special attack: Once every 4 rounds a grundengar can cough up a ball of phlegm and bile, spitting it up to 15 feet. This phlegm affects an area 5 feet in diameter, causing any creature in the area or entering the area in the next 10 minutes to make a Strength check (DC 12) or be stuck in the mucus.

• Fat Hump: When food is available grundengars devour it in huge quantities and store it up in a dense fatty mass on their shoulders (in addition to their bulging gullets). This store of nutrients allows the grundengars to survive for twice as long as normal without food and water.

• Natural Attack: Grundengars can make an attack with their horns once per round as a secondary attack (-5 attack). This attack causes 1d4 points of damage (plus half the grundengar’s Strength bonus).

• +2 racial bonus to all Listen checks: Grundengars have keen ears.

• +2 racial bonus to weapon Craft checks: Grundengars are skilled craftsmen of tools and weapons.

• Favored Class: Fighter. A multiclass grundengar’s fighter class does not count when determining XP penalties for multiclassing.

N

EANDERTHAL Neanderthals are prehistoric humanoids who usually live in wild, untamed lands. They are simple but good-natured, though deadly in combat. Neanderthals have difficulty understanding others but are likely to grant the benefit of the doubt much of the time. They are brutish and crude but can be loyal companions.

Personality: Neanderthals have relatively

simple-minded attitudes and superstitions. They are known to have somewhat compassionate personalities and to posses a rudimentary sense of humor. Their mood is usually docile but they can become excessively violent. They understand and value the bonds of friendship and family and are known to bury their dead. Neanderthals also have a strong sense of ownership, and territory.

Physical description: Neanderthals are slightly shorter

than humans, averaging about 6 inches less, although they often weigh as much or more than humans. Their entire skeleton is composed of thick, heavy bones, which are

(7)

7

wrapped in powerful sinews. Their heavy bones and thick muscles give them an imposing physique and crude facial characteristics. Neanderthals are often hairy, clothed in skins and not very clean. They do not walk with stooped shoulders, as many humans assume.

Relations:

Neanderthals get along with almost every race except humans. Most elves and dwarves appreciate the n e a n d e r t h a l ’ s general good will and instinctive attitudes. Gnomes and halflings usually avoid close contact with neanderthals, and rightly so. Neanderthals tend to harbor several

slightly misplaced superstitions about these little people and they usually have no patience or understanding for their impish shenanigans. In time though, the little people and the neanderthals can usually come to an understanding and get along. With regard to humans, Neanderthals tend to feel a combination of interest and fear. The interest stems from a natural curiosity about their evolutionary cousins. The fear is learned. Humans have a noticeable distaste for neanderthals and would rather abuse, enslave and kill them. Over the years neanderthals have been pushed away from human society along with orcs and more monstrous races and have learned that they must defend themselves against humans. Their substantial strength and health combined with their general good nature makes them prize items in the slave trade of human cities. Thus neanderthals who are found in human societies are usually captured or enslaved.

Alignment: Neanderthals have a definite sense of

right and wrong and often lean towards the good side of behavior. They have little use or understanding of laws and are most likely to be chaotic.

Neanderthal Lands: Neanderthals tend to live in

the unsettled wild lands beyond the edges of civilization. These regions are not the most favorable habitats and neanderthals often compete with orcs, hobgoblins and others for resources. Their societies are extremely simple, without even the rudiments of civilization. Neanderthals live in caves and do not construct homes. They are also likely to be nomadic, traveling from one cave to another following the herds.

Religion: Neanderthals have a great deal of gods. Each clan or tribe tends to have several unique gods of its own. Furthermore, several of the more widely known gods go by different names among different tribes. These more common gods include Lorim or Gorin (sometimes called Oskra) the sky god. Forsith (also called Sorvine) the god of trees and sometimes the giver of life.

Language: Neanderthals have difficulty with

language and usually speak only their own basic tongue of grunts and gestures. Sometimes neanderthals will learn to speak an orcish or human language. There is no written version of the neanderthal language.

N

EANDERTHAL

R

ACIAL

T

RAITS

• +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Neanderthals are tough and resilient but they are also rather dumb and crude.

• Medium size: As Medium-size creatures,

neanderthals have no special bonus or penalty due to their size.

• Neanderthal base speed is 30 feet.

• Thick bones: Neanderthals have thicker, heavier bones than humans, causing them to weigh more and making them more resistant to blunt damage. This grants them damage reduction of 1/- from blunt attacks only.

• +2 racial bonus on Animal Empathy checks: Neanderthals have powerful instincts themselves, providing insight into the minds of animals.

• Endurance feat: All neanderthals automatically gain this feat.

• Low-Light Vision: Neanderthals can see twice as far as humans in starlight, moonlight, torch light, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances.

• Automatic Languages: Neanderthal. Bonus Languages: Aborigine, Common, Orc, Goblin, and Gnoll.

• Favored Class: Barbarian. A multiclass

neanderthal’s barbarian class does not count when determining XP penalties for multiclassing.

P

HROHIEM These voracious hill people have short stumpy bodies and leap about on gangly legs. They are innovative weapon crafters, having created several unique weapons not seen anywhere else (see Chapter 5 for some examples). Their natural posture is a squatting position, with their heads only slightly higher than their knees.

(8)

8

Physical Description: When standing fully erect,

phrohiems are nearly 7 feet tall. But when squatting in their natural posture, they are barely 4 feet tall. Phrohiem weigh roughly 240 pounds. The males and females are almost indistinguishable. Their skin is light gray in color and their hair is long, dark and often worn in a braid. Phrohiem also have a spiked tail about 3 feet long that they use for both balance and fighting.

Relations: Phrohiems have mixed relations with

most other races. They get along best with dwarves and gnomes, often trading with both. Unlike those two races however, phrohiems do not have an innate dislike for goblins and orcs.

Alignment: Phrohiem prefer chaos, even having

open disdain for laws. They have a fairly independent culture are inclined to fatalistic philosophies.

Phrohiem Lands: Most phrohiems live among hills

and low mountains. Their small villages are usually built near the rivers, which they fish heavily. They are very territorial and usually dislike strangers in their lands.

Religion: Phrohiems worship gods of rain and water

above others. They also warship gods of the heavens and afterlife quite frequently.

Language: The phrohiem language consist of rapidly

repeated vowel sounds and clicking noises. It is easily learned and spoken by other humanoids. The written version of this language uses the Dwarven script

P

HROHIEM

R

ACIAL

T

RAITS

• +2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma: Phrohiems are healthy and keen, but they learn somewhat slowly and they are often considered crass.

• Phrohiem base speed is 30 ft.

• Natural Attack: Phroheim can strike with their spiked tail once a round as a secondary attack (-5 attack). They may only use this attack on opponents that are behind or beside them. This attack causes 1d6 points of damage.

• +2 Balance bonus

• +4 racial bonus to their jump checks. A

phrohiem’s jumping distance is not limited by its height.

• Automatic Weapon: all phrohiem tribes have a weapon that is so common everyone in the tribe is skilled with it. This weapon must either be a battlestaff, beak axe, boomerang, bola, disarming club, saw club, fin club, hooked throwing knife, or net. Regardless of class, all members of the tribe are proficient with the weapon.

• Automatic Language: Common and Phrohiem.

Bonus Languages: Aborigine, Orc, Goblin, and Gnoll.

• Favored Class: Barbarian. A multiclass

phrohiem’s barbarian class does not count when determining XP penalties for multiclassing.

(9)

9

CHAPTER 2

C

LASSES

I

NTODUCTION

Everyone has a job, a way of making ends meet. This chapter presents several such professions primitive heroes might engage in. These professions include the brutish brawler, the shaman with his host of spirit guardians, the resourceful huntsman and the fate bending witch doctor.

In addition to these classes, players might consider such standard classes as the barbarian, bard, cleric, druid, fighter, ranger, and sorcerer as primitive classes also.

Paladins and rogues could be altered slightly to fit a primitive campaign but monks and wizards are too thematically divergent.

B

RAWLER From the swaying decks of seafaring ships to the wild frontiers there are those who thrive on bare-knuckled melee. Brawlers sometimes work as bouncers or brute laborers but more often they can be found working as prizefighters, bodyguards or even circus acts. They excel at unarmed combat, foregoing weapons in favor of wrestling maneuvers. Although brawlers lack the intense formal training of other unarmed warriors, they make up for it with their sheer physical power.

Characteristics: Brawlers are bare-knuckled two-fisted brutes who stomp on people for a living. Although their combat bonuses are as good as fighters and barbarians, they lack skill with many weapons and armor. Instead, they fight with their fists, somewhat like monks. But unlike monks, their abilities stem from brute toughness and physical resilience, not meditation and discipline. Therefore brawlers gain few supernatural abilities.

Background: Although many brawlers come from primitive or lawless regions, others hail from more advanced cultures that emphasize wrestling as a form of heritage and honorable combat. However, most brawlers learn to fight on their own, out of necessity. Their ability with simple and improvised weapons usually stems from their lack of formal combat training. To compensate for this lack, they have learned to fight without weapons, emphasizing wrestling tactics of leverage, momentum and brute strength.

Races: Since successful brawling requires great size and strength, most brawlers are of the bigger races such as aborigines, humans, half-orcs, grundengars, and others.

GAME RULE INFORMATION

Brawlers have the following game statistics. Abilities: Strength is the most important ability for brawlers. Not only does Strength help brawlers fight but it also helps their Armor Class and saving throws. A healthy Constitution is also desirable for a brawler, as is a quick Dexterity.

Alignment: Any. Hit Dice: d10.

Class Skills

The brawler’s class skills (and the key ability for each) are Climb (Str), Intimidate (Cha), Jump (Str), Sense Motive (Wis), Swim (Str) and Tumble (Dex).

Skill Points at 1st level: (2+ Int modifier) x4 Skill Points at each additional level: 2 + Int modifier.

Class Features

Weapons and Armor Proficiency: The brawler is proficient in the use of all simple weapons and light armor. Brawlers are not proficient with shields. Brawlers also gain a unique weapon proficiency known as improvised weapons.

Natural Armor (Ex): The brawler’s immense strength and physical fortitude grants resilience to damage. Brawlers add their Strength bonus to their AC in addition to their Dexterity and their AC continues to improve as they gain levels (See brawler table below). This bonus is a result of the brawler’s hardened body and resilience and therefore is not negated by being stunned, surprised, prone and so on.

Improvised Weapons (Ex): The brawler is skilled in fighting with whatever he can get his hands on. This includes furniture, tools, trinkets, sticks, stones, and so on. Brawlers have even been known to use smaller creatures as weapons. Damage from improvised weapons is generally 1d4 points from Small weapons (meat cleavers, belaying pins etc.). Medium-size objects (chairs, pitch forks, humans etc.) inflict 1d6 points of damage and Large objects (tables, benches, wagon wheels etc.) typically inflict 1d8 points of damage. Improvised weapons with protrusions or odd shape (such as chairs) grant a +2 circumstance bonus to all Disarm attempts. Note that small, light improvised weapons can also be thrown and are therefore potential missile weapons.

Unarmed Strike: Brawlers are highly skilled in unarmed combat, gaining several advantages when grappling. Brawlers gain the benefits of the Improved Unarmed Strike feat and thus do not provoke attacks of opportunity from armed opponents they attack.

(10)

10

Brawlers can also inflict real damage with a grapple without taking the -4 penalty as other characters must. However, brawlers can choose to deal subdual damage while grappling instead. Brawlers of unusual size inflict more or less damage, according to Table 2-2: Brawler Damage by Size.

Bonus Feats: At 2nd level and every 4thlevel thereafter, brawlers gain a bonus feat. These bonus feats must be drawn from the following list: Brute Fighting*, Bear Hug*, Deflect Arrows, Stunning Fist, Improved Throw*, Submission Hold*, Momentum Throw*, One-Man Gang*, Dodge, Combat Dodge*, Combat Reflexes, Death Grip*, Break Limb*, and Speed Wrestling* (feats marked with an asterisk can be found in Chapter 4).

Fortitude Bonus: The brawler’s intense resilience also results in an improved Fortitude bonus. The brawler adds his Strength bonus to his Fortitude checks as well as his Constitution bonus.

Damage Reduction: at 9th level the brawler begins subtracting 1 from every die of damage he is dealt. At 13th level this increases to 2 points. At 17th it becomes 3 points and so on.

Expert Grappling: At 1stlevel, 5th level and every four levels thereafter, brawlers gain an additional +1 bonus to their opposed grapple checks.

Brute Force: As the brawler advances in level the sheer might of his attacks begins to counter damage reduction. At 7th level, the brawler’s unarmed attacks affect damage reduction as if they were made with +1 weapons. At 12th level this increases to +2 and at 16 level it increase to +3.

H

UNTSMAN The bravest and most important members of many tribes are the resourceful huntsmen who stalk and slay creatures on their tribe’s behalf. Huntsmen are skilled in the wilderness, they are survivalists, worriers, and trap makers (wilderness traps only). Huntsmen prowl the grassy savannas preying on buffaloes and they lurk in steaming jungles, setting

deadly traps. They can even be found in the arctic, spearing seals on the windswept wastes.

Characteristics: The huntsman is a skilled warrior and a knowledgeable outdoorsman. He is an expert tracker and a superb trap maker. Huntsmen are very knowledgeable about the dangers that prowl their hunting grounds and they study the secrets of all such creatures.

T

ABLE

2-1: T

HE

B

RAWLER

Level Base Attack Bonus Fort Save Ref Save Will Save Special Grapple bonus AC bonus

1 +1 +2 +0 +0 Improvised weapons, natural armor,

unarmed strike +1 2 +2 +3 +0 +0 Bonus feat 3 +3 +3 +1 +1 4 +4 +4 +1 +1 5 +5/+1 +4 +1 +1 +2 +1 6 +6/+2 +5 +2 +2 Bonus feat 7 +7/+3 +5 +2 +2 Brute force (+1) 8 +8/+4 +6 +2 +2 9 +9/+5 +6 +3 +3 +3 10 +10/+5 +7 +3 +3 Bonus feat +2 11 +11/+6/+1 +7 +3 +3 DR 1/-12 +12/+7/+2 +8 +4 +4 Brute force (+2) 13 +13/+8/+3 +8 +4 +4 +4 14 +14/+9/+4 +9 +4 +4 Bonus feat 15 +15/+10/+5 +9 +5 +5 DR 2/- +3 16 +16/+11/+6/+1 +10 +5 +5 Brute force (+3) 17 +17/+12/+7/+2 +10 +5 +5 +5 18 +18/+13/+8/+3 +11 +6 +6 Bonus feat 19 +19/+14/+9/+4 +11 +6 +6 DR 3/-20 +20/+15/+10/+5 +12 +6 +6 +4

2-2: B

RAWLER

D

AMAGE BY

S

IZE

Level Fine Dim. Tiny Small Med. Large Huge Gar. Col.

1-3 1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 2d8

4-7 1d2 1d3 1d4 1d6 1d8 1d10 1d12 2d8 2d10

8-11 1d3 1d4 1d6 1d8 1d10 1d12 2d8 2d10 1d12

12-15 1d4 1d6 1d8 1d10 1d12 2d8 2d10 1d12 4d8

(11)

11

Animal, Hide, Intuit Direction, Knowledge

(monsters), Knowledge (nature), Listen, Move Silently, Profession (herbalist), Spot, and Wilderness Lore checks.

At 4th level and every 4 levels thereafter the huntsman’s chosen terrain bonuses either improves by +1 or he may choose another terrain type at +1.

Find the Path: The huntsman may attempt to use

his Wilderness Lore skill to improve his speed in trackless terrain by finding the best path through. If walking, this requires a DC 20 check once per day. If the huntsman is hustling, the check must be made once per hour. If the huntsman is alone he can traverse the terrain as if on a “highway.” If he is guiding a party of others, he can lead them as if on a “road/ trail.” This is an exceptional ability.

Weapon Expert: Huntsmen are experts with a

chosen hunting weapon. This weapon must be selected at 1st level and cannot be changed thereafter. The weapon must be a (n) atlatl, spear (any type), bow (any type), javelin, or net. Upon reaching 2nd level the huntsman gains a +1 competency bonus to attack when using this weapon. At 7th level this bonus increases to +2. At 11th level it becomes +3 and at 16th level the total attack bonus with this weapon increases to +4.

Beast Bonus: The Huntsman can make a

Knowledge (monsters) check to determine special combat weaknesses of various creatures he encounters. If the check is successful, he gains a +2 circumstance bonus to his attack, damage and saving throws made against the creature (see the Knowledge [monsters] skill in Chapter 4).

Note that Constructs, Undead, and Outsiders are beyond the ken of huntsmen and are immune to this ability.

Alignment: Most huntsmen are of a good alignment, living in harmony with the environment, taking only what they need and protecting it from evil creatures. Other huntsmen however, are evil and use their abilities to exploit and destroy the environment for their own personal gain.

Background: Huntsmen usually learn their skills from a mentor starting early in life. Many of their abilities are derived from their lifestyle and unique experiences and cannot be taught in the formal sense. Races: Elves and humans are most commonly huntsmen but nearly any race could become one. Those races that favor the wilderness are the most likely candidates.

GAME RULE INFORMATION

Huntsmen have the following game statistics.

Abilities: Many ability scores are important to the huntsman including Strength, Dexterity, Intelligence and Constitution. Huntsmen often get into combat and must be able to defend themselves; they also have a wide assortment of skills.

Alignment: Any. Hit Dice: d10

Class Skills

The huntsman’s class skills (and the key ability for each) are Animal Empathy (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex) Intuit Direction (Wis), Jump (Str), Knowledge (monsters) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str) Use Rope (Dex) and Wilderness Lore (Wis).

Skill Points at 1st level: (4+ Int modifier) x4 Skill Points at each additional level: 4 + Int modifier.

Class Features

All of the following are class features of the huntsman.

Weapons and Armor: A huntsman is proficient

with all simple and martial weapons, light armor, medium armor and shields.

Track: The huntsman gains Track as a bonus

feat.

Expert Trapper: Beginning at 1st level, huntsmen

gain a +1 bonus to the Craft (trap making) skill. This bonus increases by an additional +1 at 3rd level and every three levels thereafter. This bonus only applies to constructing wilderness traps (see Chapter 6).

Favored Terrain: At 1st level the huntsman must

select a favored terrain type (aquatic, desert, forest, hill, marsh, mountains, plains, or underground). While in this terrain the huntsman gains a +2 bonus on all Animal Empathy, Climb, Craft (trap making), Handle

(12)

12

S

HAMAN

Deep in the wilderness holy men torture themselves and drink poison, risking death for a chance to tread in the Spirit World and return with great power. Shamans are ceremonial leaders and are often held in the highest regard among their community, sometimes also becoming the tribe’s chief. Shamans wield a great deal of power, being able to invoke spirits and communicate with them. The three basic functions all shamans perform in their communities are fortune telling or omen reading, spiritual healing, and performing exorcisms and other ceremonies.

Characteristics: The shaman is a primitive holy man (divine caster) with magic that is related to nature, animals and the Spirit World. The closer a shaman gets to the Spirit World, the more potent his magic becomes. Shamans have several unique options to enhance their spell casting including starving themselves, taking poison and inflicting damage upon themselves.

Alignment: Shamans are extremely religious, and prefer unconventional methods of worship. They are as frequently lawful as chaotic, as frequently good as evil.

Background: Shamans are almost always members of the tribe they shepherd, often being chosen at a young age by an elder shaman, who takes the youngster on as a pupil. Some shamans learn their trade from family members, continuing the family tradition. The most famous and revered shamans however, are those who came by their powers through the experience of a supernatural

encounter such as a revelation, or perhaps a journey to the Spirit World.

Races: Almost every Humanoid, Monstrous Humanoid and Giant civilization has some sort of shaman.

GAME RULE INFORMATION

Shamans have the following game statistics.

Abilities: Wisdom and Constitution are the most important abilities for shamans. Wisdom is important for their spell casting and a good Constitution is desirable since several of their abilities are related to taking damage. Charisma is also important for the shaman, who specializes in summoning and expelling spirits. Alignment: Any.

Hit Dice: d8

Class Skills

The shaman’s class skills (and the key ability for each) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Profession (Wis), and Wilderness Lore (Wis).

Skill Points at 1st level: (2+ Int modifier) x4

Skill Points at each additional level: 2 + Int modifier.

Class Features

All of the following are class features of the shaman.

Weapons and Armor Proficiency: The shaman is

proficient in the use of light and medium natural armor. Shamans are not proficient with shields.

Shamans are also proficient with the following weapons: short bow, club, dagger, dart, hand axe, harpoon, javelin, quarterstaff, sling, and spear.

T

ABLE

2-3: T

HE

H

UNTSMAN

Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +1 +2 +0 +0 Expert trapper +1, favored terrain bonus +2

2 +2 +3 +0 +0 Weapon expert +1

3 +3 +3 +1 +1 Expert trapper +2

4 +4 +4 +1 +1 Favored terrain bonus (+1)

5 +5/+1 +4 +1 +1

6 +6/+2 +5 +2 +2 Expert trapper +3

7 +7/+3 +5 +2 +2 Weapon expert +2

8 +8/+4 +6 +2 +2 Favored terrain bonus (+1)

9 +9/+5 +6 +3 +3 Expert trapper +4

10 +10/+5 +7 +3 +3

11 +11/+6/+1 +7 +3 +3 Weapon expert +3

12 +12/+7/+2 +8 +4 +4 Expert trapper +5, favored terrain bonus (+1)

13 +13/+8/+3 +8 +4 +4

14 +14/+9/+4 +9 +4 +4

15 +15/+10/+5 +9 +5 +5 Expert trapper +6

16 +16/+11/+6/+1 +10 +5 +5 Favored terrain bonus (+1) Weapon expert +4

17 +17/+12/+7/+2 +10 +5 +5

18 +18/+13/+8/+3 +11 +6 +6 Expert trapper +7

19 +19/+14/+9/+4 +11 +6 +6

(13)

13

Spells: A shaman casts arcane spells according to

Table 2-8 The Shaman. A shaman may prepare and cast spells from the shaman spell list (see Chapter 11 Spells) provided he can cast spells of that level. Shamans prepare and cast spells in the same way a cleric does (though he cannot lose prepared spells to cast cure spells in their place). To prepare or cast a spell a shaman must have a Wisdom score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier. Bonus spells for shamans are based on Wisdom.

Enhanced Spell Casting: The shaman may enhance

the effect of his magic by ritually inflicting damage and suffering upon himself while spell casting. Consult table 2-7 Shaman Spell Empowerment below for details on this ability. Each column (except the last) indicates a different accumulation method from amassing potency points. The methods may be mixed and matched however the shaman sees fit at the time of casting. Add the shaman’s charisma score to his potency total.

Manifest Spirit: Once per day at 4th level, the

shaman gains the ability to call one of his guardian spirits to the Material Plane. This is accomplished by performing a noisome ritual. The ritual takes one hour to perform and requires 100 gp of material components. Characters may also attempt to find the components in the wild with Knowledge (nature) check (DC 26).

Once the ritual is completed the manifested spirit appears on the Material Plane as a ghostly, silent figure, constantly hovering near the shaman (except nature spirits, which appear on the Material Plane in their normal form). The spirit remains within 30 feet of the shaman for the duration and fights to protect him from as many dangers as it can. The manifestation lasts for 1 hour per level of the shaman, after which time the spirit returns to the Spirit World.

Rebuke Spirit: Shamans have supernatural ability

to influence and command spirits. This ability is similar to the cleric ability to rebuke undead in many respects. However, the only undead shaman may rebuke are ghosts and spectres. Additionally, shamans may also rebuke Elemental, Fey, and Plant creatures. Regardless of the shaman’s alignment, he always rebukes or commands spirits. Shamans may use this ability a number of times per day equal to three plus their Charisma modifier.

Spirit Bond (Su): At 13thlevel, the shaman gains the ability to accept one of his guardian spirits into his body, temporarily bonding with it and gaining several bonuses when doing so.

After accepting a spirit, the shaman essentially becomes a multiclass character. He gains additional hit points equal to the guardian spirit’s maximum total. The shaman also gains the spirit’s base attack and

saving throw bonuses (added to his own). Furthermore, the shaman gains all the spirit’s special attacks. He also gains the ability to communicate directly with the spirit world.

This bonded state requires one round to establish and continues for a number of rounds equal to the shaman’s level. After that time, the spirit exits the shaman’s body and leaves him fatigued (-2 Strength, -2 Dexterity, can’t run or charge).

Spiritual Journey: At 9th level, the shaman gains

the ability to travel to the Spirit World. This ability is quite similar to the spell ethereal jaunt except that the shaman visits the Spirit World rather than the Ethereal Plane. The journey lasts for 1 round per level of the shaman. At the end of this time, the shaman and anyone who went with him return to the Material Plane.

Guardian Spirit: At 2nd level, shamans begin to

acquire a retinue of spiritual protectors. These guardian spirits usually remain in the Spirit World and merely watch over the shaman, imparting minor bonuses. However, as the shaman advances in level he gains the ability to bring these spirits into the Material Plane to defend and aid him in a much more real sense (see manifest and spirit bond).

Each spirit guardian provides the shaman with a special bonus or modifier. The shaman must choose which type of spirit he will summon upon casting the noisome ritual, which summons the guardian spirit. There are three types of spirits outlined on the table below.

The summoned spirit has half as many hit dice as the shaman who summoned it and never gains in hit dice. If the spirit is ever destroyed (highly unlikely) the shaman looses the special bonus associated with that spirit. The summoned spirit should be thematically related to the bonus it provides. For example, an owl (animal spirit) might provide a Wisdom bonus or a Move Silently bonus, but not a Strength bonus. A treant (a nature spirit summoned at 14th level or higher) might impart a bonus to Spot or Strength but not a Move Silently bonus (see Table 2-4 Guardian Spirit Bonuses below for more guidelines). Ancestor spirits might impart any type of bonus, depending on that ancestor’s class and level. Spirit bonuses, like any other type of bonus, do not stack with themselves. A shaman who has a spirit that grants him a +1 to all three of his saving throws and another spirit that grants him a +3 to Fortitude has a total spirit bonus to his Fortitude of +3.

T

ABLE

2-4: G

UARDIAN

S

PIRITS

Spirit Type Example

Ancestors By race, class and level

Animals Any Animal or Beast

(14)

14

While in the Spirit World, the guardian spirit is only visible to those who can see into the Spirit World via spells or special abilities. It hovers constantly near the shaman, protecting him from evil spirits, imbuing him with power and warning him of danger.

* This bonus may be taken multiple times. Each time, the bonus must be applied to a different ability. ** This bonus may be taken multiple times. Each time, the shaman gains a new feat.

*** This bonus may be taken multiple times. Each time it must be applied to a different skill. **** This bonus may be taken multiple times. Each time it must be applied to a different type of energy.

G

UARDIAN

S

PIRIT

Every other level, the shaman gains a spirit to add to his retinue of protectors. He may choose an ancestor spirit, animal spirit or nature spirit as a guardian. All ancestor and animal spirits are ghosts without the obligatory manifest ability. Nature spirits (Plants, Fey, and Elementals) are considered spirits already and should not have the ghost template added to them. These guardian spirits gather around the shaman in the Spirit World and never leave his side. They form a sort of bond with the shaman across the planes, providing the shaman with special enhancements.

As ghosts, ancestor and animal spirits are built with the ghost template (212 MM). In addition to the abilities mentioned in the template, these spirits also have several other possible special attacks and special qualities. Note that Nature spirits (Plants, fey, and Elementals) should not have the ghost template added to them.

Special Attacks: The spirit retains all the special

attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The spirit has one special attack for every 3 levels of the shaman at the time of initial summoning. All spirits have at least one special attack. These abilities do not increase as the shaman advances in level. These abilities may be selected from the list of ghost attacks (212 MM) and from the additional options presented below.

Note: “MHD” indicates the spirit’s Minimum Hit Dice required to have the ability in question.

Malaise (Su): The spirit can merge its body with a

creature on the Material Plane. Doing so causes the subject to feel the affects of malaise (-1 to all saving throws). If the attack succeeds, the spirit’s body vanishes into the opponent’s body. The target can resist the attack with a successful will save (DC 15 + the spirit’s Charisma modifier). A creature that successfully saves is immune to that spirit’s malaise for one day. (MHD 1)

Chilling presence (Su): The area within a 60-foot radius

of the spirit is constantly 40 degrees colder than the normal temperature. (MHD 1)

Calming appearance (Su): The sight of the spirit has a

calming affect on creatures. The ethereal beauty of the spirit causes viewers within 60 feet to make a Will save (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier) or become docile and calm (as calm animals PHB except it is not limited to animals). This affect is broken if the subject or the spirit is attacked. (MHD 2)

Awful appearance (Su): The sight of the spirit is so

awful that it causes any opponent who fails a Will save (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier) to become shaken (–2 attack, damage and saving throw). Whether or not a creature successfully saves, it is immune to that spirit’s appearance for one day. (MHD 2).

Frightful gaze (Su): The spirit’s glances can affect

opponents with fear, causing them to be frightened for 2d4 rounds, range 30 feet; Will negates (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier). (MHD 5)

Tainted Touch (Su): A spirit with this touch attack can

inflict 1d6 points of damage with a successful incorporeal attack. Against ethereal opponents it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to attack rolls only. (MHD 3)

Stunning Gaze (Su): The spirit’s glances can cause

opponents to be stunned for 1d4 rounds, range 30 feet; Will negates (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier). (MHD 4)

Angelic appearance (Su): The stunning beauty of the

spirit causes anyone viewing it within 60 feet to make a Will save (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier) or become charmed by the spirit. This ability can even affect creatures that are in combat. Weather or not a creature successfully saves, it is immune to that spirit’s appearance for one day. (MHD 4)

T

ABLE

2-5: G

UARDIAN

S

PIRIT

B

ONUSES

+1 Ability bonus (Str., Int., Wis. Etc.)* SR 12 + ½ spirit’s HD

Aura of courage (as paladin) +1 to hit and damage Rage 1/day (as barbarian) +1 Dodge bonus

Blindsight 30 ft. +1 to all saving throws +1 feat**

+4 skill bonus*** Scent

+1 natural armor Tremorsense 30 ft.

+1 to spell DC saving throws +1 caster level

Energy resistance 2 Vs one type of energy**** Damage reduction 2

(15)

15

Terrible Appearance (Su): The spirit’s visage is so

revolting it forces opponents to make a Will save (DC 10 + ½ the spirit’s HD + the spirit’s Charisma modifier) or flee in panic for 1d4 rounds. Weather or not a creature successfully saves, it is immune to that spirit’s appearance for one day. (MHD 3)

Icy Presence (Su): The area within 60 feet of the

spirit is 80 degrees colder than the normal temperature. Furthermore, a thin layer of icy frost appears on all surfaces within range. (MHD 4)

Tiredness (Su): As malaise, except the subject feels

tired (-2 Dexterity–1 on attack rolls) instead of malaise. (MHD 1)

Drowsy (Su): As malaise, except the subject feels

drowsy (Concentration checks [DC 10] are required to perform even rudimentary tasks. Spell casters must make a concentration check [DC 12+ spell level] to cast a spell. Drowsy characters cannot memorize spells and suffer –2 on all skill checks related to Intelligence, Wisdom and Charisma.) instead of malaise. (MHD 1)

Depression (Su): As malaise, except the subject feels

depressed (gain no experience points, self-mutilation, potential suicide [see Chapter 12]) instead of malaise. (MHD 6)

Weakness (Su): As malaise, except the subject feels

weak (-4 Strength) instead of malaise. (MHD 4)

Clumsiness: As malaise except the subject become

clumsy (-4 dexterity) instead of malaise. (MHD 4).

Other Attacks (Su): The attacks listed in the ghost

template have also have minimum hit die requirements, according to the table below.

Ritual Damage: this is the damage done to the

shaman by himself or an assistant during the ritual. The numbers indicate a percentile of the shaman’s total maximum hit points lost. Ritual damage does not force a Concentration check to cast the spell. Damage received from opponents in combat is never considered ritual damage and should be handled just as any other attack against a spell casting character. Since hit points represent the character’s ability to minimize damage and roll with the punches (128 PHB), shamans may

choose to take large amounts of ritual damage quickly. A 20th level shaman does not need to stab himself for 10 rounds to accumulate a mere 10 potency points. He can choose to suffer a 50% loss of hp in one self-inflicted attack (or assistant self-inflicted attack).

Casting Time: This column indicates the bonus

potency points gained from prolonging the casting time. While casting a prolonged spell, the shaman may take no other action other than a 5-foot step. Optionally, the shaman may occasionally slip into a

T

ABLE

2-6: G

HOST

A

BILITIES

A

BILITY MHD Corrupting Touch 1 Frightful Moan 2 Horrific Appearance 8 Corrupting Gaze 6 Malevolence 1 Telekinesis 4

T

ABLE

2-7: S

HAMAN

S

PELL

E

MPOWERMENT

Ritual Damage Casting Time Increased to: Starvation Dancers Ability Damage Potency Points

5% Full round action 1 day 5 -1 +1

1 minute -2 +2 10 minutes -3 +3 10% 30 minutes 2 days 10 -4 +4 1 hour -5 +5 2 hours -6 +6 25% 4 hours 3 days 25 -7 +7 8 hours -8 +8 12 hours -9 +9 50% 24 hours 4 days 50 -10 +10 36 hours -11 +11 2 days -12 +12 75% 3 days 5 days 100 -13 +13 4 days -14 +14 5 days -15 +15 90% 1 week 1 week 250 + -16 +16

(16)

16

light trance and move at half speed for a short time, allowing himself time to eat and prepare the next phase of the ritual. He may not cast other spells, rest or focus his attention elsewhere for the duration of the casting.

Starvation: Starving oneself is a good way to get

closer to the Spirit World, and shamans use it frequently. The starvation period is considered part of the ritual. Therefore the shaman who starves himself for one day also increases the casting time to one day (for an extra 10 points).

Dancers: Shamans can gain potency points by

having others partake in a ritual dance. These dancers need not be shamans themselves; they can be any man woman or child. They may also dance in shifts (highly advised for the longer casting times). The number indicates the number of dancers who are constantly active.

Ability Damage: Shamans also use poisons and

magic items to damage their ability scores, gaining potency points for ability score damage at a one to one trade. The only limit to the amount of points that can be gained from this option is the character’s ability scores. Note that if the character’s scores fall to zero he becomes unconscious or perhaps even dies (in the case of Constitution), this disrupts the spell and causes it to fizzle.

Prolong Spell: this ability alters the duration

increment to the next largest increment. Rounds become minutes, minutes become hours, hours becomes days, days become weeks, weeks become months, months become years, years become decades and decades become centuries, rather than what is listed in the standard spell description. For example, a prolonged bless spell will last one hour per level of the caster.

Expanded Spell: An expanded spell has its area of

effect doubled. A spell whose area is determined by range (such as bless or cone spells) has its range increased proportionally.

Increase Caster Level: This ability increases the

effective caster level by the indicated amount. All level related variables of the spell are as if the caster were of a high level.

Increase DC: This ability adds the indicated bonus

to the spell’s saving throw DC. Spells without saving throws cannot be enhanced with this ability.

Maximize Spell: This ability simulates the effects of

the feat of the same name.

Persistent Spell: this ability increases the duration

of the spell by two increments (rounds become hours etc.) rather than what is listed in the standard spell description. For example, a persistent bless spell will last one day per level of the caster.

Devastating Spell: This ability increases all variable,

numeric effects to twice their normal maximum potential. All devastating spells deal twice the normal maximum damage, heals twice the normal maximum number of hit points, affects twice the maximum number of targets, etc., as appropriate. Saving throws and opposed rolls are not affected. Spells without random variables are not affected.

Continuous Spell: This ability increases the duration

by three increments (rounds become days etc.) rather than what is listed in the standard spell description. A prolonged bless spell will last 1 day per level of the caster.

For example, Clouddancer the 5thlevel shaman could cast bless as a caster 3 levels higher than he actually is (requiring 40 potency points). If he wanted the spell to persist for an even longer time, he decide to accrue more potency points (another 50 points for persistent spell, for example). This means he needs a total of 90 potency points (40+50 = 90). He may choose any method or combination of methods from Table 2-3: Shaman Spell Empowerment to gain these points. The effects stack, therefore the bless spell will last for 8 days.

Enlarge Spell: This ability simulates the effects

of the feat of the same name.

Extend Spell: This ability simulates the effects

of the feat of the same name.

Empower Spell: This ability simulates the effects

of the feat of the same name.

Penetrating Spell: This ability simulates the

effects of the feat of the same name.

T

ABLE

2-8: P

OTENCY

P

OINT

B

ONUSES

Potency Points

Special Bonus

5 +1 caster level

10 Enlarge spell, extend spell, +1 DC

15 Empower spell

20 +2 caster level, Penetrating spell, +2 DC 25 Maximize spell 30 expand spell, +3 DC 35 Prolong spell 40 +3 caster level, +4 DC 50 Persistent spell , +5 DC 75 +4 caster levels, +6 DC 100 Devastating spell, +7 DC 125 +5 caster levels, +8 DC, 150 Continuous spell

(17)

17

WITCH DOCTOR

Rhapsodic figures who lurk on the fringes of society, witch doctors are usually shunned and feared by everyone, until their dark services are needed. The promise of the witch doctor’s powerful magic has lured even the most truehearted characters to a remote hermitage in the wilds where secrets leer from the shadows

.

Characteristics: Armed with dozens of charms, talismans, fetishes and tonics, witch doctors gain power by manipulating the magical energies that already exist around them (arcane casters). They scribe runes on all sorts of objects and adorn themselves with dozens of trinkets and symbols. Witch doctors also wield medicine magic, a special type of curse that bends fate and destroys lives.

Alignment: Witch doctors are wild, unpredictable characters. They may be good-willed or dastardly or even something in between, but they are always chaotic.

Background: Witch doctors usually gain their knowledge through an apprenticeship with an elder witch doctor. They often spend a decade or more in relative seclusion, learning their arcane methods and rituals. Witch doctors also study the dark secrets of demons and monsters, learning their insidious ways. Some witch doctors even learn their skills from such dark powers, often in exchange for servitude.

Races: Any.

Class Skills

The witch doctor’s class skills (and the key ability for each) are Alchemy (Int), Concentration (Con), Craft

(Wis), Heal (Wis), Knowledge (arcane) (Int), Knowledge (monsters) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (herbalist) (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis).

Skill Points at 1st level: (4+ Int modifier) x4 Skill Points at each additional level: 4 + Int modifier.

GAME RULE INFORMATION

Abilities: Intelligence and Charisma are most

important to the witch doctor. Intelligence influences his spell casting ability and Charisma affects his ability to exercise spirits and influence monsters.

Alignment: Any chaotic. Hit Dice: d4

Class Features

All of the following are class features of the witch doctor.

Weapons and Armor: Witch doctors are skilled with

the club, dagger, blowgun and quarterstaff. Witch doctors are not proficient with the use of any armor or shields.

Spells: A witch doctor casts arcane spells according

to Table 2-11 The Witch Doctor. A witch doctor must prepare spells ahead of time by getting a good night’s rest and spending 1 hour studying his runes and recipes. While studying, the witch doctor decides which spells to prepare. To learn, prepare or cast a spell a witch doctor must have an Intelligence score of at least 10 + the spell’s level. A witch doctor’s

T

ABLE

2-9: T

HE

S

HAMAN

Spells per Day* Level Base Attack

Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6 7 8 9 1 +0 +2 +0 +2 Exorcism 3 1 2 +1 +3 +0 +3 Spirit guardien I 4 2 3 +2 +3 +1 +3 Spirit Sense 4 2 1 4 +3 +4 +1 +4 Spirit guardien II 5 3 2 5 +3 +4 +1 +4 Manifest 1/day 5 3 2 1

6 +4 +5 +2 +5 Spirit guardien III 5 4 3 2

7 +5 +5 +2 +5 Spirit Sight 6 4 3 2 1 8 +6/+1 +6 +2 +6 Spirit guardien IV 6 4 3 3 2 9 +6/+1 +6 +3 +6 Spiritual journey 6 4 4 3 2 1 10 +7/+2 +7 +3 +7 Spirit guardien V 6 4 4 3 3 2 11 +8/+3 +7 +3 +7 Manifest 2/day 6 5 4 4 3 2 1 12 +9/+4 +8 +4 +8 Spirit guardien VI 6 5 4 4 3 3 2

13 +9/+4 +8 +4 +8 Receive spirit 1/day 6 5 5 4 4 3 2 1

14 +10/+5 +9 +4 +9 Spirit guardien VII 6 5 5 4 4 3 3 2

15 +11/+6/+1 +9 +5 +9 Manifest 3/day 6 5 5 4 4 4 3 2 1

16 +12/+7/+2 +10 +5 +10 Spirit guardien VIII 6 5 5 5 4 4 3 3 2

17 +12/+7/+2 +10 +5 +10 Receive spirit 2/day 6 5 5 5 5 4 4 3 2 1

18 +13/+8/+3 +11 +6 +11 Spirit guardien IX 6 5 5 5 5 4 4 3 3 2

19 +14/+9/+4 +11 +6 +11 Manifest 4/day 6 5 5 5 5 5 4 4 3 3

(18)

18

bonus spells are based on Intelligence. The difficulty class for saving throws against witch doctor spells is 10 + the spells level + the witch doctor’s Intelligence modifier.

Scribe Rune: witch doctors automatically gain

this feat at 1st level (see Chapter 4).

Turn Spirit: When witch doctors reach 3rd level,

they gain the supernatural ability to turn and destroy spirits. A witch doctor turns spirits as a cleric 2 levels lower would turn undead. The only undead witch doctors may turn are ghosts and spectres. Additionally, witch doctors may also turn Elemental, Fey, and Plant creatures. Regardless of the witch doctor’s alignment, he always turns or destroys spirits. Witch doctors may use this ability a number of times per day equal to three plus their Charisma modifier.

Expert Herbalist: Witch Doctors gain a +2

bonus to their Profession (herbalist) skill.

Familiar: A witch doctor can summon a familiar

in exactly the same manner as a sorcerer (51 PHB).

Observation: Witch doctors are always watchful

for demons and monsters that might be about to spring from the shadows. They are also watchful of people, being wary of possession and shapechangers. This wariness grants a +4 bonus to all Spot checks made against creatures using the Hide skill and a +4 bonus to Sense Motive checks as well.

Creature Lore: Witch doctors gain a +2 bonus

to all Knowledge (monsters) checks.

Scribe Rune: Witch doctors automatically gain

this feat (see Chapter 4)

Medicine Magic (Sp): Witch doctors gain the

ability to cast a special type of curse spell. Despite the benign name, medicine magic is extremely dangerous. It is the stuff of ruin and disaster.

Casting medicine magic is an exhausting ordeal and he may only attempt one such spell per day, regardless of level. After casting medicine magic, a witch doctor must make a Fortitude check (DC 20) or be fatigued.

To cast medicine magic the witch doctor must have a piece of the subject (clippings of hair, drops blood etc.) or a sample of the location (soil, plants or animals). Line of sight is also sufficient to establish range. The witch doctor must also have special components (discussed below). All medicine magic requires 1 full minute of casting to complete. Subjects of medicine magic must succeed at a Will saving throw with a DC equal to 10+ the witch doctor’s Charisma score + ½ the witch doctor’s level. Those who succeed at the save notice nothing unusual. Locations (areas no larger than 1 square mile per level) generally do not receive a saving throw against medicine magic. Exceptions would include religious places, ancestral burial grounds

and habitats of powerful spirits. No single character or place may be under the direct affects of more than one medicine magic spell at a time.

Medicine magic require rare and expensive material components. Fortunately, witch doctors are skilled in finding and crafting these components themselves. The herbal components can be foraged for and found according to the table below. Knowledge (nature) and Profession (herbalist) skills are both required for finding and preparing the components. The DC for each is listed on table 2-10 below.

Frequency: The chance that the component is present in

a given location.

Find: The Search check required to find the component

in the wild.

Prepare: The Profession (herbalist) check to prepare the

component. All components must be prepared before they can be used.

Mojo: At 2nd level, the witch doctor gains the ability

to bend the fate of others. Subjects of this magic receive – 2 modifiers to NPC attitude adjustments (149 DMG). They also experience random encounters at twice the normal rate. Note that these are not encounters with summoned creatures, they are creatures whose fate has been put on a collision course with the subject. The challenge rating of these creatures is equal to the subject’s level.

A mojo can also be placed on an object or place. If put on an object, the mojo automatically effects anyone who picks it up (no save). They may put the object down to escape the affects.

If cast on a place, the mojo causes –2 penalties to all reaction adjustments in the area.

This magic persists for one day and can be removed with remove curse or greater magic.

Hex: Anyone affected by a hex always fails one type

of saving throw for the duration of the hex (Fortitude, Reflex or Will, chosen by the witch doctor).

A hex will persist until the subject succeeds at a Will saving throw. Subjects may make one Will check each day (the affect of the hex does not apply to this check).

If cast on a place, any living creature within the area at the time of casting must make a Will save against the DC of the hex or become insane for one week (see the spell insanity [217 PHB]).

T

ABLE

2-10: M

EDICINE

M

AGIC

C

OMPONENTS

Medicine

Magic Frequency Find

(DC) Prepare (DC) Mojo 70% 20 15 Hex 60% 25 25 Bewitch 50% 30 35 Curse 40% 35 45 Omen 30% 40 55

Figure

Updating...

References

Related subjects :
Outline : Magic Items Spells