Games PC THE TEMPLE OF ELEMENTAL EVIL User Manual

Keyboard Commands
Action Keys
Accept Enter
Center on character Home or left-click on portrait
Select character 1–8 or left-click on character
Group add/delete SHIFT+ left-click on character
Group recall F1-F8
Pause Menu/Cancel ESC
QuickLoad F9
QuickSave F12
Quit ALT + Q
Radial Menu hotkey assign CTRL + key
Screenshot Print Scrn
Scroll camera Arrow keys
Select all `
Useable object highlight Tab
Interface
Action Keys
Inventory I
Logbook L
Town/world map M
Formation F
Rest R
Help H
Options O
Combat
Action Keys
Combat end turn Space
Combat mode toggle C
Move mode ALT + left-click on location
Spontaneous cast SHIFT + left-click on spell
Waypoints ALT + multiple left-clicks
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TABLE OF CONTENTS
Getting Started . . . . . . . . . . .4
Introduction . . . . . . . . . . . . . .4
The ReadMe File . . . . . . . . . . .4
System Requirements . . . . . . . .5
Setup and Installation . . . . . . .5
Quick Start . . . . . . . . . . . . . .6
Game Menus . . . . . . . . . . . . . .6
Starting a New Game . . . . . . . .6
Character Creation . . . . . . . . . .8
Playing the Game . . . . . . . .12
Character Portraits . . . . . . . . .12
Main Icon Bar . . . . . . . . . . . .13
Radial Menu . . . . . . . . . . . . .17
Character/Inventory Screen . .19
Other Commands . . . . . . . . .22
Special Combat Interface . . . .22
Ability Scores . . . . . . . . . . .24
Strength (STR) . . . . . . . . . . .24
Dexterity (DEX) . . . . . . . . . .24
Constitution (CON) . . . . . . .24
Intelligence (INT) . . . . . . . . .25
Wisdom (WIS) . . . . . . . . . . .25
Charisma (CHA) . . . . . . . . . .25
Races . . . . . . . . . . . . . . . . .27
Humans . . . . . . . . . . . . . . . .27
Dwarves . . . . . . . . . . . . . . . .28
Elves . . . . . . . . . . . . . . . . . . .29
Gnomes . . . . . . . . . . . . . . . . .30
Half-Elves . . . . . . . . . . . . . . .31
Half-Orcs . . . . . . . . . . . . . . .32
Halflings . . . . . . . . . . . . . . . .33
Classes . . . . . . . . . . . . . . . .34
Barbarian . . . . . . . . . . . . . . . .34
Bard . . . . . . . . . . . . . . . . . . .37
Cleric . . . . . . . . . . . . . . . . . .42
Druid . . . . . . . . . . . . . . . . . .46
Fighter . . . . . . . . . . . . . . . . . .49
Monk . . . . . . . . . . . . . . . . . .50
Paladin . . . . . . . . . . . . . . . . .53
Ranger . . . . . . . . . . . . . . . . . .56
Rogue . . . . . . . . . . . . . . . . . .60
Sorcerer . . . . . . . . . . . . . . . . .64
Wizard . . . . . . . . . . . . . . . . .67
Multiclass Characters . . . . . . .69
Skills . . . . . . . . . . . . . . . . . .70
Skills Summary . . . . . . . . . . .70
Using Skills . . . . . . . . . . . . . .70
Skill Descriptions . . . . . . . . . .72
Feats . . . . . . . . . . . . . . . . . .76
Feat Descriptions . . . . . . . . . .78
Equipment . . . . . . . . . . . . .95
Carrying Capacity . . . . . . . . .95
Money . . . . . . . . . . . . . . . . . .96
Keys . . . . . . . . . . . . . . . . . . .96
Weapons . . . . . . . . . . . . . . . .96
Armor . . . . . . . . . . . . . . . . .101
Magic Items . . . . . . . . . . . . .103
Miscellaneous Items . . . . . . .104
Combat . . . . . . . . . . . . . .105
Basics . . . . . . . . . . . . . . . . .105
Injury and Death . . . . . . . . .105
Saving Throws . . . . . . . . . . .106
Attacks of Opportunity . . . .106
Actions . . . . . . . . . . . . . . . .106
Special Combat Situations . .111
Adventuring . . . . . . . . . . .115
Experience . . . . . . . . . . . . . .115
Treasure . . . . . . . . . . . . . . . .116
Reputations . . . . . . . . . . . . .116
Adding and Removing Player
Characters . . . . . . . . . . . . . .116
Followers . . . . . . . . . . . . . . .117
Magic . . . . . . . . . . . . . . . .118
Casting Spells . . . . . . . . . . . .118
Arcane . . . . . . . . . . . . . . . . .120
Divine . . . . . . . . . . . . . . . . .121
Magic Schools . . . . . . . . . . .121
Spells . . . . . . . . . . . . . . . .123
Bard Spells . . . . . . . . . . . . . .123
Cleric Spells . . . . . . . . . . . . .126
Druid Spells . . . . . . . . . . . . .135
Paladin Spells . . . . . . . . . . . .138
Ranger Spells . . . . . . . . . . . .139
Sorcerer/Wizard Spells . . . . .140
Appendix . . . . . . . . . . . . .147
Abbreviations . . . . . . . . . . . .147
Changes . . . . . . . . . . . . . . . .149
Recipe . . . . . . . . . . . . . . . . .152
Atari Web Sites . . . . . . . . .153
Technical Support . . . . . . .154
Credits . . . . . . . . . . . . . . .156
End-User License
Agreement . . . . . . . . . . . . .157
Index . . . . . . . . . . . . . . . .160
Index of Tables . . . . . . . . .166
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Getting Started
Introduction
Welcome to the Temple of Elemental Evil™: A Greyhawk Adventure™, or ToEE for short. ToEE is the first game set in Greyhawk, which is the first D D
RAGONS
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campaign setting made by Gary Gygax. What began in 1975 as a small supplement detailing the lands of Oerth, has become the core setting of the latest incarnation of the D&D rule set. From the great magicians, such as Bigby, Leomund and Otiluke, who we know from the mighty spells that bear their names; to the very gods themselves, the personages of Greyhawk infuse the entire D&D game with their own special style.
To E E is also the first game to ever use the new 3.5 version D&D rules. We think you will find that these new rules clarify and enhance the game system. However, if you are new to D&D, you should know that a detailed knowledge of the rules is not necessary to enjoy ToEE. You can easily create a party of adventurers and set out to explore Oerth without knowing about attack rolls or saving throws or any other D&D terminology. Certainly that information is available to you if you want it (check the Index on page 158), but you can also sit back and relax and let the computer do all of the detailed work.
Keep in mind that ToEE is a reactive game. You will have a different experience depending on what classes you play, what alignments you pick and what skills you raise. We highly recommend that you play through ToEE more than once, if only to try the different paths available to good and evil parties. You may also find it enjoyable to have at least one simple-minded character (i.e. someone pos­sessing an Intelligence score of no more than seven) in your party, to see how dialog responses change when they are filtered through such a sluggish mind. But above all, have fun exploring the wonderful world of Greyhawk. We hope you enjoy playing this game as much as we enjoyed making it for you.
The Troika Team
Summer 2003
The ReadMe File
The Temple of Elemental Evil CD-ROM game has a ReadMe file where you can view both the License Agreement and updated information about the game. We strongly encourage you to read this file in order to benefit from changes made after this manual went to print.
To view this file, double-click on it in the Temple of Elemental Evil directory found on your hard drive (usually C:\Program Files\Atari\ToEE). You can also view the ReadMe file by first clicking on the Start button on your Windows taskbar, then on Programs, then on Atari, then on ToEE and then on the ReadMe file.
UNGEONS &
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System Requirements
Operating System: Windows®98/Me/2000/XP
Processor: Pentium
®
III 700 MHz (Pentium®4 1.7 GHz or
higher recommended)
Memory: 128 MB RAM (256 MB recommended)
Hard Disk Space: 1.1 GB Free
CD-ROM Drive: 4X Speed (10X Speed recommended)
Video: 16 MB Windows
video card* (64 MB Windows
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98/Me/2000/XP-compatible 3D
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98/Me/2000/XP-
compatible 3D video card* recommended)
Sound: Windows
®
DirectX
: DirectX®version 9.0 (included) or higher
* Indicates device should be compatible with DirectX
®
98/Me/2000/XP-compatible sound card*
®
version 9.0 or higher.
Setup and Installation
1. Start Windows®98/Me/2000/XP.
2. Insert the Temple of Elemental Evil CD-ROM game disc into your CD-ROM drive.
3. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled, or the installation does not start automatically, click on the Start button on your Windows If your CD-ROM drive is assigned to a letter other than D, substitute that letter.
4. Follow the remainder of the on-screen instructions to finish installing the Temple of Elemental Evil CD-ROM game.
5. Once installation is complete, click on the Start button on the Windows taskbar and choose Programs/Atari/ToEE/ToEE to start the game.
Note: You must have the Temple of Elemental Evil game disc in your CD-ROM drive to play.
Installation of DirectX
The Temple of Elemental Evil CD-ROM requires DirectX®9.0 or higher in order to run. If you do not have DirectX click “Yes” to accept the DirectX the DirectX
®
taskbar, then on Run. Type D:\Setup and click on OK. Note:
®
®
9.0 or higher installed on your computer,
®
®
9.0 Install.
9.0 License Agreement. This will then launch
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Quick Start
Game Menus
Main Menu
When the game begins, you will see the Main Menu, which contains the following options:
New Game: Start a new game. You will choose between Normal and Ironman mode.
Load Game: Load a previous­ly saved game.
Options: Adjust graphics, controls and sound options (see Options, page 15).
Credits: See the names of the people who helped make this game.
Quit Game: Quit to Windows
Starting a New Game
Choose a Game Mode
To begin the game, select New Game on the Main Menu. Your first decision will be whether to play in Normal or Ironman mode.
Ironman simulates as closely as possible how the paper-and-pencil D&D game is played. You cannot reroll your character ability scores or buy abilities using the point system and you cannot save your game before opening a dungeon door, checking for traps, attacking an NPC (non-player character), or any other potentially dangerous situation. Just like the paper-and-pencil game, you must accept the consequences of your characters’ actions.
When you quit an Ironman game, your current state is automatically saved and you can re-enter that saved game to continue playing. However, if your party dies, the game ends and you cannot reload it — you must begin a new Ironman game.
Also, due to the restriction of no rerolling during Ironman character-generation, Ironman characters are kept in a separate party pool from Normal mode charac­ters. You cannot share characters between the two pools.
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Choose Party Alignment
After selecting either Normal or Ironman mode, you must pick a party alignment. Party alignment is your way of telling the game what kind of characters you are making and how you intend to act. The game reacts to party alignment by changing the starting loca­tion of the game, which gives your party its reason for adventuring, and by changing dialog options and storylines in the game. The game has several possible endings, some of which are restricted to certain party alignments.
Your selection of party alignment will also restrict what alignments of characters you can add to this party. Only those alignments that are highlighted when you select a party alignment are allowed in your party. For example, if you select true neutral as your party alignment, then you can add characters who are true neu­tral, neutral good, lawful neutral, neutral evil and chaotic neutral.
Some party alignments preclude certain classes with alignment restrictions. For example, monks cannot be in any chaotically aligned parties, because a monk’s align­ment must be lawful and paladins cannot be in any evil or chaotic parties. In fact, paladins provide an additional restriction in that they will never group with an evil character. So even though a lawful neutral party could contain lawful good and lawful evil characters, such a party cannot contain both a paladin and a lawful evil character. Once one such character is added to the party, the other is prohibited.
Select Characters
After selecting your party align­ment, you can form your party by selecting characters in the party pool. You can choose any of the pre-made characters that come with the game, or you can create your own by clicking on the Create button (see Character Creation on page 8). In either case, you can add characters to your party by clicking on a character and then clicking on the Add button. Note: Any character whose alignment is precluded because of party alignment will be shaded red and cannot be added.
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We recommend that you add at least three characters to your party before ventur­ing forth. You can add up to five player characters and during the game you can add up to three NPC followers. In addition, each player character can have an animal companion and/or a familiar if his class allows it. Remember that you can add and remove characters after you begin play (see Adding and Removing Player Characters on page 116), so don’t worry too much about getting the perfect party when you start.
Start Your Adventure
To begin your game, click on the Begin Adventuring button. You will then be given an opportunity to buy equipment for your party members (see Bartering on page 21 for information on how to buy equipment). You will receive 500 gp to buy equipment regardless of the number of characters in your party, so big parties will have to budget themselves, while small parties can splurge a little. To switch who is buying, simply click on the character portrait along the bottom of the screen. In this way, everyone in your group can buy equipment.
After you have made your purchases and outfitted your group, you can select the memorized spells for any cleric, druid or wizard in the party. You can select spells in the Spell section of the Character/Inventory screen. After selecting spells, press the red arrow in the bottom-right corner and your adventure will begin with an opening vignette tailored to your party’s alignment.
Note: If you do not select memorized spells for all cleric, druids, and wizards in the group before beginning the adventure, the game will prompt you to do so. You can also choose to let the game select spells for you.
Character Creation
To create a new character, click on the Create button on the Character Pool screen. Character creation requires a series of steps, which you progress through by clicking on buttons on the right side of the screen. As you complete each cre­ation step, the Next button will light up, indicating you can click on it and advance to the next stage.
At any time during creation, you can back up to an earlier step to change or review previous choices by clicking on the appropriate button. You will need to repeat any intermediate stages. For example, if you are picking your class and want to change your race, click on the Race button. You will then need to rese­lect your gender, height and hair again before selecting class.
Step 1: Ability Scores
You need to select for your character the values of six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. These values are nor­mally generated with four six-sided dice, with the lowest die roll discarded, for a range of 3 to 18. For information on ability scores, see Ability Scores on pages 24.
In Normal mode, you can choose to roll (and re-roll) your scores or to buy them directly. Point-buying allows you to customize your character’s scores, but ran­dom rolling will eventually generate better scores.
If you choose to roll your scores, then six values will be randomly generated. You can arrange these any way you like by dragging a value from the right column to the chosen ability score box in the left column. If you don’t like the numbers, you can re-roll until you’re satisfied. However, the game keeps track of the num­ber of rolls you make and displays this number on your character’s Info Sheet.
You can also buy your ability scores directly in Normal mode. When you use this system, your character begins with all abilities at 8 and you are given 25 points to spend on raising your abilities. Abilities cost one point to raise for each score up to 14, two points for scores 15 and 16 and three points for scores 17 and 18. Click on the Advanced tab to use the point-buying method.
In Ironman mode, you can only roll your scores (no point buying is available) and you must accept the first roll. You can still choose how to arrange the scores, however.
Stage 2: Race
Pick one of the seven races for your character. Race affects some ability scores and determines a favored class (see Races on pages 27–33). It will also change the way your character looks in the game.
Stage 3: Gender
Like race, gender also determines your character’s look. Gender will affect some dialog options, mostly in side quests, but the game is no more difficult to com­plete with one gender than the other.
Stage 4: Height
Select a height, which will vary depending on your character’s race and gender. Height has no affect on your character’s abilities.
Stage 5: Class
Select a starting class for your character. While selection of class is very important, bear in mind that your character is not necessarily restricted to one class forever, as she can change to a new class when she gains a level. (See Multiclass Characters on page 68.)
One bit of warning at this stage: The success of your character in a particular class is very dependent on ability scores. Low scores in important class abilities can make an ineffective character. Unless you are planning to play against the stereotype of a particular class, we recommend that you reserve your highest ability scores for the primary abilities of that class. (See Classes on pages 34–69 for details about class abilities.)
Stage 6: Alignment
Choose an alignment. While some classes recommend certain alignments (rogues tend to be more chaotic than lawful, as a group), some classes have alignment restrictions. Barbarians and bards may not be lawful, while monks must be law­ful. Druids must have a neutral alignment and paladins are the most restricted of all — they must be lawful good.
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Alignment affects your character’s choice of deity, so it is a very important deci­sion for clerics, who derive their domain powers and spells from their deities. Alignment will also affect dialog choices, both because some NPCs will treat you differently based on your alignment and because your alignment will vary the possible responses you can make. The availability of quests and even their solu­tions can be altered by a character’s alignment. In short, alignment does matter.
Remember, when creating a party of player characters, the party alignment will limit which characters may adventure together. Consider which characters you may want to group together and select their alignments carefully so that such a group is possible.
Stage 7: Deity
Only deities appropriate to your character’s class, race and alignment are available (the remaining choices are grayed out). Unlike other classes, clerics must choose a deity and a cleric’s choice of deity is supremely important, as they derive their domain powers and spells from their deity. If you select “None” as the deity choice for any non-cleric character, that character may never multiclass as a cleric.
Stage 8: Features
Sometimes, as with the case of selecting a cleric’s domains or a ranger’s favored enemy, this information is required and you cannot complete this stage until you make a choice. In other cases, such as wizard school specialization, this selection is optional and you may skip this stage.
Stage 9: Feats
Select the one or more feats available to your character. Do this by dragging feats from the list on the left into the slots on the right. Some classes, such as fighters, have specific bonus feats available, which are colored gold. You may drag the gold­colored bonus feats into either the white or gold box on the right. (However, you may not drag regular white-colored feats to a gold-colored bonus feats box.)
Some feats have prerequisites and you may only select them when your character has achieved those prerequisites (usually another feat, skill or minimum ability score). These feats are colored gray if they are unavailable. For more information, see Feats on pages 76–94.
Stage 10: Skills
Use your character’s skill points, which are dependent on her Intelligence score, class and race, to purchase ranks in various skills. Class skills (white) cost one skill point per rank, while cross-class skills (gold) cost two skill points per rank. At level 1, you may not raise a class skill above four ranks or a cross-class skill above two ranks. You must spend all of your skill points before continuing. For more information, see Skills on pages 70–75.
Stage 11: Spells
At this stage, you need to select spells for characters who are arcane spellcasters (bards, sorcerers and wizards). You must select the spells that are known to your spellcasters from the list of all arcane spells available for first-level casters. Later, before adventuring, you will select the spells that the character has actually mem­orized. For more information, see Start Your Adventure (page 8), Classes (pages 34–69) and Spells (pages 123–145).
Stage 12: Portrait
Select a portrait for your character from a list of all available portraits. Although some portraits are more appropriate for your character’s race and gender, you are free to pick any portrait you like. This portrait is displayed in the party bar next to your health indicator and conditions. Portraits also indicate your initiative order in combat.
Stage 13: Voice/Name
Name your character and choose a voice. Your character will use this voice to respond to you when given orders, during combat, or randomly throughout your adventure.
And that’s it! You’ve now made a D&D character!
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Playing the Game
The game was designed with a minimal interface that still allows access to the richness and variety that D&D provides. You can perform most of the common actions in the game with a left-click or a right-click, followed by a menu selection.
Left-click on a location to move all selected characters there. Left-click on an NPC to begin dialog with that character. Left-click on an item to direct a charac­ter to pick up that item. Left-click on any other object to attempt to use that object. Left-click on a door or container to open it. Left-click on a corpse or a container to display its contents. To use a passage icon (which looks like door­ways, stairs or ladders), left-click on it and it will transport the whole party, usu­ally to a new map.
On the other hand (finger?), right-clicking accesses the Radial Menu, which gives you access to a whole host of character abilities and inventory. See Radial Menu on page 17 for more information.
Character Portraits
The character portraits along the bottom of the screen represent your current party, including any NPC followers you may have picked up. Each portrait dis­plays that character’s health as a red bar that decreases as that character takes damage. If the red bar ever reaches zero and disappears, your character is stag­gered (see Combat on pages 105-110). Any further damage, up to –10 hit points, will knock your character unconscious. Your character will die when his health drops to –10 hit points or below.
In addition, any nonlethal damage that a character takes is displayed as a blue bar. If the length of the nonlethal bar ever becomes longer than the red health bar (i.e. your character has taken more nonlethal damage than current hit points), that character will fall unconscious until she heals some of the nonlethal damage. Nonlethal damage goes away much faster than normal damage. A char­acter heals one hit point of nonlethal damage per character level per hour.
Left-click on any portrait to select that character (as if you had left-clicked on the character) and center the screen on him. You can select more than one character by holding the Shift key while you left-click on additional character portraits. You can also use the “Select All” icon in the main icon bar (see Main Icon Bar on next page) to select the entire party.
Right-click on a character portrait to open that character’s inventory.
In addition, you can use the character portraits as targets for spells. For example, when casting a Cure Light Wounds, you may select the character on screen or that character’s portrait as the target to receive the healing.
Conditions
The character portraits also show various conditions that may be applied to your characters as you play. There are three kinds of conditions that can occur: tempo­rary negative conditions, temporary positive conditions and other conditions.
Temporary negative conditions are any conditions that hurt your character or reduce his performance. Usually these conditions are the results of combat, such as when the character is poisoned by a giant snake bite or paralyzed by an enemy spell caster. However, some class abilities can lead to negative conditions, such as the fatigue that affects barbarians after they rage. All temporary negative condi­tions are displayed below your character’s portrait.
Temporary positive conditions are any conditions that help your character. These conditions are always the result of using character abilities or using magic. For example, a bard may use a song to inspire courage in his fellow party members, who will all receive a temporary “Inspired Courage” condition. Or, a fighter may drink a potion of Bull’s Strength and receive that condition. All temporary posi­tive conditions are displayed above your character’s portrait.
Other conditions in the game are shown directly on your character’s portrait. These conditions are mostly combat-related, such as being stunned or flat-footed, or are potentially long lasting, such as being unconscious or dead. A fallen pal­adin also gains a condition shown directly on his character portrait, as a reminder to atone for his misdeeds.
Click on any condition icon to receive information about its effects and possible steps toward its removal.
Main Icon Bar
The main icon bar appears in the lower-right corner of the screen. It contains eight icons, most of which bring up a new interface: Select All, Formation, Logbook, Town/World Map, Rest/Camp, Help, Options and History. The bottom of the icon bar contains a clock, which graphi­cally displays the time of day, or, when you hover the mouse cursor over it, the exact time and date.
Select All
This icon will select all of your party characters.
Formation
This icon will bring up an interface that lets you create up to four party formations and select an active formation. Use the numbered tabs along the top to select the active for­mation and change a forma­tion by clicking and dragging the character portraits to dif­ferent locations. The game will initialize your formations to several standard formations, but you are free to change these.
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Logbook
The Logbook icon will bring up the Logbook interface, which is broken into five sec­tions, accessible by the tabs the top of the Logbook: Quests, Reputations, Ego, Keys and Rumors.
Quests: The Quests section keeps track of all quests you have accepted or even heard mentioned. The quests are arranged by the location where you received them and these locations appear as tabs on the top of the left page. Each quest is listed on the left page — you may need to scroll if you have a lot of quests in that location.
Select a quest to see its status and a description on the right page. The status of a quest is Mentioned (you heard about the quest), Accepted (you have agreed to undertake the quest), Completed (you have finished the quest) or Botched (the quest is in a state where you can no longer complete it). You receive experience for a completed quest and sometimes you can “unbotch” a botched quest. For example, if you are supposed to rescue someone and they are killed, that quest is botched. But if you resurrect the person, the quest will be unbotched and you can try to complete it.
Reputations: The Reputations section is similar to the Quests section, in that reputations you have acquired are displayed on the left and information about the reputation is displayed on the right. The Logbook tracks when and where the reputation was received and what effect the reputation has on gameplay. See Reputations on page 116 for more information.
Ego: The Ego section of the Logbook keeps track of various party data, including combat stats, damage ranges and similar information. This data is arranged on the left page, with tabs to switch to different ego subsections. The right page shows the actual information. For example, you can select “Creatures Killed” under the Combat tab on the left side of the Ego page. The right side will then list every monster type that you have killed in the game and tabs on that page will let you sort these monsters by CR (Challenge Rating), Hit Dice or Name.
Keys: The Keys section is similar to the Quests and Reputations sections in that it shows all keys you have found on the left and information on the particular selected key on the right. Note: Unlike all other items in the game, keys do not go into personal character inventories, but instead become group property listed here in the Logbook. See Keys on page 96 for more information.
Rumors: The Rumors section records any rumors your characters have heard through the use of the Gather Information skill. Each rumor’s description is added to the Logbook, along with the time and date that you heard it. There may be more than two pages of rumors, so be sure to use the Page buttons at the bottom of the Logbook.
Town/World Map
The Town/World Map icon gives you access to an overview of your current location and other locations you have visit­ed, as well as a World Map. The location maps, often called Town Maps, show the location you are in — areas you have not seen are blacked­out on the map. Select different locations using the menu on the right side.
Use the buttons along the bot­tom right to manipulate any Town Map. To center the map on your party (drawn as blue circles on the map), click on the first button. The second button lets you place note flags on the map. Simply click anywhere on the map and then type in a note to be attached to that flag. Hovering on the flag will display the note. You can delete note flags by clicking on the third button and then clicking on any note flag you want to delete. Click on the fourth button to zoom in and out of the town map by left-click dragging up and down or by using your mousewheel.
The World Map shows an overview of the entire game area, which includes vil­lages, dungeons and several other locations of interest. Click on the button at the top right of the map window to display the World Map. Some locations (usually indoors or underground) do not allow you to access the world map, so you will have to travel to a location outside before you can get to the World Map.
You cannot randomly travel the World Map. Instead, you select a location, either by clicking on it on the World Map (such places appear as labeled red circles) or by selecting one of the location names on the list on the right. Your party will then travel to that location and their path of travel will be drawn as a series of dots. Each dot represents 15 minutes and around a third of a mile of travel. You may have random encounters while traveling and you may avoid these if one of your characters’ Survival skill is high enough (see Survival on page 75). When you arrive safely at your destination, the game will drop back to the main inter­face, centering on the party at the entrance point of the new location.
The Current Map button on the World Map window will take you back to the Town Map for your current location. The button on the bottom will do that and center the Town Map on your party’s location.
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Rest/Camp
The Rest/Camp icon lets you “fast-forward” time, either a set amount, in days and hours, or until a condition is met. Click on the Pass Time or Rest button after making your selection, or click on Cancel to go back to the game.
Note: While you can pass time anywhere, you are only allowed to rest in certain loca­tions (usually at inns, if you pay first, or in the wilderness or in dungeons). If the Rest/Camp icon looks like a watch, you can only pass time. If it looks like a tent, you can rest. You must rest to heal and recover spells.
Before resting, look carefully at the Tent icon. If the background is green, you can rest safely without interruption. However, if it is yellow, you may have a ran­dom encounter while you rest. The type of encounter you have will depend on your location and you cannot avoid it with the Survival skill.
Help
The Help icon activates the in-game help system. In this interface, you can access nearly every facet of the game, including the 3.5 D&D rules and definitions. The interface works like a web browser and links appear as blue text. Click on any blue text to access more detailed information on that topic.
The six blue buttons along the bottom allow you to move through the database. The first two buttons are similar to a browser’s back and next buttons. The third button is a home button and takes you to the topmost page of the database. The last three buttons move you to the topic before, above or after the current topic.
Options
The Options Menu allows you to change your video, audio and preferences settings. You can change options either from the Main Menu, before starting a game or from within a game using the Options icon on the main icon bar. Note: The Video and Audio settings are configuration set­tings and therefore are set for every game, while Preferences settings apply just to the game you are playing (or the next game you start, if you are at the Main Menu).
History
The History icon brings up a scrollable history of all die rolls in the game. Combat attack rolls, damage rolls, saving throws and skill and ability checks are all in there. In addition, the help system is linked to this window, so any blue­colored text is actually a link into the help database that you can click on to get more information.
History is a great way of seeing “what’s going on under the hood,” so to speak and it’s a great way to learn the D&D system. After a combat turn, you can use History to see how all rolls were made and what bonuses applied to them. You can also see how skill checks were made outside of combat, such as when you are picking a lock or disabling a trap.
Radial Menu
The Radial Menu allows you to access the abilities, item powers and combat options of any character — simply right-click to display the Radial Menu for the currently selected character. As you move the mouse over each selection, an array of choices will fan out. You can select some of these choices with a left click, while others will fan out into more choices. Right-click anywhere off of the Radial Menu to close it.
Radial Menu choices are class-dependent. For example, a character that is not a spellcaster will not see a section for spells. There are six possible Radial Menu sections:
Inventory
This lets you open the character’s Inventory screen or use certain items in his inventory, such as a potion, scroll or wand. If you select an item that requires a target, the game will enter a targeting mode for that item.
Skills
This shows all active skills for the character. Note that the skills Move Silently and Hide are activated with the single menu selection of “Sneak.”
Feats
This shows all active feats available to the character.
Spells
This shows all of the current spells that the character can cast, categorized by class and level. If the spell requires a target, the game will enter a targeting mode for that spell when selected. If the character class allows for spontaneous casting (i.e. for clerics and druids), holding down the Shift key while selecting a spell from the Radial Menu will spontaneously cast the appropriate spell.
Abilities
This shows activated class features, such as a wizard calling his familiar, as well as some miscellaneous capabilities, like talking to followers.
Combat
This allows you to specify combat actions and options for the character. It has four main subsections:
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Options: This lets you activate combat options for the selected character. Options toggle ON or OFF (as shown by the check mark) when you select them. These options are:
AutoEnd Turn: The character’s combat turn will automatically end when he has no more actions he can perform.
Deal Nonlethal Damage: The character will attempt to perform nonlethal damage with his fists or melee weapon. Note: This defaults to the unchecked version of the optional attack method for the current weapon. For example, a sword will show an unchecked “Deal Nonlethal Damage” box, but an unarmed attack for a non-monk will show an unchecked “Deal Normal Damage” box.
Fight Defensively: The character will take a defensive stance against an oppo­nent, which raises his AC, but lowers his attack chances. See Fight Defensively on page 112 for more information.
Cast Defensively: The character will cast all spells defensively when this option is checked. See Cast Defensively on page 111 for more information.
Tactical: This allows you to pick among several tactical combat actions, including:
Ready vs. Spell: The character will gain an attack if your chosen target begins to cast a spell.
Ready For Counterspell: The character will get an opportunity to attempt to counter a spell if your chosen target beings to cast a spell (see Counterspell on page 116 for more information).
Ready vs. Approach: The character will gain an attack on the first creature to enter his threat range.
Ready vs. Withdrawl: The character will gain an attack on the first creature to attempt to exit his threat range.
Feint: See Feint on page 109.
Total Defense: See Total Defense on page 109.
Offense: This offers most of the combat actions (see Combat on pages 105–112) such as coup de grace, trip attack, charge attack, full attack and single attack.
Movement: This section allows you to pick any of the move actions (see Movement on page 109) such as run, withdraw, move (see page 23), and 5-foot step.
In combat you are limited to one standard action and one move action per turn, therefore selections on the Radial Menu are color-coded to help you make tactical decisions. You can choose green selections and then make another selection when that action is complete. Yellow actions mean you can choose them, but then you cannot perform subsequent actions during that round, except for free actions (see Free Actions on page 110). Red means you cannot choose that action.
For example, using a wand may be colored green, since it is a standard action. After using that wand (or performing any other standard action), that and other standard action selections will turn red, meaning you cannot select them again that turn.
Hotkeys and the Radial Menu
You can assign hotkeys to any Radial Menu selection by pressing Ctrl and the key you wish to assign. The Radial Menu will appear and you can click any menu action you want. Later, whenever you press that key, that menu action will be performed, if possible. If you assign a hotkey to a Radial Menu entry that uses a checkbox or slider, the checkbox will toggle ON or OFF or the slider will move between its minimum and maximum values when you press the key.
Hotkey assignments are global — if you assign a hotkey for one character, it has the same effect for other characters. If the hotkey is not applicable for the cur­rently selected character, then nothing happens. Hotkey assignments are saved with your save game.
Character/Inventory Screen
Access the Character/Inventory screen by key command (see Keyboard Commands on page 1), or by selecting the Inventory tab on the Radial Menu. You can also access this screen by right-clicking on a character’s portrait. This interface is used mainly to manipulate the character’s inventory, but you can also access all basic character information and change memorized spells, when appropriate.
Quick Item Configurations
Equipped
Gear
Money
Toggle
Character
Display
Character Information
Skills Feats Spells Abilities
Use Item
Total Weight
Carried Inventory
Drop Item
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Your character’s equipped gear is shown in the upper left. It contains slots for gloves, headgear, cloak, robes, left weapon, torso armor, right weapon/shield, bracers, ammunition, boots, buckler, bardic instrument, left ring, necklace, right ring and thieves’ tools. If you have a magic item that a character must wield to have an effect, then you must place it into one of these positions before you will gain its effect. Also, note that carrying a shield will prevent an item from going into your right weapon position and vice versa.
The five tabs along the top allow access to different equipped-items configura­tions, which you can set up in advance and then quickly swap configurations using the tabs. To create a configuration, simply drag items into their positions. When you switch away from a configuration, all equipped items return to your Inventory. When you switch back to a configuration, all of its previously equipped items are re-equipped.
The three buttons underneath the wielded inventory are used to toggle between the character’s 3D model to his portrait and back to his equipped inventory. Below these buttons are the displays for the party money, in stacks of platinum, gold, sil­ver and copper. The bottom left panel shows character information, such as experi­ence points, level, ability scores, hit points, armor class and various bonuses.
On the right side of the Character/Inventory screen is your character’s carried inventory grid. The vertical tabs toggle between the inventory backpack and any bags the character is carrying (up to four). The number below the grid is the total weight of carried items. There are also two icons for letting you use and drop items. Drag an item to the Use Item icon and the window will close, then the game acts as if you had selected the item to use from the Radial Menu. If you drag an item to the Drop Item icon, the item is removed from that character’s inventory and placed on the ground at the character’s location.
You may use the right mouse button to quickly move inventory around. When looting, a right-click will send the item into your character’s Inventory. In Inventory, right-click on a wielded item to send it back into Inventory. Right­click on an unwielded item to attempt to equip that item, possibly displacing an item already worn (which will return to your Inventory). As a safeguard, you can­not right-click to buy and sell items while bartering.
The top tabs allow you to examine the skills, feats, spells and abilities of the charac­ter. Spellcasters (apart from bards and sorcerers) can change their memorized spells by dragging spells from the known spells list on the left to the memorized spells list on the right. The spells on the memorized list will replace the existing memorized spells (accessed from the Radial Menu) after the character rests for eight hours.
Dialog
The Dialog window opens whenever you talk to an NPC. The top pane of the window shows the conversation thread so far, alternating between lines the NPC has said and lines your character has said. The bottom pane displays all of the current responses. Note: An icon appears to the left of any line that uses a dialog skill, such as Diplomacy.
The Dialog History button in the upper right displays a record of several previ­ous conversations.
Bartering
Some NPCs will barter with you, as indicated by their conversation. The bartering interface looks very similar to the character inventory with an extra pane on the left side for the NPC’s inventory. Hovering over any item in your character’s inventory will display the price that the NPC will buy it for and hovering over any item in the NPC’s inventory will tell you what the NPC will sell it for. To buy or sell an item, simply drag it from one inventory to the other. In some cases, the NPC will refuse to buy or sell an item and he will tell you if that is the case.
All shopkeepers can identify magic items, for a price. Simply click the Identify button and you will get a special identify cursor. Click on any unidentified magic item in your inventory and for 100 gp the shopkeeper will identify it. All unidentified magic items sell for the same (low) price. If you want the best price from a shopkeeper, be sure to get your items identified first.
Also, note that the same item can display different prices at different shopkeep­ers. Three things affect the price of an item. First, every shopkeeper sets his own prices, so some will be a little more expensive or a little cheaper than others. Second, your own Appraise skill affects the prices you see, so try to sell items with the character with the highest Appraise skill level. Lastly, shopkeepers will offer lower prices to buy items that they normally do not sell, so for example you will get a lower price for selling a sword to the moneychanger than to the smith and you will get a lower price for selling leather armor to the smith than to the tanner. If you want the best prices, it pays to shop around.
Leveling-Up Interface
When a character gains enough experience to advance a level, an icon appears on his character portrait. Click on his portrait to bring up the leveling up interface. This interface is similar to the creation interface, except there are fewer stages.
Stage 1: Class
At the beginning of leveling up, you must pick the class that you want to raise one level. You can pick the character’s current class, or you can switch to a new class. Note: Some classes will not be available, due to alignment restrictions. Remember, you can never add the Cleric class to a character who has no deity.
Stage 2: Stats
Every fourth level, you can raise an ability score by one point.
Stage 3: Features
Some classes get special abilities (sometimes optional) at certain levels. For exam­ple, a level 1, 5 or 10 ranger must pick a favored enemy and a level 2 ranger must pick a combat style.
Stage 4: Skills
Spend your new skill points for your character at a cost of one point per class skill and two points per cross-class skill. Skill points do not carry over — you must spend all skill points before continuing.
Stage 5: Feats
All classes get a new feat every third level. Fighters get an additional fighter­specific feat at 2nd level, and every two fighter levels thereafter.
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Stage 6: Spells
If your raised class is an arcane spellcaster and thus keeps a list of known spells, pick new spells. Note that these new spells are known spells, not memorized ones. Wizards and divine spellcasters will still need to select new spells to memorize.
When you have completed all stages, click on the Finish button and your charac­ter will level up. In addition to the new abilities you have selected, your character will also automatically gain hit points, attack and saving throw bonuses and other abilities (such as the number of spells he can cast each day).
Other Commands
Quicksave / Quickload
Press the F12 key while playing to Quicksave your game. This one-stroke process saves your current progress in a saved game called “Auto-save.” Press F9 at any time to Quickload that saved game. Quickload does nothing if you haven’t previ­ously saved your game using the Quicksave function.
Scroll Camera
When in the main game view, you can scroll the camera by moving your mouse against any edge of the screen. Alternatively, you can use the arrow keys to move the camera in the specified direction.
Highlight Usable Objects
Press the TAB key to highlight all usable objects on the screen, which makes it easier for you to see and target them. Usable objects include doors, chests, corpses and items lying on the ground.
Special Combat Interface
Combat Mode Toggle
Press the combat mode toggle key (C) to begin turn-based combat, if your char­acters are not otherwise engaged. Any nearby creatures will be included in com­bat. If there are no hostile creatures nearby and your party is in combat mode, you may toggle it OFF using the same key.
Initiative Bar
The Initiative bar appears along the top of the screen when combat begins. Each combatant’s portrait appears on this bar in the order of highest initiative roll, from left to right. Each portrait will highlight when it is that character’s turn to act. When the last combatant in the round has acted, the next round begins and the first character on the bar takes his next turn.
You may move your party’s character portraits on the bar by clicking and drag­ging the portrait to a new position during that character’s turn, effectively changing his initiative level. This is the Delay action, described on page 110.
Action Bar
The Action bar appears on the left side of the screen during combat, when it is your turn to control one of your characters. The Action bar shows you how much of your move action remains and if you can still perform a standard action after moving. As you move your cursor, the action bar will indicate how much of your move action is used by reducing the amount of the green area. When the bar turns from green to yellow, the character can only perform movement actions.
The action bar has a red End Turn button at the bottom of it. Click on this button during one of your character’s combat turns to immediately end that character’s turn.
Move Mode and Waypoints
During one of your character’s combat turns, you may hold the ALT key (or select the Move mode from the radial menu) while left-clicking on locations. The ALT key triggers a “move mode,” which tells the computer that you wish to tar­get a location and not most usable objects (see below). The computer will display your character’s path in real time as you hover over locations with the mouse cur­sor. You may perform multiple left-clicks, in order to set waypoints that specifi­cally control the path your character will take. Your character will begin to move when you left-click the same location twice in a row.
Note: Even if you click within the bounding circle of most usable objects, such as doors and dead creatures, the computer will only attempt to move your character as close as possible to the specified location. However, you can click on container objects, such as chests, and on items and non-dead creatures, but you may only click on their bounding circles (the circle at their feet), not their bounding cylin­ders (their whole bodies). This allows you to target a creature that is standing behind a larger creature that obscures it.
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Ability Scores
Characters are defined by six ability scores. The Abilities Modifiers and Bonus Spells table on page 26 shows the modifier that each score gets and if the ability is used to control bonus spells, how many bonus spells each score provides.
Strength (STR)
Strength measures your character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers and monks because it helps them to prevail in combat. Strength also limits the amount of equipment your character can carry.
You apply your character’s Strength modifier to:
• Melee attack rolls
• Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half of the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
Dexterity (DEX)
Dexterity measures hand-eye coordination, agility, reflexes and balance. This abil­ity is most important for rogues, but it’s also high on the list for characters that typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards and sorcerers). It is also critical for anyone who wants to be a skilled archer.
You apply your character’s Dexterity modifier to:
• Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes and other ranged weapons.
• Armor Class (AC), provided that the character can react to the attack.
• Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
• The Hide, Move Silently, Open Lock, Sleight of Hand and Tumble skills have Dexterity as their key ability.
Constitution (CON)
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so it is an important ability for any class.
If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.
You apply your character’s Constitution modifier to:
• Each roll of a Hit Die (though a penalty can never drop a result below 1 — that is, a character always gains at least one hit point each time he or she advances in level).
• Fortitude saving throws, for resisting poison and similar threats.
• Constitution is the key ability for the Concentration skill and is therefore important for spellcasters.
Intelligence (INT)
Intelligence determines how well your character learns and reasons. This ability is important for wizards, because it affects how many spells they can cast, how hard their spells are to resist and how powerful their spells can be. It’s also important for any character that wants to have a wide assortment of skills.
A wizard gains bonus spells based on his or her Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell’s level.
An animal has an Intelligence score of 1 or 2. A creature of humanlike intelli­gence has a score of at least 3.
You apply your character’s Intelligence modifier to:
• The number of skill points gained each level. (But your character always gets at least one skill point per level.)
• The Appraise, Disable Device, Search and Spellcraft skills all have Intelligence as their key ability.
Wisdom (WIS)
Wisdom describes a character’s willpower, common sense, perception and intu­ition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. An “absentminded professor” has low Wisdom and high Intelligence. A simpleton (low Intelligence) might still have great insight (high Wisdom). Wisdom is the most important ability for clerics and druids and it is also important for paladins and rangers. If you want your character to have acute senses, give him high Wisdom.
Clerics, druids, paladins and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.
You apply your character’s Wisdom modifier to:
• Will saving throws, for negating the effects of charm person and other spells.
• The Heal, Listen, Sense Motive, Spot and Survival skills all have Wisdom as their key ability.
Charisma (CHA)
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead and physical attractiveness. This ability represents actu­al strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers and bards. It is also important for clerics, since it affects their ability to turn undead.
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Sorcerers and bards get bonus spells based on their Charisma scores. The mini­mum Charisma score needed to cast a sorcerer or bard spell is 10 + the spell’s level.
You apply your character’s Charisma modifier to:
• Bluff, Diplomacy, Gather Information, Intimidate, Perform and Use Magic Device checks. These are the skills that have Charisma as their key ability.
• Checks that represent attempts to influence others.
• Turning checks for clerics and paladins attempting to turn zombies, vampires and other undead.
Ability Modifiers and Bonus Spells
Score Modifier 0 1st 2nd 3rd 4th 5th
1 –5 Can’t cast spells tied to this ability
2––3 –4 Can’t cast spells tied to this ability
4––5 –3 Can’t cast spells tied to this ability
6––7 –2 Can’t cast spells tied to this ability
8––9 –1 Can’t cast spells tied to this ability
10––11 0 ——————
12––13 +1 1 ————
14––15 +2 1 1
16––17 +3 111——
18––19 +4 1111—
20––21 +5 21111
22––23 +6 22111
24––25 +7 22211
26––27 +8 22221
28—29 +9 32222
30—31 +10 33222
32—33 +11 33322
34—35 +12 33332
36—37 +13 43333
38—39 +14 44333
40—41 +15 44433
42—43 +16 44443
44–45 +17 54444
Etc…
Races
There are seven races to choose and each one has a different set of ability adjustments and a different favored class. Ability adjustments are applied to your character when you select a race during character creation. Note: Humans and half-elves have no inherent strengths or weaknesses and get no ability adjustments at all.
A character’s favored class does not count against him or her when determining experience point penalties for multiclassing. For example, as a halfling rogue, Lidda can add a second class later on (becoming a multiclass character) without worrying about an XP penalty, because rogue is the favored class for halflings. Note: Humans and half-elves do not have a favored class. Instead their highest­level class, whatever it may be, is not counted when determining if there is an experience point penalty for that character.
Racial Ability Modifiers and Favored Classes
Races Ability Adjustments Favored Class
Human None Any
Dwarf +2 Constitution, –2 Charisma Fighter
Elf +2 Dexterity, –2 Constitution Wizard
Gnome +2 Constitution, –2 Strength Bard
Half-elf None Any
Half-orc +2 Strength, –2 Intelligence, –2 Charisma Barbarian
Halfling +2 Dexterity, –2 Strength Rogue
Humans
Most humans are the descendants of pioneers, conquerors, traders, travelers, refugees and other people on the move. As a result, human lands are home to a mix of people who are physically, culturally, religiously and politically different. Hardy or fine, light-skinned or dark, showy or austere, primitive or civilized, devout or impious, humans run the gamut.
Physical Description
Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Humans have short life spans, reaching adulthood at about age 15 and rarely living even a single century.
Alignment
Humans favor no particular alignment — the best and the worst are found among them.
Religion
Unlike members of the other common races, humans do not have a chief racial deity. Pelor, the sun god, is the most commonly worshiped deity in human lands, but he can claim nothing like the central place that the dwarves give Moradin or the elves give Corellon Larethian in their respective pantheons.
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Racial Traits
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• One extra feat at 1st level.
• Four extra skill points at 1st level and one extra skill point at each additional level.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, her highest-level class does not count.
Dwarves
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishments, their knowledge of the earth’s secrets, their hard work and their capacity for drinking ale. Their mysterious kingdoms, carved from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts for trade.
Physical Description
Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarf men value their beards and groom them very carefully. Dwarves are considered adults at about age 40 and they can live to be more than 400 years old.
Alignment
Dwarves are usually lawful and they tend toward good. Adventuring dwarves are less likely to fit the common mold, however, since they’re more likely those who didn’t fit perfectly into dwarven society.
Religion
The chief deity of the dwarves is Moradin, the Soul Forger. He is the creator of the dwarves and he expects his followers to work for the betterment of the dwarf race.
Racial Traits
• +2 Constitution, –2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Weapon Familiarity: Dwarves may treat dwarven war axes as martial weapons rather than exotic weapons.
Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws vs. poison.
• +2 racial bonus on saving throws vs. spells and spell-like effects.
• +1 racial bonus on attack rolls vs. orcs and goblinoids.
• +4 dodge bonus to Armor Class vs. giant-type creatures, such as ogres, trolls and hill giants.
• +2 racial bonus on Appraise checks related to stone or metal items.
Favored Class: Fighter.
Elves
Elves mingle freely in human lands, always welcome yet never at home. They are well known for their poetry, dance, song, lore and magical arts. Elves favor things of natural and simple beauty. When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow and battle strategy.
Physical Description
Elves are short and slim, standing about 4 1/2 to 5 1/2 feet tall and typically weighing 95 to 135 pounds, with elf men the same height as and only marginally heavier than elf women. They are graceful but frail. An elf reaches adulthood at about 110 years of age and can live to be more than 700 years old. Elves do not sleep, as other members of other common races do. Instead, an elf meditates in a deep trance for four hours a day.
Alignment
Since elves love freedom, variety and self-expression, they lean strongly toward the gentler aspects of chaos. Generally, they value and protect others’ freedom as well as their own and they are more often good than not.
Religion
Above all others, elves worship Corellon Larethian, the Protector and Preserver of life. Elven myth holds that it was from his blood, shed in battle with Gruumsh, the god of the orcs, that the elves first arose.
Racial Traits
• +2 Dexterity, –2 Constitution.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against enchantment spells or effects.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow and shortbow as bonus feats.
• +2 racial bonuses on Listen, Search and Spot checks. An elf who merely passes within five feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Favored Class: Wizard.
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Gnomes
Gnomes are welcome everywhere as technicians, alchemists and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath the rolling, wooded hills where animals abound.
Physical Description
Gnomes stand 3 to 3 1/2 feet tall and weigh 40 to 45 pounds. Gnomes reach adulthood at about age 40 and they typically live about 350 years, though some can live almost 500 years.
Alignment
Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars or investigators. Those who tend toward chaos are minstrels or wanderers. Gnomes are good-hearted and even the tricksters among them are more playful than vicious. Evil gnomes are as rare as they are frightening.
Religion
The chief gnome god is Garl Glittergold, the Watchful Protector.
Racial Traits
• +2 Constitution, –2 Strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls and a +4 bonus on Hide checks, but he must use smaller weapons than humans use and his lifting and carrying limits are three­quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• +2 racial bonus on saving throws vs. illusions.
• Add +2 to the Difficulty Class for all saving throws against illusion spells cast by gnomes.
• +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins and bugbears).
• +4 dodge bonus to Armor Class against giant-type creatures, such as ogres, trolls and hill giants.
• +2 racial bonus on Listen checks.
Favored Class: Bard.
Half-Elves
Humans and elves sometimes wed, the elf attracted to the human’s energy and the human to the elf’s grace. These marriages end quickly because a human’s life is so brief (compared to an elf’s life span of hundreds of years), but they leave an enduring legacy places for themselves eventually in human lands, but some feel like outsiders all their lives.
Physical Description
Half-elves range from under 5 feet to about 6 feet tall and weigh from 100 to 180 pounds. Half-elf men are slightly taller and heavier than half-elf women. A half-elf reaches adulthood at age 20 and can live to be more than 180 years old.
Alignment
Half-elves share the chaotic bent of their elven heritage, but, like humans, they tend toward good and evil in equal proportion. Like elves, they value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands and sometimes prove unreliable, or at least unpredictable.
Religion
Half-elves raised among elves follow elven deities, principally Correlon Larethian. Those raised among humans follow Ehlonna.
Racial Traits
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects and a +2 racial bonus on saving throws vs. enchantment spells or effects.
• +1 racial bonus on Listen, Search and Spot checks: A half-elf does not have the elf’s ability to notice secret doors simply by passing near them.
• +2 racial bonus on Diplomacy and Gather Information checks.
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
half-elf children. The life of a half-elf can be hard. Most find
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Half-Orcs
In the wild frontiers, tribes of humans and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-Orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage and combat prowess that they developed in the wilds.
Physical Description
Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds. Many half-orcs have scars, whether as symbols of pride or shame. Half­orcs mature a little faster than humans and age noticeably faster. They reach adulthood at age 14 and few live longer than 75 years.
Alignment
Half-orcs inherit a tendency toward chaos from their orc parents, but, like their human parents, they favor good and evil in equal proportions. Half-orcs raised among orcs and willing to live out their lives with them are usually the evil ones.
Religion
Like orcs, many half-orcs worship Gruumsh, the chief orc god and archenemy of Corellon Larethian, god of the elves. Half-orcs who want to solidify their connec­tion to their human heritage, on the other hand, follow human gods and they may be outspoken in their shows of piety.
Racial Traits
• +2 Strength, –2 Intelligence, –2 Charisma.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
Favored Class: Barbarian.
Halflings
Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hardworking citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning and resourceful survivors.
Physical Description
Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. A halfling reaches adulthood at the age of 20 and usually lives into the middle of her second century.
Alignment
Halflings tend to be neutral. While they are comfortable with change (a chaotic trait), they also tend to rely on intangible constants, such as clan ties and personal honor (a lawful trait).
Religion
The chief halfling deity is Yondalla, the Blessed One, protector of the halflings. Halflings also recognize countless lesser gods, who rule over individual villages, forests, rivers, lakes and so on. The halflings pay homage to these deities to ensure safe journey as they travel from place to place.
Racial Traits
• +2 Dexterity, –2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls and a +4 bonus on Hide checks, but she must use smaller weapons than humans use and her lifting and carrying limits are three quarters of those of a Medium character.
• Halflings base land speed is 20 feet.
• +2 racial bonus on Move Silently checks.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws vs. fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• +1 racial attack bonus with thrown weapons and slings.
• +2 racial bonus on Listen checks.
Favored Class: Rogue.
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Classes
There are 11 classes from which to choose, each with different features, skills, restrictions on alignment and so forth. There are some level-dependent benefits that all classes share, as shown in the table below. This table also shows the mini­mum experience point total needed to attain each level.
Class Experience Points and Bonuses
Character XP Class Skill Cross-Class Skill Feats Ability Score Level Max Ranks Max Ranks Increases
1st 0 4 2 1st
2nd 1,000 5 2.5
3rd 3,000 6 3 2nd
4th 6,000 7 3.5 1st
5th 10,000 8 4
6th 15,000 9 4.5 3rd
7th 21,000 10 5
8th 28,000 11 5.5 2nd
9th 36,000 12 6 4th
10th 45,000 13 6.5
In addition to these benefits, all classes gain the following increases at each level:
• An additional hit die is rolled for hit points
• Base attack bonus is raised
• Saving throw bonuses increase
• New skill points
• Special class features are gained or improved
• Arcane spellcasters learn additional spells
• All spellcasters can cast an additional number of spells
The exact benefit (such as what kind of hit die is rolled for hit points) varies by class.
Barbarian
From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety and atrocities. These "barbarians" have proven their mettle and their value to those who would be their allies.
Characteristics: The barbarian is an excellent warrior. The fighter’s skill in com­bat comes from training and discipline, however, the barbarian has a powerful rage. Barbarians are at home in the wild and they run at great speed.
Alignment: Barbarians are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength and it could not live in a lawful soul. At best, barbarians of chaotic alignment are free and expressive. At worst, they are thoughtlessly destructive.
Other Classes: As people of the wild, barbarians are most comfortable in the company of rangers, druids and clerics who worship nature deities. Many barbar­ians admire the talents of bards and are enthusiastic about music. However, bar­barians don’t trust what they don’t understand, which includes the practices of wizards. They are more tolerant toward sorcerers, perhaps because sorcerers are so charismatic. Barbarians have little in common with the practical, deliberate approach to combat that monks take, but these two classes are not necessarily hostile to one another. Barbarians have no special attitude toward fighters, pal­adins, clerics, or rogues.
Role: A barbarian’s typical primary role in a group of adventurers is as a front-line combat specialist. No other character can match a barbarian’s sheer toughness. He can also serve as a good scout, thanks to his speed, skill selection and trap sense.
Abilities: Strength is important for barbarians, because it boosts combat capabilities. Dexterity is also useful to barbarians, especially those who wear light armor. Wisdom is important for several of the barbarian’s class skills. A high Constitution score lets a barbarian rage longer (and live longer, because it gives him more hit points).
Hit Die: d12
Class Skills
• Intimidate, Listen and Survival.
• Skill Points at 1st Level: (4 + Int modifier)
4.
• Skill Points at Each Additional Level: 4 + Int modifier.
The Barbarian
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Fast Movement,
2nd +2 +3 +0 +0 Uncanny Dodge
3rd +3 +3 +1 +1 Trap Sense +1
4th +4 +4 +1 +1 Rage 2 times/day
5th +5 +4 +1 +1 Improved Uncanny
6th +6/+1 +5 +2 +2 Trap Sense +2
7th +7/+2 +5 +2 +2 Damage Reduction
8th +8/+3 +6 +2 +2 Rage 3 times/day
9th +9/+4 +6 +3 +3 Trap Sense +3
10th +10/+5 +7 +3 +3 Damage Reduction
Rage 1 time/day
Dodge
1/—
2/—
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Class Features
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor and shields.
Fast Movement: A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed due to any load carried or armor worn.
For example, a human barbarian has a speed of 40 feet rather than 30 feet when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carry­ing a medium load, his speed drops to 20 feet.
Rage: A barbarian can fly into a screaming blood frenzy a certain number of times per day. While raging, a barbarian gains phenomenal strength and durabili­ty but becomes reckless and less capable of defending himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution and a +2 morale bonus on Will saves, but he takes a –2 to AC.
The Constitution bonus increases the barbarian’s hit points by two points per level, but these hit points disappear once the rage ends, at which point his Constitution score drops back to normal.
While raging, a barbarian cannot use skills or abilities that require patience or con­centration (such as casting a spell or moving silently). He can use any feat he has except for Combat Expertise, item creation feats, metamagic feats and Skill Focus.
A fit of rage lasts for the number of rounds equal to 3 + the character’s newly improved Constitution modifier. At the end of the rage, the barbarian loses the rage modifiers and restrictions, and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, cannot charge or run) for the same number of rounds as the rage lasted.
A barbarian can fly into a rage only once per encounter. At 1st level, he can use his rage ability once per day, twice at 4th level and a maximum of three times per day at 8th level. Entering a rage can only be done during the barbarian’s action, not in response to someone else’s action. For example, a barbarian can’t fly into a rage when struck by an arrow just to get the extra hit points from the Con bonus. Those extra hit points would only be helpful if the barbarian initiated a rage before being struck.
Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Note: If a barbarian already has Uncanny Dodge from a different class, he auto­matically gains Improved Uncanny Dodge (see below) instead.
Trap Sense: Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (at 6th and 9th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge: At 5th level and higher, a barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.
If a character already has Uncanny Dodge (see above) from a second class, the character automatically gains Improved Uncanny Dodge instead and the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank the character.
Damage Reduction: At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. One point of damage is subtracted each time a barbarian is dealt damage from a weapon or natural attack. At 10th level, the damage reduction rises by one point, so two points of damage is subtracted at that level. Damage reduction can reduce damage to 0 but not below 0.
Bard
It is said that music has a special magic and the bard proves that saying. Wandering across the land, gathering lore, telling stories, working magic with his music and living on the gratitude of his audience — such is the life of a bard. When change or opportunity draws them into a conflict, bards serve as diplo­mats, negotiators, scouts and spies.
Characteristics: A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use.
In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound.
Bards have some of the same skills as rogues, although bards are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and noteworthy items.
Alignment: Any nonlawful. Bards are wanderers, guided by whim and intuition rather than by tradition or law. The spontaneous talent, magic and lifestyle of the bard are incompatible with a lawful alignment.
Other Classes: A bard works well with companions of other classes. He often serves as the spokesperson of the party, using his social skills for the party’s bene­fit. In a party without a wizard or sorcerer, a bard contributes his magic. In a party without a rogue, a bard uses rogue skills.
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Role: The bard is perhaps the ultimate generalist. In most adventuring groups, he works best in a supporting role. The bard makes all the other characters better at what they do and can often fill in for another character when needed.
Abilities: Charisma determines how powerful a spell a bard can cast, how many spells he can cast per day and how difficult those spells are to resist. Charisma, Dexterity and Intelligence are important for many of the bard’s class skills.
Hit Die: d6
Class Skills
• Appraise, Tumble, Bluff, Concentration, Diplomacy, Gather Information, Hide, Listen, Move Silently, Perform, Sense Motive, Sleight of Hand, Spellcraft and Use Magic Device.
• Skill Points at 1st Level: (6 + Int modifier)
4.
• Skill Points at Each Additional Level: 6 + Int modifier.
The Bard
Level Base Attack Fort Ref Will Special
1st +0 +0 +2 +2 Bardic Music, Bardic
2nd+1 +0+3+3
3rd +2 +1 +3 +3 Inspire Competence
4th +3 +1 +4 +4
5th +3 +1 +4 +4
6th +4 +2 +5 +5 Intimidate
7th +5 +2 +5 +5
8th +6/+1 +2 +6 +6 Inspire Courage +2
9th +6/+1 +3 +6 +6 Inspire Greatness
10th +7/+2 +3 +7 +7
Bonus Save Save Save
Knowledge, Countersong, Fascinate, Inspire Courage +1
Class Features
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword and shortbow. Bards are proficient with light armor, medium armor and shields (except tower shields).
Because the somatic components required for bard spells are relatively simple, a bard can cast spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells (the same type of spells available to sorcerers and wizards) that are drawn from the bard spell list. A bard can cast any spell he or she knows without preparing for it ahead of time. Every bard spell has a verbal component. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day.
Bard Spells per Day
Spell Level 01234
Bard Level —————
1st 2 ————
2nd 3 0
3rd 3 1 ———
4th 320——
5th 331——
6th 332——
7th 3320—
8th 3331—
9th 3332—
10th 33320
Bard Spells Known
Spell Level 01234
Caster Level —————
1st 4 ————
2nd 5 2*
3rd 6 3 ———
4th 6 3 2*
5th 643——
6th 643——
7th 6442*—
8th 6443—
9th 6443—
10th 64442*
* Provided the bard has a high enough Charisma score to have a bonus spell of this level.
Bardic Knowledge: A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. He may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
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A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (including himself, if desired). While these abilities fall under the category of bardic music and include descrip­tions of singing or playing instruments, they can all also be activated by reciting poetry, chanting, singing lyrics or melodies, etc. Each ability requires a minimum bard level and a minimum number of ranks in the Perform skill to qualify.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. While using bardic music, a bard can fight but cannot perform mind-affecting abilities, such as casting spells, activating magic items by spell completion (such as scrolls) or activating magic items by magic word (such as wands). The following are a bard’s musical abilities:
Countersong: A bard with three or more ranks in the Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). The bard may keep up the coun­tersong for 10 rounds. Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack (such as a Sound Burst or Command spell) may use the bard’s Perform check result in place of its saving throw — if, after the saving throw is rolled, the Perform check result proves to be higher.
If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong will not influence effects that don’t allow saves.
Fascinate: A bard with three or more ranks in the Perform skill can use his music or poetics to cause one or more creatures to become fascinated. The bard can execute no other action besides movement during the round that the creature is fascinated. Each creature must be within 90 feet and able to see, hear and pay attention to the bard. Likewise, the bard must be able to see the creature. For every three levels beyond 1st, he can target one additional creature with a single use of this ability (e.g. two at 4th level, three at 7th level, four at 10th level).
To fascinate, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If the creature’s saving throw is suc­cessful, a bard can still attempt to fascinate the same creature as many times as the bard’s daily performance limit allows. If the creature’s saving throw fails, it remains still and listens to the song for as long as the bard continues to play and concentrate (up to a max of one round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions (e.g. Listen or Spot checks).
Any potential threat to the target, such as an ally of the bard approaching the creature, requires the bard to make another Perform check and allows the crea­ture a new saving throw against a DC equal to the new Perform check result. Any obvious threat to the target, such as someone drawing a weapon or the creature taking damage, automatically breaks the effect and the creature will no longer be fascinated.
Inspire Courage: A bard with three or more ranks in the Perform skill can use song or poetics to inspire courage in his allies and himself, bolstering against fear and improving combat abilities. To be affected, an ally must be able to hear the bard sing and the effect lasts as long as the bard can be heard and for five rounds thereafter. The ally will receive a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, this bonus increases to +2.
Inspire Competence: A bard of 3rd level or higher with six or more ranks in the Perform skill can use his music or poetics to help an ally succeed at a task. A bard cannot inspire competence in himself. The ally must be within 30 feet and able to see and hear the bard; likewise, the bard must be able to see the ally. Bardic music may be used to lift the ally’s spirits, to help them mentally focus, or in some other manner. The ally gets a +2 competence bonus on skill checks with a particular skill as long as they continue to hear the bard’s music. The effect lasts as long as the bard concentrates, up to a maximum of two minutes.
Intimidate: A bard of 6th level or higher with nine or more ranks in the Perform skill can cause a single creature to be intimidated while the creature is fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw for the target. The use of Intimidate counts toward a bard’s daily limit on performances. The creature is affected if it fails a Will saving throw (DC 11 + bard’s Charisma modifier). If the saving throw fails, affected creatures move away from the bard as if they are victim of a Fear spell for the number of rounds equal to the number of levels the bard has.
Inspire Greatness: A bard of 9th level or 10th level with 12 or more ranks in the Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capabilities. To inspire greatness, a bard must sing and be heard by an ally. The effect lasts for as long as the ally hears the bard sing and for five rounds thereafter. A creature inspired with Greatness gains two bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as Sleep.
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Cleric
The handiwork of the gods is everywhere — in places of natural beauty, in mighty crusades, in soaring temples and in the hearts of worshipers. Like people, gods can run the gamut from benevolent to malicious, reserved to intrusive, sim­ple to inscrutable. The gods, however, work mostly through intermediaries — their clerics. Good clerics heal, protect and avenge. Evil clerics pillage, destroy and sabotage.
Characteristics: Clerics are masters of divine magic, a form of magic that is espe­cially good for healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can return those who have crossed over that brink.
As channelers of divine energy, clerics can affect undead creatures. A good cleric can turn away or even destroy undead; an evil cleric can bring such creatures under his or her control.
Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.
Alignment: Like the gods they serve, clerics can be of any alignment. Because people more readily worship good deities than neutral or evil ones, there are more good clerics than evil. Clerics also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train clerics than chaotic ones. Typically, a cleric is the same alignment as her deity, though some clerics are one step away from their respective deities in alignment. A cleric may not be true neutral unless his deity is also true neutral.
Other Classes: In an adventuring party, the cleric is everybody’s friend and often the glue that holds the party together, as well as the healer who channels divine energy to keep others alive. Clerics sometimes clash with druids, since druids rep­resent an older, more primal relationship between the mortal and the divine. Mostly, though, the religion of a cleric and the gods that she worships, deter­mines how they get along with others.
Role: The cleric serves as a primary healer, diviner and defensive specialist. A cleric can hold her own in a fight, but she is not usually well served by charging to the front of combat.
Abilities: Wisdom determines the power of a cleric’s spells, how many spells she can cast per day and how hard those spells are to resist. A high Constitution score improves a cleric’s hit points and a high Charisma score improves her ability to turn undead.
Hit Die: d8
Class Skills
• Concentration, Diplomacy, Heal and Spellcraft.
Domains and Class Skills: A cleric who chooses the Travel domain adds Survival to the list. A cleric who chooses the Trickery domain adds Bluff and Hide to the list.
• Skill Points at 1st Level: (2 + Int modifier) 4.
• Skill Points at Each Additional Level: 2 + Int modifier.
The Cleric
Level Base Attack Fort Ref Will Special
Bonus Save Save Save
1st +0 +2 +0 +2 Turn or Rebuke Undead
2nd +1 +3 +0 +3
3rd+2 +3+1+3
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7
Class Features
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium and heavy) and with shields.
Every deity has a favored weapon and his or her clerics consider it a point of pride to wield that weapon. A cleric who chooses the War domain receives the Weapon Focus feat related to that weapon as a bonus feat. She also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Spells: A cleric casts divine spells (the same type of spells available to the druid, paladin and ranger). However, a cleric’s alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs (see Domain spells, below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells and so forth).
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high enough Wisdom score.
In addition to the stated number of spells per day for 1st through–5th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The +1 in the entries in the below table represents that domain spell. Domain spells are in addi­tion to any bonus spells the cleric may receive for having a high Wisdom score.
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Cleric Spells per Day
Spell Level 012345
Caster Level
1st 3 1+1————
2nd 4 2+1————
3rd 4 2+1 1+1
4th 5 3+1 2+1
5th 5 3+1 2+1 1+1
6th 5 3+1 3+1 2+1
7th 6 4+1 3+1 2+1 1+1
8th 6 4+1 3+1 3+1 2+1
9th 6 4+1 4+1 3+1 2+1 1+1
10th 6 4+1 4+1 3+1 3+1 2+1
Deities, Domains and Domain Spells: The cleric’s deity influences her align­ment, the spells she can cast, her values and how others see her.
If the typical worshipers of a deity include the members of a race, a cleric must be of the indicated race to choose that deity as her own. (The god may have occasional worshipers of other races, but not clerics). See Deities on next page.
Clerics also choose two domains for their deity. While the clerics of a particular religion are united in their reverence for their deity, each cleric emphasizes differ­ent aspects of the deity’s interests. You can select an alignment domain (Chaos, Evil, Good or Law) for your cleric only if his alignment matches that domain.
Each domain gives your cleric access to a domain spell at each spell level she can cast, as well as a granted power. Your cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in her domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any Cure spell of the same spell level or lower. For example, a good cleric who has prepared Command (a 1st-level spell) may lose Command in order to cast Cure Light Wounds (also a 1st-level spell). Clerics of good deities can cast Cure spells in this way because they are especially proficient at wielding positive energy.
An evil cleric (or a neutral cleric of an evil deity), on the other hand, can’t con­vert prepared spells to Cure spells but can convert them to Inflict spells. Such clerics are especially proficient at wielding negative energy.
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either Cure spells or Inflict spells (player’s choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.
Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) con­vert prepared spells to Inflict spells. All clerics of St. Cuthbert (god of retribution) and all non-evil clerics of Obad-Hai (god of nature) convert prepared spells to Cure spells.
Chaotic, Evil, Good and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her deity’s. For example, a good cleric (or a neutral cleric of a good deity) cannot cast evil spells. Spells associated with a particular alignment are indi­cated by the chaos, evil, good or lawful descriptors in the their spell descriptions.
Turn or Rebuke Undead: Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons or zombies) by channeling the power of her faith through her holy (or unholy) symbol.
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures, forcing them to cower in awe of her power. If your character is a neutral cleric of a neutral deity, you must choose whether her turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous Cure or Inflict spells.
Exceptions: All lawful neutral clerics of Wee Jas rebuke or command undead. All clerics of St. Cuthbert and all non-evil clerics of Obad-Hai turn or destroy undead.
A cleric may attempt to turn undead a number of times per day equal to 3 + her Charisma modifier.
Deities
Deity Alignment Domains Typical Worshipers
Heironeous, god of valor Lawful good Good, Law, War Paladins, fighters, monks
Moradin, god of Lawful good Earth, Good, Law, Dwarves the dwarves Protection
Yondalla, goddess of Lawful good Good, Law, Halflings the halflings Protection
Ehlonna, goddess of Neutral good Animal, Good, Elves, gnomes, half-elves, the woodlands Plant, Sun halflings, rangers, druids
Garl Glittergold, god of Neutral good Good, Protection, Gnomes the gnomes Trickery
Pelor, god of the sun Neutral good Good, Healing, Rangers, bards
Strength, Sun
Corellon Larethian, Chaotic good Chaos, Good, Elves, half-elves, bards god of the elves Protection, War
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Deities Cont.
Deity Alignment Domains Typical Worshipers
Kord, god of strength Chaotic good Chaos, Good, Fighters, barbarians,
Luck, Strength rogues, athletes
Wee Jas, goddess of Lawful neutral Death, Law, Wizards, necromancers, death and magic Magic Sorcerers
St. Cuthbert, god Lawful neutral Destruction, Law, Fighters, monks, soldiers of retribution Protection, Strength
Boccob, god of magic Neutral Knowledge, Wizards, sorcerers, sages
Magic, Trickery
Fharlanghn, god of roads Neutral Luck, Protection, Bards, adventurers,
Travel merchants
Obad-Hai, god of nature Neutral Air, Animal, Fire, Druids, barbarians,
Earth, Plant, Water rangers
Olidammara, Chaotic Chaos, Luck, Rogues, bards, thieves god of thieves Neutral Trickery
Hextor, god of tyranny Lawful evil Destruction, Evil fighters,monks
Evil, Law, War
Nerull, god of death Neutral evil Death, Evil, Evil necromancers,
Trickery rogues
Vecna, god of secrets Neutral evil Evil, Knowledge, Evil wizards, sorcerers,
Magic rogues, spies
Erythnul, god of slaughter Chaotic evil Chaos, Evil, Evil fighters, barbarians,
Trickery, War rogues
Gruumsh, god of the orcs Chaotic evil Chaos, Evil, Half-orcs, orcs
Strength, War
Druid
The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear — all these natural forces and more are at the druid’s command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To a trespasser in a druid’s sacred grove and to those who feel her wrath, the distinction is overly fine.
Characteristics: Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. In addi­tion to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.
Alignment: Druids, in keeping with nature’s ultimate indifference, must maintain at least some measure of dispassion. As such, they must be neutral on at least one alignment axis (chaotic—lawful or good—evil), if not both. Therefore, alignment choices include neutral good, lawful neutral, neutral, chaotic neutral or neutral evil.
Other Classes: The druid shares with rangers and many barbarians a reverence for nature and a familiarity with natural lands. She doesn’t really understand the urban mannerisms of a rogue and finds arcane magic disruptive. The typical druid also dislikes the paladin’s devotion to abstract ideals instead of “the real world.” However, most druids accept diversity and, as such, take little offense to other characters.
Role: The druid enjoys extraordinary versatility, using her offensive spells and wild shape ability to a party’s advantage.
Abilities: Wisdom determines a druid’s spell power, how many spells she can cast per day and how hard those spells are to resist. To cast a spell, a druid must have a Wisdom score of 10 + the spell’s level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid’s spell is 10 + the druid’s Wisdom modifier. Since a druid wears only light or medium armor, a high Dexterity score greatly improves her defensive ability.
Hit Die: d8
Class Skills
• Concentration, Diplomacy, Heal, Listen, Spellcraft, Spot and Survival.
• Skill Points at 1st Level: (4 + Int modifier)
4.
• Skill Points at Each Additional Level: 4 + Int modifier.
The Druid
Level Base Attack Fort Ref Will Special
1st + 0 +2 +0 +2 Animal Companion, Nature
2nd +1 +3 +0 +3 Woodland Stride
3rd +2 +3 +1 +3 Trackless Step
4th +3 +4 +1 +4 Resist Nature’s Lure
5th +3 +4 +1 +4 Wild Shape (1 time/day)
6th +4 +5 +2 +5 Wild Shape (2 times/day)
7th +5 +5 +2 +5 Wild Shape (3 times/day)
8th +6/+1 +6 +2 +6 Wild Shape (Large)
9th +6/+1 +6 +3 +6 Venom Immunity
10th +7/+2 +7 +3 +7 Wild Shape (4 times/day)
Bonus Save Save Save
Sense, Wild Empathy
Class Features
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling and spear. They are also proficient with natural attacks (unarmed strike, claw, bite, etc.) when in the form of a creature that has that attack. Druids are proficient with light and medium armor but may only wear padded, leather, or hide armor (no metal armor). Druids are proficient with shields, but can use only wooden ones.
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A druid who wears prohibited (metal) armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abili­ties while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells (the same type of spells available to the cleric, paladin and ranger), which are drawn from the druid spell list.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high enough Wisdom score.
Druid Spells per Day
Spell Level 012345
Caster Level
1st 3 1 ————
2nd 4 2 ————
3rd 421———
4th 5 3 2
5th 5321——
6th 5332——
7th 64321—
8th 64332—
9th 644321
10th 644332
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time.
Animal Companion: When you create a druid, you may select an animal com­panion for her. Choices include: dire rat, dog, wolf, jackal, chicken, lizard, black bear, brown bear, panda bear and polar bear. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its species.
A druid of 4th level or higher may select from alternate lists of animals. Should she select an animal companion from one of these alternate lists, the creature gains abilities as if the character’s druid level were lower than it actually is.
Nature Sense: A druid gains a +2 bonus on Survival checks.
Resist Nature’s Lure: Starting at 4th level, a druid gains a +4 bonus on saving
throws against the spell-like abilities of fey (such as dryads, nymphs and sprites).
Wild Shape: At 5th level, a druid gains the ability to turn herself into a wolf, brown bear or polar bear once per day. This effects last for one hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
A druid loses her ability to speak while in an animal form, because she is limited to the sounds that a normal, untrained animal can make, but she can communi­cate normally with other animals of the same general grouping as her new form.
A druid can use this ability more times per day at 6th, 7th and 10th levels.
Venom Immunity: At 9th level, a druid gains immunity to all poisons.
Fighter
The questing knight, the conquering overlord, the king’s champion, the elite foot soldier, the hardened mercenary and the bandit king — all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders or gutsy adventurers. Some are among the land’s best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champion or criminal enforcers.
Characteristics: Fighters are familiar with all the standard weapons and armors and also develop particular weapon and fighting specialties of their own.
Alignment: Any.
Other Classes: The fighter excels in a straight fight, but he or she relies on others
for magical support, healing and scouting. On a team, it is a fighter’s job to man the front lines, protect the other party members and bring the tough opponents down.
Role: In most adventuring parties, the fighter serves as a melee combatant, charg­ing into the fray while his comrades support him with spells, ranged attacks and other effects. Fighters who favor ranged combat can prove very deadly, although without other melee support they can find themselves in front-line combat more often than they might prefer.
Abilities: Strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they need in their many battles. Dexterity is important for fighters who want to be good archers or who want access to certain Dexterity­oriented feats, but the heavy armor that fighters usually wear reduces the benefits of a very high Dexterity score.
Hit Die: d10
Class Skills
• Intimidate.
• Skill Points at 1st Level: (2 + Int modifier)
• Skill Points at Each Additional Level: 2 + Int modifier.
4.
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The Fighter
Level Base Attack Fort Ref Will Special
Bonus Save Save Save
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat
3rd+3 +3+1+1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Bonus feat
In the Base Attack Bonus column for Fighters, the first number represents the bonus applied to the attack with a primary weapon. The second number repre­sents the bonus to attack with a second weapon.
Class Features
Weapon and Armor Proficiency: A fighter is proficient with all simple and mar­tial weapons and with all armor (heavy, medium and light) and shields.
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd, 4th, 6th, 8th and 10th level. A fighter must still meet all prerequisites for a bonus feat, includ­ing ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets every three levels.
Monk
Dotted across the landscape are monasteries — small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contempla­tion. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might.
Characteristics: The key feature of the monk is her ability to fight unarmed and unarmored. Though a monk casts no spells, she has a magic of her own, called ki, which allows her to perform amazing feats. The monk’s best-known feat is her ability to stun an opponent with an unarmed blow.
Alignment: Any lawful. A monk’s training requires strict discipline. Only those who are lawful at heart are capable of undertaking it.
Other Classes: Monks do not have much in common with others, as their skills and motivation differ from most adventurers. However, monks realize that they work well with the support of others and they usually prove themselves reliable companions.
Role: The monk functions best as an opportunistic combatant, using her speed to get into and out of combat quickly, rather than engaging in prolonged melees.
Abilities: Wisdom powers the monk’s special offensive and defensive capabilities. Dexterity provides an unarmored monk with a better defense and with bonuses to some class skills. Strength helps a monk’s unarmed combat ability.
Hit Die: d8
Class Skills
• Concentration, Diplomacy, Hide, Listen, Move Silently, Perform, Sense Motive, Spot and Tumble.
• Skill Points at 1st Level: (4 + Int modifier)
4.
• Skill Points at Each Additional Level: 4 + Int modifier.
The Monk
Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
1st +0 +2 +2 +2 Bonus feat, Flurry of –2/–2 1d6 +0 +0 ft.
Blows, Unarmed Strike
2nd +1 +3 +3 +3 Bonus feat, Evasion –1/–1 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Still Mind +0/+0 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki Strike (magic), +1/+1 1d8 +0 +10 ft.
Slow Fall 20 ft.
5th +3 +4 +4 +4 Purity of Body +2/+2 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Bonus feat, +3/+3 1d8 +1 +20 ft.
Slow Fall 30 ft.
7th +5 +5 +5 +5 Wholeness of Body +4/+4 1d8 +1 +20 ft.
8t h +6/+1 +6 + 6 +6 Sl o w Fall 40 ft. +5/+5/+0 1d10 +1 +20 ft.
9th +6/+1 + 6 +6 + 6 Improved Ev asion +6/+6/+1 1d10 +1 +30 ft.
10th +7/+2 +7 + 7 + 7 Ki Strike, (lawful), +7/+7/+2 1d10 +2 +30 ft.
Slow Fall 50 ft.
Flurry of Blows
Attack Bonus
Unarmed
Damage
AC Bonus
Unarmed Speed
Bonus
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50
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Class Features
Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training, including club, crossbow (light or heavy), dagger, hand axe, javelin, kama, quarterstaff, sai, shuriken, siangham and sling. Monks are not proficient with any armor or shields — in fact, many of the monk’s special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her Fast Movement and Flurry of Blows abilities.
Flurry of Blows: When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty to hit, as does each other attack made that round. This penalty applies for one round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1 and at 9th level it disappears entirely. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, quarterstaff, sai, shuriken and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired.
When using weapons as part of a flurry of blows, a monk applies her Strength bonus to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist inter­changeably or even from elbows, knees and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off­hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the Magic Fang and Magic Weapon spells).
Bonus Feat: A monk gets the following bonus feats and need not have any of the prerequisites normally required for these feats to select them:
• 1st level: may select Stunning Fist
• 2nd level: may select either Combat Reflexes or Deflect Arrows
• 6th level: may select Improved Trip
Evasion: A monk of 2nd level and higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a Fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as the one who is unconscious or paralyzed) does not gain the benefit of evasion.
Fast Movement: At 3rd level and higher, a monk gains an enhancement bonus to her speed. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.
Still Mind: A monk at 3rd level and higher gains a +2 bonus on saving throws against spells and effects from the Enchantment school, since her meditation and training improve her resistance to mind-affecting attacks.
Ki Strike: At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Purity of Body: At 5th level, a monk gains control over her body’s immune system. She gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body: At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day and she can spread this healing out among several uses.
Improved Evasion: At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a Fireball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Multiclassing Monk
Like a member of any other class, a monk may be a multiclass character. However, a monk who gains a new class or, if already multiclass, raises the level of another class, can never again raise her monk level, although she retains her monk abilities.
Paladin
The compassion to pursue good, the will to uphold law and the power to defeat evil — these are the three weapons of the paladin. Few have the purity and devo­tion that it takes to walk the paladin’s path, but those few are rewarded with the power to protect, to heal and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons and infernal fiends, the paladin is the final hope that cannot be extinguished.
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Characteristics: Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself and heal others, as well. A paladin can use this power to destroy evil.
Alignment: Paladins must be lawful good. They lose their divine powers if they deviate from that alignment.
Other Classes: Paladins work well with other classes, particularly when members of the group are committed to good. Their only conflicts arise in regards to evil characters or evil acts.
Role: The paladin’s chief role is as a melee combatant, but they also work well as a secondary healer within a group, or as a charismatic party leader.
Abilities: Charisma enhances a paladin's healing power, self-protective capabili­ties and undead turning ability. Strength is important for her because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful paladin spells and a score of 11 or higher is required to cast any paladin spells at all.
Hit Die: d10
Class Skills
• Concentration, Diplomacy, Heal and Sense Motive.
• Skill Points at 1st Level: (2 + Int modifier)
4.
• Skill Points at Each Additional Level: 2 + Int modifier.
The Paladin
Level Base Attack Fort Ref Will Special
1st +1 +2 +0 +0 Aura of Good, Detect Evil,
2nd +2 +3 +0 +0 Divine Grace, Lay on Hands
3rd +3 +3 +1 +1 Aura of Courage, Divine
4th +4 +4 +1 +1 Turn Undead
5th +5 +4 +1 +1 Smite evil 2 times/day
6th +6/+1 +5 +2 +2 Remove Disease 1 time/wk
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3 Remove Disease 2 times/wk
10th +10/+5 +7 +3 +3 Smite evil 3 times/day
Bonus Save Save Save
Smite evil 1 time/day
Health
Class Features
Weapon and Armor Proficiency: Paladins are proficient with all simple and mar­tial weapons, with all types of armor (heavy, medium and light) and with shields.
Aura of Good: The power of a paladin's aura of good (see the Detect Good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.
Detect Evil: At will, a paladin can use Detect Evil, as the spell.
Smite Evil: Once per day, a paladin may attempt to smite evil with one normal
melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level and 10th level, the paladin may smite evil one additional time per day.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay-on Hands: Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A paladin may choose to divide her healing among multiple recipients and she doesn't have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay-on hands in this way requires a successful melee touch attack and doesn't provide an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage: Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious.
Divine Health: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead: When a paladin reaches 4th level, she gains the supernatural abili­ty to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid and ranger). A pal­adin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells and so forth). The DC for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score.
her
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Paladin Spells per Day
Spell Level 1 2
Caster Level
1st
2nd
3rd
4th 0
5th 0
6th 1
7th 1
8th 1 0
9th 1 0
10th 1 1
Remove Disease: At 6th level, a paladin can produce a Remove Disease effect, as the spell, once per week, and twice per week at 9th level.
Fallen Paladins
Some party actions and reputations will cause any paladins in the party to fall from grace and lose all of their special abilities and spells. Furthermore, a fallen paladin may not gain a level in his class until he atones for his violation. To do so, he must find a cleric willing to cast the spell atonement on him. Such a cleric would certainly demand a high price, perhaps even a quest, to perform such a service.
Multiclassing Paladins
Like a member of any other class, a paladin may be a multiclass character. However, a paladin who gains a new class or, if already multiclass, raises the level of another class, can never again raise his paladin level, although he retains his paladin abilities. Also, a multiclass paladin can still fall from grace as described above and lose his paladin abilities until he atones.
Ranger
The forests are home to fierce and cunning creatures, such as bloodthirsty owl­bears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are) and he knows his prey in deadly detail.
Characteristics: A ranger can use a variety of weapons and is quite capable in combat. A ranger’s skills allow him to survive in the wildness and possess special knowledge about certain creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, as a druid does.
Alignment: Any. Most rangers are good and these usually function as protectors of natural areas. They are also typically chaotic, preferring to follow the ebb and flow of nature or of their own hearts instead of rigid rules. Evil rangers are much to be feared and they gain spells to use nature for destructive purposes.
Other Classes: Rangers get along well with druids and to some extent with barbarians. They bicker most often with paladins, who have a different style and approach to life that is much more bound by a code of morals and laws. Typically, though, rangers easily tolerate others, mostly because they don’t feel the need to get upset over differences.
Role: The ranger’s best role is that of a scout and secondary combatant, often focusing on opportunistic and ranged attacks.
Abilities: Dexterity is important for a ranger both because he tends to wear light armor and because several ranger skills are based on that ability. Strength is important because rangers frequently get involved in combat. A Wisdom score of 14 or higher is required to get access to the most powerful ranger spells. A Wisdom score of 11 or higher is required to cast any ranger spells at all. One of the ranger’s trademark skills, his ability to track foes (known as Survival in ToEE — see page 75) is based on Wisdom.
Hit Die: d8
Class Skills
• Concentration, Heal, Hide, Listen, Move Silently, Search, Spot and Survival.
• Skill Points at 1st Level: (6 + Int modifier)
4.
• Skill Points at Each Additional Level: 6 + Int modifier.
The Ranger
Level Base Attack Fort Ref Will Special
1st +1 +2 +2 +0 1st Favored Enemy, Survival,
2nd +2 +3 +3 +0 Combat Style
3rd+3 +3+3+1
4th +4 +4 +4 +1 Animal Companion
5th +5 +4 +4 +1 2nd Favored Enemy
6th +6/+1 +5 +5 +2 Improved Combat Style
7th +7/+2 +5 +5 +2 Woodland Stride
8th +8/+3 +6 +6 +2 Swift Tracker
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 3rd Favored Enemy
Bonus Save Save Save
Wild Empathy
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Class Features
Weapon and Armor Proficiency: A ranger is proficient with all simple and mar­tial weapons and with light armor and shields.
Favored Enemy: At 1st level, a ranger may select a type of creature to act as his favorite enemy. Due to his extensive study of his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon dam­age rolls against such creatures.
At 5th level and 10th level, the ranger may select an additional favored enemy. In addition, at each interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks and weapon damage rolls and against the other he has a +2 bonus. At 10th level, he has three favored enemies and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be +4, +4, +2, or +6, +2, +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. If a specific creature falls into more than one catego­ry of favored enemy (for instance, devils are both outsiders and lawful outsiders), the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Ranger Favored Enemies
Type Examples
Aberration Beholder
Animal Bear
Construct Golem
Dragon Ice lizard
Elemental Invisible stalker
Fey Dryad
Giant Ogre
Humanoid (aquatic) Merfolk
Humanoid (dwarf) Dwarf
Humanoid (goblinoid) Hobgoblin
Humanoid (elf) Elf
Humanoid (gnoll) Gnoll
Humanoid (halfling) Halfling
Humanoid (human) Human
Humanoid (orc) Orc
Humanoid (reptilian) Kobold
Humanoid (shapechanger) Doppelganger
Ranger Favored Enemies Cont.
Type Examples
Magical beast Displacer beast
Monstrous humanoid Minotaur
Ooze Gelatinous cube
Outsider (air) Arrowhawk
Outsider (chaotic) Demon
Outsider (earth) Xorn
Outsider (evil) Devil
Outsider (fire) Salamander
Outsider (good) Celestial
Outsider (lawful) Formian
Outsider (water) Tojanida
Plant Shambling mound
Undead Zombie
Vermin Spider
Track: A ranger gains this ability — referred to in ToEE as Survival — as a bonus feat.
Combat Style: At 2nd level, a ranger must select a combat style to pursue. If the
ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Animal Companion: At 4th level, a ranger gains an animal companion selected from the following list: dire rat, dog, chicken, lizard, jackal, brown bear, polar bear, panda bear, or wolf. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its species.
Improved Combat Style: At 6th level, a ranger's aptitude in a chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the nor­mal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal pre­requisites for that feat.
As before, the benefits of the ranger's combat style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Swift Tracker: Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty.
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Evasion: At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a Fireball), he instead takes no damage. Evasion can be used only if a ranger is wearing light armor or no armor. A helpless ranger (such as the one who is unconscious or paralyzed) does not gain the benefit of evasion.
Ranger Spells per Day
Spell Level 1 2
Caster Level
1st
2nd
3rd
4th 0
5th 0
6th 1
7th 1
8th 1 0
9th 1 0
10th 1 1
Rogue
Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats or thugs. What they do share is versatility, adaptability and resourceful­ness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust or some random person's pocket money.
Characteristics: Rogues are highly skilled and they can concentrate on develop­ing any of several categories of skills. A rogue knows how to hit where it hurts and she can dish out a lot of damage with a sneak attack.
Alignment: Any. Rogues follow opportunities, not ideals. Though they are more likely to be chaotic than lawful, they are a diverse bunch, so they can be of any alignment.
Other Classes: Rogues excel when protected by warriors and spellcasters, but they are wary of the sometimes-overbearing disposition of paladins.
Role: The rogue’s role in a group can vary dramatically based on her skill selec­tion, but most rogues share certain aspects. They aren’t capable of prolonged melee combat, so they focus on opportunistic sneak attacks or ranged attacks. The rogue’s stealth and trapfinding ability make her one of the best scouts in the game.
Abilities: Dexterity provides extra protection for the lightly armored rogue. Dexterity, Intelligence and Wisdom are important for many of the rogue's skills. A high Intelligence score also gives the rogue extra skill points, which can be used to expand her repertoire.
Hit Die: d6
Class Skills
• Appraise, Bluff, Diplomacy, Disable Device, Gather Information, Hide, Intimidate, Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Sleight of Hand, Spot, Tumble and Use Magic Device.
• Skill Points at 1st Level: (8 + Int modifier)
4.
• Skill Points at Each Additional Level: 8 + Int modifier.
The Rogue
Level Base Attack Fort Ref Will Special
1st +0 +0 +2 +0 Sneak Attack +1d6, Trapfinding
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Sneak Attack +2d6, Trap Sense +1
4th +3 +1 +4 +1 Uncanny Dodge
5th +3 +1 +4 +1 Sneak Attack +3d6
6th +4 +2 +5 +2 Trap Sense +2
7th +5 +2 +5 +2 Sneak Attack +4d6
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge
9th +6/+1 +3 +6 +3 Sneak Attack +5d6, Trap Sense +3
10th +7/+2 +3 +7 +3 Special Ability
Bonus Save Save Save
Class Features
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the rogue flanks her target. This extra damage is 1d6 at 1st level and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
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Ranged attacks can count as sneak attacks only if the target is within 30 feet. A rogue can't strike with deadly accuracy from beyond that range. With a sap (black­jack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.
A rogue can sneak attack only living creatures with discernible anatomies — undead, constructs, oozes, plants and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works and bypass it (with her party) without dis­arming it.
Evasion: A rogue of 2nd level and higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a Fireball), she instead takes no damage. Evasion can be used only if a rogue is wearing light armor or no armor. A helpless rogue (such as the one who is unconscious or para­lyzed) does not gain the benefit of evasion.
Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level. Trap bonuses gained from multiple classes stack.
Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has Uncanny Dodge from a second class, the character automatically gains Improved Uncanny Dodge instead and the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank the character.
Special Abilities
On attaining 10th level, a rogue gains a special ability of her choice from among Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery and Slippery Mind.
Crippling Strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes two points of Strength damage. Ability points lost to damage return on their own at the rate of one point per day for each dam­aged ability.
Defensive Roll: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the dam­age. To use this ability, the rogue must attempt a Reflex saving throw.
If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll — if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a Fireball, henceforth she takes only half damage on a failed save. A helpless rogue (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so adept in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she receives a +2 bonus on her Intelligence modifier.
Slippery Mind: This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slip­pery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again one round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
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Sorcerer
Sorcerers create magic the way a poet creates poetry, with inborn talent honed by practice. They have no books, no theories, no mentors — just raw power that they direct at will. Some sorcerers claim that the blood of dragons courses through their veins. This claim may be true in some cases, although many hold that the claim is either an unsubstantiated boast or envious gossip.
Characteristics: Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. They can cast spells more often than wizards and have no need to select and prepare their spells ahead of time.
Alignment: Any. Sorcery favors the free, chaotic, creative spirit over the disci­plined mind, so sorcerers tend slightly towards chaos over law. Otherwise, sorcer­er alignment varies considerably.
Other Classes: Sorcerers find that they have the most in common with members of other largely self-taught classes, such as druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, such as paladins and monks. Since they cast the same spells as wizards, but do so in a dif­ferent way, they sometimes find themselves in competition with wizards.
Role: A sorcerer tends to define her role based on spell selection. A sorcerer who focuses on damage-dealing spells becomes a center of the party’s offensive power, while another sorcerer that relies on charms or illusions will take a quieter role. A party with a sorcerer should strongly consider a second spellcaster to make up for a sorcerer’s lack of versatility. Since sorcerers rely on their charismatic presence when interacting with others, they often serve as the “face” for an adventuring party.
Abilities: Charisma determines a sorcerer’s spell power, how many spells she can cast per day and how difficult those spells are to resist. Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.
Hit Die: d4
Class Skills
• Bluff, Concentration and Spellcraft.
• Skill Points at 1st Level: (2 + Int modifier)
• Skill Points at Each Additional Level: 2 + Int modifier.
4.
The Sorcerer
Level Base Attack Fort Ref Will Special
Bonus Save Save Save
1st +0 +0 +0 +2 Summon Familiar
2nd +1 +0 +0 +3
3rd+1 +1+1+3
4th +2 +1 +1 +4
5th +2 +1 +1 +4
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7
Class Features
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail (if those spells have somatic components).
Spells: A sorcerer casts arcane spells. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. A sorcerer’s base daily spell allotment is given in the following table. Spell Level represents the vertical columns and Caster Level corresponds with the horizontal rows.
Sorcerer Spells per Day
Spell Level 012345
Caster Level
1st 5 3 ————
2nd 6 4 ————
3rd 6 5 ————
4th 6 6 3
5th 6 6 4
6th 6653——
7th 6664——
8th 66653—
9th 66664—
10th 666653
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A sorcerer’s selection of spells is extremely limited. A sorcerer initially knows four 0-level spells (also called cantrips) and two 1st-level spells. At each new level, she gains one or more new spells, as indicated in the following table:
Sorcerer Spells Known
Spell Level 012345
Caster Level
1st 4 2 ————
2nd 5 2 ————
3rd 5 3 ————
4th 6 3 1
5th 6 4 2
6th 7421——
7th 7532——
8th 85321—
9th 85432—
10th 954321
Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and serves as a companion and a servant.
The sorcerer chooses the kind of familiar she gets. As the sorcerer advances in level, her familiar also increases in power.
As a magical companion, a familiar grants certain special abilities to its master. Because of the familiar’s potential vulnerability to harm, the magical animal will stay at the sorcerer’s side at all times.
Sorcerer Familiars
Familiar Special
Bat Master gains a +3 bonus on Listen checks
Cat Master gains a +3 bonus on Move Silently checks
Hawk Master gains a +3 bonus on Spot checks
Lizard Master gains a +2 bonus on Will save checks
Owl Master gains a +3 bonus on Spot checks
Rat Master gains a +2 bonus on Fortitude checks
Raven Master gains a +3 bonus on Appraise checks
Snake Master gains a +3 bonus on Bluff checks
Toad Master gains a +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
Wizard
A few unintelligible words and fleeting gestures carry more power than a bat­tleaxe, when they are the words and gestures of a wizard. These simple acts make magic seems easy, but they only hint at the time the wizard must spend poring over his spellbook in preparation and the years spent in apprenticeship to learn the arts of magic. For wizards, magic is not a talent, but a difficult, rewarding art.
Characteristics: The wizard’s strength is his spells. Everything else is secondary. He learns new spells as he explores and grows in experience.
Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in his chosen field, but it denies him access to some of the spells that lie outside that field. You must choose specialization during charac­ter creation and once chosen, it can never be changed.
Like a sorcerer, a wizard can call a familiar—a small, magical animal companion that serves him.
Alignment: Any. Overall, wizards show a slight tendency toward law over chaos, because the study of magic rewards those who are disciplined. Illusionists and transmuters, however, are masters of deception and change, respectively. They favor chaos over law.
Other Classes: Wizards prefer to work with members of other classes. They love to cast their spells from behind strong fighters, to “magic up” rogues and send them out to scout and to rely on the divine healing of clerics. They may find members of certain classes (such as sorcerers, rogues and bards) to be not quite serious enough, but they’re usually not judgmental.
Role: The wizard’s role depends somewhat on his spell selection, but most wiz­ards share certain similarities in function. They are among the most offensively minded of the spellcasting classes, with a broad range of options available for neutralizing enemies.
Abilities: Intelligence determines a wizard’s spell power, how many spells she can cast per day and how difficult those spells are to resist. A high Dexterity score is helpful for a wizard, who typically wears little or no armor, because it provides her with a bonus to Armor Class. A good Constitution score gives a wizard extra hit points.
Hit Die: d4
Class Skills
• Bluff, Concentration and Spellcraft.
• Skill Points at 1st Level: (2 + Int modifier)
• Skill Points at Each Additional Level: 2 + Int modifier.
4.
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The Wizard
Level Base Attack Fort Ref Will Special
Bonus Save Save Save
1st +0 +0 +0 +2 Summon Familiar, Scribe Scroll
2nd+1 +0+0+3
3rd+1 +1+1+3
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Bonus feat
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Bonus feat
Class Features
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow and quarterstaff. Wizards are not proficient with any type of armor or with shields. Armor of any type interferes with a wizard's move­ments, which can cause his spells to fail (if those spells have somatic components).
Spells: A wizard casts arcane spells. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day.
Wizard Spells per Day
Spell Level 012345
Caster Level
1st 3 1 ————
2nd 4 2 ————
3rd 421———
4th 4 3 2
5th 4321——
6th 4332——
7th 44321—
8th 44332—
9th 444321
10th 444332
Unlike a bard or sorcerer, a wizard may know any number of spells, but he must choose and prepare his spells ahead of time. In the game, you choose the spells you want your wizard to memorize when your party rests.
Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can; see the Sorcerer Familiars on page 66 for details.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. This feat enables him to create magic scrolls.
Bonus Feats: At 5th and 10th level, a wizard gains a bonus feat.
Multiclass Characters
When you level up, you may add a new class to your character, which is known as multiclassing. When you add a new class, you gain hit points for that new class based on its hit dice and you add its base attack bonus and saving throw bonuses to your existing ones. Skills are gained as the new class with respect to class and cross-class skills and all new class features and feats are added as a mem­ber of the new class.
There is no limit to the number of classes a character may have, but the levels in all classes must be within one level of each other, or the character will suffer a 20 percent experience penalty. However, a racially favored class does not count against the character when determining if the 20 percent XP penalty applies. For example, a gnome that is 4th-level rogue/2nd-level bard does not receive a penalty because he ignores his bard class. But a gnome that is a 4th-level rogue/2nd-level bard/2nd-level fighter would receive the penalty, since his rogue class is two higher than his fighter class.
A multiclass character’s level is the sum of all of his classes. So a 3rd-level rogue/4th-level wizard is a level 7 character. However, for arcane spell casting purpose, his caster level is still 4.
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Skills
Skills Summary
In D&D, skills are character abilities that can be improved as the character gains levels. You boost a character’s skill by adding points to it during level up and character creation. For class skills (marked with a “C” in the table), one skill point purchases one rank in that skill. For cross-class skills (marked with a “cc” in the table), two skill points purchase one rank in the skill.
Some skills can be used untrained, meaning a character does not have to possess any ranks to attempt to use the skill, while others require at least one point to have been spent in the skill in order to use it. However, a character may not have more ranks in a class skill than 3 + his level, or half that number for a cross-class skill.
Using Skills
Skills are normally checked against a Difficulty Class (DC), which requires that a character’s skill level meets or exceeds the DC value in order to succeed. Skill level is the sum of rank, plus any modifier from the skill’s key ability, plus any miscella­neous modifiers such as racial bonuses, armor check penalties, or bonus from feats. For some skills, such as Diplomacy, the skill level is checked directly against the DC. For others, such as Tumble, a random 1d20 is added to the skill level each time it is checked, so that success is not always a matter of exceeding the DC.
Some skills, including both Tumble and Diplomacy, are used passively, meaning the game will check their success automatically when appropriate. Other skills, like Open Lock, are used actively and you must select them from the Radial Menu under the Skills tab. A few skills, like Search, are used both ways, as a pas­sive check when characters are close to a secret door or trap and as an active check when you specifically search an area.
Some skills are used to oppose other skills. When you use the Hide skill, oppo­nents will use their Spot skill to attempt to see your hidden character. Similarly, when your character tries to Move Silently, opponents will use their Listen skill.
Some skills provide synergies with other skills, in that a high rank in the skill will provide a bonus to skill checks of other skills.
Skill Synergies
Five or more ranks in… Gives a +2 bonus on…
Bluff Diplomacy checks
Bluff Intimidate checks
Bluff Sleight of Hand checks
Search Survival checks when following tracks
Sense Motive Diplomacy checks
Spellcraft Use Magic Device checks involving scrolls
Use Magic Device Spellcraft checks to decipher spells on scrolls
Some skills allow player characters to help each other to succeed. Usually, this works by having the selected character perform the skill using his skill level and any other character who helps makes a skill check against a DC of 10 and if suc­cessful, they add a +2 bonus to selected character’s skill level. These skills are called out below.
Skills
Skills Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Untrained Key
Appraise cc C cc cc cc cc cc cc C cc cc Yes Int
Bluff cc C cc cc cc cc cc cc C C cc Yes Cha
Concen- cc C C C cc CCCccCCYes Con
-tration
Diplomacy
Disable cc cc cc cc cc cc cc cc C cc cc No Int Device
Gather cc C cc cc cc cc cc cc C cc cc Yes Cha Information
Heal ccccC C ccccCCccccccYes Wis
Hide ccCccccccCccC C ccccYes Dex*
Intimidate C cc cc cc C cc cc cc C cc c c Yes Cha
Listen C C cc C cc C cc C C cc cc Yes Wis
Move ccCccccccC ccCC ccccYes Dex* Silently
Open cc cc cc cc cc cc cc cc C cc cc No Dex Lock
Perform cc C cc cc cc C cc cc C cc cc Yes Cha
Search cc cc cc cc cc cc cc C C cc cc Yes Int
Sense cc C cc cc cc C C cc C cc cc Yes Wis Motive
Sleight cc C cc cc cc cc cc cc C cc cc No Dex* of Hand
Spellcraft cc C C C cc cc cc cc cc C C No Int
Spot cc cc cc C cc C cc C C cc cc Yes Wis
Survival C cc cc C cc cc cc C cc cc cc Yes Wis
Tumble cc C cc cc cc C cc cc C cc cc No Dex*
Use Magic cc C cc cc cc cc cc cc C cc cc No Cha Device
cc C C C cc C C cc C cc cc Yes Cha
C: class skills cc: cross-class skills
*Armor check penalty applies to checks
Ability
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Skill Descriptions
Appraise (Int)
Use this skill to tell an antique from junk, an old fancy sword from an elven heir­loom and high-quality jewelry from cheap imitations. In the game, the displayed values for items that appear in the bartering interfaces will be modified depending upon your character’s level of expertise (or rank) in Appraise. A high Appraise skill lets your character purchase items for less money and in turn, sell items for more profit.
Bluff (Cha)
You can make the outrageous or the untrue seem plausible. Bluff encompasses acting, conning, fast-talking, misdirection and misleading body language. A Sense Motive check allows an NPC to determine if your character is bluffing. Bluff can also be used to feint an opponent in combat.
Within the dialog, some lines will have a DC that your character’s skill level must equal or exceed in order to be successful. In the event that his skill level does beat the DC, a line of dialog will appear with an icon, acknowledging his superior ability in that skill. Selecting the line will draw you into an appropriate course of conversation.
Concentration (Con)
You are particularly good at focusing your mind. Spellcasters must make a con­centration check whenever they take damage while casting a spell, to determine whether the spell is disrupted. A spellcaster may be vulnerable to damage while casting a spell through attacks of opportunity or while readying an action. The higher her Concentration rank, the more likely she will be successful in casting a spell, even under duress.
Diplomacy (Cha)
Diplomacy encompasses etiquette, social grace, tact and a way with words when speak­ing with NPCs. This skill represents the ability to give others the right impression.
Like other dialog skills, true success regarding Diplomacy in the game is depend­ent upon skill level. Within the dialog, some lines will have a DC that your character’s skill level must equal or exceed in order to be successful. In the event that your character’s skill level does beat the DC, a line of dialog will appear with an icon, acknowledging superior ability in that skill. Selecting the line will draw you into an appropriate course of conversation.
Disable Device (Int)
Use this skill to attempt to disarm a trap on a chest or door. The Disable Device skill check determines if your character’s skill level is higher or lower than the DC of the trap that you are trying to disable. If this skill check succeeds, the trap is deactivated. A character must be aware of a trap in order to disable it. If the Disable Device skill check fails by 4 or more, the trap will be triggered. Otherwise, the skill check may be used indefinitely.
Rogues can disarm magical traps against a DC of 25 + the spell level of the magic used to create it.
Gather Information (Cha)
Gather Information is the key skill used to attain rumors, find out local gossip and collect general knowledge from others throughout the game. It can be used in conversations with NPCs to open up new avenues of dialog.
In Temple of Elemental Evil, the quality of information and rumors that you obtain from others is directly related to your character’s Gather Information skill level — the higher the skill level, the juicier the rumor or the more interesting and helpful the information. Regardless of skill level, you will be asked to pay a standard fee for any information you accumulate.
The game has several different story-states and in each story there are different levels of success in gathering information. If you return to a story in which you had previously had little success after bumping up your character’s skill level, you might find the situation to be much improved. There are many avenues of dialog that Gather Information can open for you.
Heal (Wis)
Use this skill to keep a badly wounded friend from dying. Heal can only be used for a dying creature. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), a character with the Heal skill can make him stable. A character can be healed if the Heal check succeeds against a DC of 15. A stable character is unable to regain hit points on his own but will no longer lose any hit points.
Hide (Dex)
Use this skill to sink back into the shadows and proceed unseen. A hostile charac­ter may not detect your character if she is skilled at Hide. Characters can use Hide (and Move Silently) to enter “sneak” mode. A successful attempt at using Hide is opposed by the Spot skill check of anyone who might be able to see you.
Intimidate (Cha)
Intimidate can be used in the same way as other social skills, such as Diplomacy, but be aware that NPCs may not warm to you in the same manner. Your charac­ters may use this skill to get a bully to back down, frighten an opponent, or to more forcefully obtain information.
In the game, some lines of dialog will have a DC that your character’s skill level must equal or exceed in order to be successful. In the event that your character’s skill level does beat the DC, a line of dialog will appear with an icon, acknowl­edging superior ability in that skill. Selecting the line will draw you into an appropriate course of conversation.
Listen (Wis)
Use a Listen check to try to hear enemies approaching through a door or in a nearby room. It can alert you to the presence of enemies, taking away surprise rounds (for example, the enemy could surprise your character, but she succeeds in making the Listen check and manages to avoid a surprise round), or possibly even give your party a surprise round (in turn, you are able to surprise the enemy). Listen is used as the opposed check for Move Silently.
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Move Silently (Dex)
As with Hide, you use this skill to remain undetected by an enemy while moving. If you are unsuccessful at making your character’s skill check against an opposing Listen check, your character will be heard and the enemy will see him.
Open Lock (Dex)
You can pick all kinds of locks with this skill. Your skill rank in using Open Lock is pitted against the DC of the lock (or the lock's difficulty). If successful, the lock is picked (and will never again be locked). This skill check can be used repeatedly, but it can only be used if trained in it.
Perform (Cha)
Perform is used solely for the purpose of increasing bardic music abilities. This skill is not recommended for use by any class other than bards.
Search (Int)
You can find secret doors and simple traps by searching. This skill does not allow a character to find complex traps unless he or she is a rogue. Search lets charac­ters discern some small details or irregularity through active effort, while Spot lets the character notice something, such as a hiding rogue.
A concentrated Search skill check is available via the Skills tab in the Radial Menu. This skill check will result in an automatic 20 ("take 20"), including help from any party members who can successfully complete a skill check of DC 10 (rolled automatically in the game). Those party members who were successful in making the Search check would help through gaining a +2 bonus. However, only rogues can find magical traps (which always have DC 20+).
There is also a passive search conducted when “using” any container or portal that contains an unnoticed trap. This passive search will discontinue the “use” if it successfully finds a trap. If unsuccessful, the trap will go off.
This skill check can be retried indefinitely.
Sense Motive (Wis)
Sense Motive is a dialog skill that enables your character to perceive whether an NPC is lying or not. It is generally performed against the NPC's Bluff skill.
Within the dialog, some lines will have a DC that your character’s Sense Motive skill level must equal or exceed in order to be successful. In the event that your character’s skill level does beat the DC, a line of dialog will appear with an icon, acknowledging superior ability in that skill. For Sense Motive, if the line even appears at all, you automatically recognize that the NPC is lying. If you choose to select that line and begin a dialog exchange, this selection means that you call the NPC on his or her Bluff attempt.
Sleight of Hand (Dex)
This skill is used for the basic purposes of pickpocketing. When you use this skill under close observation, your character’s skill check is opposed by the observer's Spot check. The observer's success doesn't prevent your character from perform­ing the action, just from doing it unnoticed.
If your character tries to take something from another creature, you must make a DC 20 Sleight of Hand check. The opponent makes a Spot check to detect the attempt, opposed by the same Sleight of Hand check result you achieved when you tried to grab the item.
Sleight of Hand can only be used if trained and Armor Check penalties apply.
Spellcraft (Int)
This skill enables a spellcaster to recognize a spell that is cast by an enemy spell­caster. Wizards use it to scribe scrolls into their spellbooks. Spellcraft will also allow your character to automatically counter a specific known spell.
Spot (Wis)
Use this skill to spot unnoticed creatures. Spot is used solely as an opposed check against Hide and is rolled automatically to determine success or failure.
Survival (Wis)
If your character’s Survival skill is high enough, you are able to avoid random encounters while traveling on the world map. You will have the choice of whether to avoid the random encounters or confront them, depending on what your character detects.
For example, if the character’s skill rank equals or exceeds the CR, you are shown an interface that presents the creatures involved in the random encounter. You are given the choice to enter the encounter or skip it entirely. If the skill rank is less then the CR of the encounter, the random encounter will simply begin.
Tumble (Dex)
You can use this skill to move through an enemy square or move to avoid an attack of opportunity. The Tumble skill check is automatically rolled when:
• Movement draws an attack of opportunity.
• The moving player has at least one point in Tumble.
• The mover is not wearing medium or heavy armor (does not apply to dwarves).
If the Tumble check succeeds, no attack of opportunity is allowed.
Use Magic Device (Cha)
Use this skill to activate a magic device, including scrolls and wands that a char­acter could not otherwise activate. A Use Magic Device check is automatically rolled when attempting to use such magic items, if the normal prerequisites for using the item are not met.
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Feats
Feats are additional abilities you can select for your character. Like skills, feats are selected when you create a character or that character gains a level. Unlike skills, feats are not purchased with points, do not have ranks and have prerequisites that must be met before you can select them.
There are 79 feats in the game.
Feats
General Feats Prerequisite
Acrobatic
Alertness
Armor Proficiency (Light) —
Armor Proficiency (Medium) Armor Proficiency (Light)
Armor Proficiency (Heavy) Armor Proficiency (Medium)
Augment Summoning Spell Focus (Conjuration)
Blind-Fight
Cleave Str 13, Power Attack
Combat Casting
Combat Expertise Int 13
Combat Reflexes
Deflect Arrows Dex 13, Improved Unarmed Strike
Diehard Great Fortitude
Dodge Dex 13
Exotic Weapon Proficiency* Base attack bonus +1, (plus Str 13 for bastard sword or dwar-
ven war axe)
Extra Turning** Ability to turn or rebuke creatures
Great Cleave Str 13, Cleave, Power Attack, base attack bonus +4
Great Fortitude
Greater Spell Focus* Spell Focus
Greater Spell Penetration Spell Penetration
Greater Weapon Focus* Proficiency with selected weapon, Weapon Focus w/ selected
weapon, fighter level 8th
Improved Counterspell
Improved Critical* Proficient with weapon, base attack bonus +8
Improved Feint Int 13, Combat Expertise
Improved Initiative
Improved Trip Int 13, Combat Expertise
Feats Cont.
General Feats Prerequisite
Improved Turning Ability to turn or rebuke creatures
Improved Two-Weapon Dex 17, Two-Weapon Fighting, base attack bonus +6 Fighting
Improved Unarmed Strike —
Investigator
Iron Will
Lightning Reflexes
Magical Aptitude
Manyshot Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Martial Weapon Proficiency* —
Maximize Spell
Mobility Dex 13, Dodge
Natural Spell Wis 13, wild shape ability
Negotiator
Nimble Fingers
Persuasive
Point Blank Shot
Power Attack Str 13
Precise Shot Point Blank Shot
Quick Draw Base attack bonus +1
Rapid Reload Weapon Proficiency (crossbow type chosen)
Rapid Shot Dex 13, Point Blank Shot
Self-Sufficient
Shield Proficiency
Shot on the Run Dex 13, Dodge, Mobility, Point Blank Shot, base attack
bonus +4
Simple Weapon Proficiency —
Skill Focus*
Snatch Arrows Dex 15, Deflect Arrows, Improved Unarmed Strike
Spell Focus*
Spell Penetration
Spring Attack Dex 13, Dodge, Mobility, base attack bonus +4
Stealthy
Stunning Fist Dex 13, Wis 13, Improved Unarmed Strike, base attack
bonus +8
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Feats Cont.
General Feats Prerequisite
Toughness**
Track Survival
Two-Weapon Defense Dex 15, Two-Weapon Fighting
Two-Weapon Fighting Dex 15
Weapon Finesse* Base attack bonus +1, proficiency with selected weapon
Weapon Focus* Proficiency with selected weapon, base attack bonus +1
Weapon Specialization* Proficiency with selected weapon, fighter level 4, Weapon
Whirlwind Attack Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring
Item Creation Feats Prerequisite
Brew Potion Caster level 3rd
Craft Magic Arms and Armor Caster level 5th
Craft Rod Caster level 9th
Craft Wand Caster level 5th
Craft Wondrous Item Caster 3rd level
Scribe Scroll Caster level 1st
Metamagic Feats Prerequisite
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell
Focus with selected weapon
Attack, base attack bonus +4
* You can gain this feat multiple times. Its effects do not stack. Each time you take the
feat, it applies to a new weapon, skill, school of magic or selection of spells. ** You can gain this feat multiple times. Its effects stack.
Feat Descriptions
Most feats are general feats, meaning any character can acquire them if they meet the prerequisites. Some feats are item-creation feats, which allow spellcasters to create magic items and some feats are metamagic feats, which allow spellcasters to modify spells they can cast so that they perform differently (such as casting silently or as a free action). Still other feats can be selected by fighters as their bonus fighter feats.
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Acrobatic [General]
You have excellent body awareness and coordination.
Benefit: +2 bonus on all Sleight of Hand and Tumble checks.
Alertness [General]
You have finely tuned senses.
Benefit: +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the benefit of the Alertness feat whenever
the familiar is within arm's reach.
Armor Proficiency (Light) [General]
You are proficient with light armor.
Benefit: When you wear a type of armor with which you are proficient, the AC penalty for the armor applies only to Hide, Move Silently and Tumble checks.
Special: All characters except wizards, sorcerers and monks automatically have Armor Proficiency (Light) as a bonus feat.
Armor Proficiency (Medium) [General]
You are proficient with medium armor.
Benefit: When you wear a type of armor with which you are proficient, the AC penalty for the armor applies only to Hide and Move Silently checks.
Special: Fighters, barbarians, paladins, clerics, druids and bards automatically have Armor Proficiency (Medium) as a bonus feat.
Armor Proficiency (Heavy) [General]
You are proficient with heavy armor.
Benefit: When you wear a type of armor with which you are proficient, the AC penalty for the armor applies only to Hide and Move Silently checks.
Special: Fighters, paladins and clerics automatically have Armor Proficiency (Heavy) as a bonus feat.
Augment Summoning [General]
Your summoned creatures are more powerful than normal.
Benefit: Any creature you conjure with a Summon spell gains a +4 enhancement bonus to Strength and Constitution.
Blind-Fight [General]
You know how to fight in melee without being able to see your foes.
Benefit: In melee, if you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
Special: The Blind-Fight feat is of no use against a character that is the subject of a Blink spell.
A fighter may select Blind-Fight as one of his bonus feats.
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An invisible attacker gets no advantages related to hitting you in melee — you don't lose your Dexterity bonus to AC and the attacker doesn't get the +2 bonus for being invisible. However, the invisible attacker's bonuses still apply for ranged attacks.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduce your speed to three-quarters of what it would normally be, instead of one-half.
Normal: For invisible attackers trying to hit you, regular attack roll modifiers do apply and you lose your Dexterity bonus to AC. Speed reduction for darkness and poor visibility also applies.
Brew Potion [Item Creation]
You can create potions that contain spells.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. Whoever drinks the potion is the target of the spell.
The base price of a potion is: its spell level potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. Any potion that stores a spell with a costly mate­rial component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
its caster level 50 gp. To brew a
Cleave [General]
You can follow through with powerful blows.
Benefit: If you cause enough damage to a creature to make it drop below 0 hit points or kill it, you get an immediate, extra melee attack against another crea­ture within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Special: A fighter may select Cleave as one of his bonus feats.
Combat Casting [General]
You are adept at casting spells in combat.
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Combat Expertise [General]
You are trained at using your combat skill for defense as well as offense.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your AC. This number may not exceed your base attack bonus. The changes to attack rolls and AC last until your next action.
Special: A fighter may select Combat Expertise as one of his fighter bonus feats.
Normal: A character without the Combat Expertise feat can fight defensively
while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to AC.
Combat Reflexes [General]
You can respond quickly and repeatedly to opponents who let their defenses down.
Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dex of 15 can make a total of three attacks of opportunity in one round — the one attack of opportunity any character is entitled to, plus two more because of the fighter's +2 Dex bonus. Likewise, if four goblins move out of the fighter's threatened squares, he can make an attack of opportunity against three of them. You can still only make one attack of opportunity per actual opportunity.
You may also make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
A fighter may select Combat Reflexes as one of his bonus feats.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Craft Magic Arms and Armor [Item Creation]
You can create magic weapons, armor and shields.
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor or shield takes one day for each 1,000 gp in the price of its magical features. To enhance any of the above items, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor or shield enhanced must be a masterwork item that you pro­vide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials and half the time that it would take to craft that item.
Craft Rod [Item Creation]
You can create magic rods that have varied magical effects.
Benefits: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod's base price.
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Craft Wand [Item Creation]
You can create wands that cast spells.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
the spell level 750 gp. To craft a wand, you must
Craft Wondrous Item [Item Creation]
You can create a wide variety of magic items, such as Gauntlets of Dexterity or Dust of Disappearance.
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, raw materials and time that it would take to craft that item.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.
Deflect Arrows [General]
You can deflect incoming arrows, as well as bolts, spears and other projectile or thrown weapons.
Benefit: You must have at least one hand free to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage. You must be aware of the attack and not be flat-footed. Ranged weapon, such as boulders hurled by giants, or ranged attacks generated by spell effects, such as Melf’s Acid Arrow, can’t be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.
A fighter may select Deflect Arrows as one of his bonus feats.
Diehard [General]
You can remain conscious after attacks that would fell others.
Benefit: When reduced to between –1 and –9 hit points, you automatically stabilize.
When using this feat, you can take either a single move or standard action each turn, but not both and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action, you take one point of damage after completing the act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between –1 and –9 hit points is rendered unconscious and dying.
Dodge [General]
You are adept at dodging blows.
Benefit: During your action, Dodge will give you a +1 bonus against the first monster to attack you in a round.
A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose Dodge bonuses. Also, Dodge bonuses (such as this one and a dwarf's racial bonus on Dodge attempts against giants) stack with each other, unlike most other bonuses.
Special: A fighter may select Dodge as one of his bonus feats.
Empower Spell [Metamagic]
You can cast spells to greater effect.
Benefit: All variable, numeric effects of an empowered spell are increased by one­half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets and so forth, as appropriate. For example, an empowered Magic Missile deals 1.5 damage (roll 1d4+1 and multiply the result by 1.5 for each missile). Saving throws and opposed rolls (such as the one you make when you cast Dispel Magic) are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
its normal
Enlarge Spell [Metamagic]
You can cast spells farther than normal.
Benefit: You can alter a spell with a range of close, medium or long to double the range of the spell. An enlarged spell uses up a spell slot one level higher than the spell’s actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
Exotic Weapon Proficiency [General]
Choose an exotic weapon, such as the bastard sword or shuriken. You understand how to use that type of exotic weapon in combat.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient
takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
A fighter may select Exotic Weapon Proficiency as one of his bonus feats.
Extend Spell [Metamagic]
You can cast spells that last longer than normal.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
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Extra Turning [General]
You can turn or rebuke creatures more often than normal.
Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature (such as a good-aligned cleric with access to the Fire domain, who can turn undead and water creatures and can also rebuke fire creatures), each of your turning or rebuk­ing abilities gain four additional uses per day.
Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.
Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
Great Cleave [General]
You can wield a melee weapon with such power that you can strike multiple times when you fell your foes.
Benefit: This feat works like Cleave, except that there is no limit to the number of times that you can use it per round.
Special: A fighter may select Great Cleave as one of his bonus feats.
Great Fortitude [General]
You are tougher than normal.
Benefit: You get a +2 bonus on all Fortitude saving throws.
Greater Spell Focus [General]
Choose a school of magic to which you have already applied the Spell Focus feat. Your spells of that school are now even more potent than before.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.
Greater Spell Penetration [General]
Your spells are remarkably potent, breaking through spell resistance more readily than normal.
Benefit: You get a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.
Greater Weapon Focus [General]
Choose one type of weapon, such as greataxe, for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are especially good at using this weapon.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.
Heighten Spell [General]
You can cast a spell as if it were a higher-level spell than it actually is.
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. For example, a cleric could prepare Hold Person as a 4th-level spell (instead of a 2nd-level spell) and it would in all ways be treated as 4th-level spell.
Improved Counterspell [General]
You understand the nuances of magic to such an extent that you can counter your opponent's spells with great efficiency.
Benefit: When countering spells, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
Improved Critical [General]
Choose one type of weapon, such as a longsword or greataxe. With that chosen weapon, you know how to hit where it hurts.
Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical hit on a roll of 19–20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17–20 (four numbers).
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon (such as the Keen Edge spell).
A fighter may select Improved Critical as one of her bonus feats.
Improved Feint [General]
You are skilled at misdirecting your opponent's attention in combat.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
A fighter may select Improved Feint as one of her bonus feats.
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Improved Initiative [General]
You can react more quickly than normal in a fight.
Benefit: You get a +4 bonus on initiative checks.
Special: A fighter may select Improved Initiative as one of his bonus feats.
Improved Trip [General]
You are trained not only in tripping opponents safely but also in following through with an attack.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if he does not meet the prerequisites.
Improved Turning [General]
Your turning or rebuking attempts are more powerful than normal.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.
Improved Two-Weapon Fighting [General]
You are an expert in fighting two-handed.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can get only a single extra attack with an off­hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style is treated as hav­ing Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Improved Unarmed Strike [General]
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed — that is, you do not provoke attacks of opportunity from armed opponents when attacking them while unarmed. However, you still get an attack of opportunity against any oppo­nent who makes an unarmed attack on you.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike and you can deal only nonlethal damage with such an attack.
Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level.
A fighter may select Improved Unarmed Strike as one of her bonus feats.
Investigator [General]
You have a knack for finding information.
Benefit: You get a +2 bonus on all Gather Information checks and Search checks.
Iron Will [General]
You have a stronger will than normal.
Benefit: You get a +2 bonus on all Will saving throws.
Lighting Reflexes [General]
You have faster-than-normal reflexes.
Benefit: You get a +2 bonus on all Reflex saving throws.
Magical Affinity [General]
You have a knack for magical endeavors.
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
Manyshot [General]
You can fire multiple arrows as a single attack against a nearby target.
Benefit: As a standard action, you may fire two arrows at a single opponent with­in 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see the Special section).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 on the third arrow and –8 on the fourth).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
Martial Weapon Proficiency [General]
Choose a type of martial weapon, such as a longbow. You understand how to use that type of martial weapon in combat.
Use this feat to expand the list of weapons with which you are proficient beyond the basic list in your class description.
Benefit: You make attack rolls with the selected weapon normally.
Normal: When using a weapon with which you are not proficient, you take a –4
penalty on attack rolls.
Special: Barbarians, fighters, paladins and rangers are automatically proficient with all martial weapons.
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You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity's favored weapon as a bonus feat, if the weapon is a martial one.
Maximize Spell [Metamagic]
You can cast spells to maximum effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maxi­mized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to a maximum of 60 points of damage at 10th caster level). Saving throws and opposed rolls (such as the one you make when you cast Dispel Magic) are not affected, nor are spells without random variables. A maximized spells uses up a spell slot three levels higher than the spell's actual level.
An empowered, maximized spell gains the separate benefits of each feat: the max­imum result plus one-half the normally rolled result. An empowered, maximized fireball cast by a 10th-level wizard deals points of damage equal to 60 plus one­half of 10d6.
Mobility [General]
You are skilled at dodging past opponents and avoiding blows.
Benefit: You get a +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most types of bonuses.
Natural Spell [General]
You can cast spells while in a wild shape.
Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them and you do not gain the ability to speak while in a wild shape.
Negotiator [General]
You are good at gauging and swaying attitudes.
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.
Nimble Fingers [General]
You are adept at manipulating small, delicate objects.
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.
Persuasive [General]
You have a way with words and body language.
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.
Point Blank Shot [General]
You are skilled at making well-placed shots with ranged weapons at close range.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.
Power Attack [General]
You can make exceptionally powerful melee attacks.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. (If you attack with a two-handed weapon that isn't a double weapon, add twice this number instead). This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
You can't use Power Attack with a light weapon.
Special: A fighter may select Power Attack as one of her bonus feats.
Precise Shot [General]
You are skilled at timing and aiming ranged attacks.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Special: A fighter may select Precise Shot as one of his bonus feats.
Quick Draw [General]
You can draw weapons with startling speed.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.
A character that has this feat may throw weapons at her full normal rate of attacks (much like a character with a bow).
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Special: A fighter may select Quick Draw as one of his bonus feats.
Quicken Spell [Metamagic]
You can cast a spell with a moment's thought.
Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than one full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quick­ened spell doesn't provoke an attack of opportunity.
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Rapid Reload [General]
Choose a type of crossbow (light or heavy). You can reload a crossbow of that type more quickly than normal.
Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a light crossbow) or a move action (for a heavy cross­bow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for light crossbow, you may fire that weapon as many times in a full attack action as if you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a light cross­bow, or a full-round action to reload a heavy crossbow.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.
A fighter may select Rapid Reload as one of her bonus feats.
Rapid Shot [General]
You can use ranged weapons with exceptional speed.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.
Special: A fighter may select Rapid Shot as one of his bonus feats.
A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light armor or no armor.
Scribe Scroll [Item Creation]
You can create scrolls, from which you or another spellcaster can cast the scribed spells.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level
its caster level 25 gp. To scribe a scroll, you must spend 1/25 of this
base price in XP and use raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
Self-Sufficient [General]
You can take care of yourself in harsh environments and situations.
Benefit: You get a +2 bonus on all Heal checks and Survival checks.
Shield Proficiency [General]
You are proficient with bucklers, small shields and large shields.
Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you take
the shield's AC penalty on attack rolls and on all skill checks that involve moving.
Special: Barbarians, bards, clerics, druids, fighters, paladins and rangers automat­ically have Shield Proficiency as a bonus feat.
Shot on the Run [General]
You are highly trained in skirmish ranged weapon tactics.
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Special: A fighter may select Shot on the Run as one of her bonus feats.
Silent Spell [Metamagic]
You can cast spells silently.
Benefit: A silent spell can be cast with no verbal components. Spells without ver­bal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.
Simple Weapon Proficiency [General]
You understand how to use all types of simple weapons in combat.
Benefit: You make attack rolls with simple weapons normally.
Normal: When using a weapon with which you are not proficient, you take a –4
penalty on attack rolls.
Special: All characters except for druids, monks, rogues and wizards are automat­ically proficient with all simple weapons.
Skill Focus [General]
Choose a skill, such as Move Silently, etc. You have a special knack with that skill.
Benefit: You get a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time
you take the feat, it applies to a new skill.
Snatch Arrows [General]
You are adept at grabbing incoming arrows, as well as crossbow bolts, spears and other projectile or thrown weapons.
Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.
You must have at least one hand free to use this feat.
Special: A fighter may select Snatch Arrows as one of his bonus feats.
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Spell Focus [General]
Choose a school of magic, such as Illusion. Your spells of that school are more potent than normal.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it apples to a new school of magic.
Spell Penetration [General]
Your spells are especially potent, breaking through spell resistance more readily than normal.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Spring Attack [General]
You are trained in fast melee attacks and fancy footwork.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attack of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
You must move at least five feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Special: A fighter may select Spring Attack as one of his bonus feats.
Stealthy [General]
You are particularly good at avoiding notice.
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.
Still Spell [Metamagic]
You can cast spells without gestures.
Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.
Stunning Fist [General]
You know how to strike opponents in vulnerable areas.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for one round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack once per monk level per day.
A fighter may select Stunning Fist as one of her bonus feats.
Toughness [General]
You are tougher than normal.
Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times. Its effects stack.
Track [General]
You can identify different types of creatures (e.g. elementals) and the general direction in which they are traveling.
Benefit: Your ability to find tracks or follow them is dependent upon your rank, or the amount of skill points you have, in Survival. If your rank in Survival is greater than or equal to the creature's CR, you are able to see the direction and the creature type. Tracks of repeated creature types are not visible to you; for example, if there are two sets of human tracks, you see only one of them. You can identify a maximum of five creature or monster types.
Normal: Without this feat, you will not be able to tell the general direction of a creature, nor will you be able to identify its type.
Special: A ranger automatically has Track as a bonus feat.
Two-Weapon Defense [General]
Your two-weapon fighting style bolsters your defense as well as your offense.
Benefit: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Special: A fighter may select Two-Weapon Defense as one of his bonus feats.
Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Benefit: Your penalties on attack rolls for fighting with two weapons is reduced. The penalty for your primary hand is reduced by 2 and the penalty for your off­hand is reduced by 6.
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequi­sites for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his bonus feats.
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Weapon Finesse [General]
You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.
Benefit: With a light weapon or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of her bonus feats.
Weapon Focus [General]
Choose one type of weapon, such as a greataxe. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You are especially good at using this weapon. (If you have chosen ray, you are espe­cially good with rays, such as the one produced by the Ray of Frost spell).
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time
you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
Weapon Specialization [General]
Choose one type of weapon, such as a greataxe, for which you have already select­ed the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time
you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his bonus feats.
Whirlwind Attack [General]
You can strike nearby opponents in an amazing, spinning attack.
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the Haste spell).
Special: A fighter may select Whirlwind Attack as one of his bonus feats.
Widen Spell [Metamagic]
You can increase the area of your spells.
Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. For example, a Fireball spell (which normally produces a 20-ft.-radius spread) that is widened now fills a 40-ft.-radius spread. A widened spell uses up a spell slot three levels higher than the spell's actual level.
Spells that do not have an area of one of these four sorts are not affected by this feat.
Equipment
You can find a wide variety of items in the game and this section explains what many of those items are and how they work. For information on how to manage your Inventory, see page 19.
Carrying Capacity
Before we discuss the different kinds of equipment you may use, let’s talk a little about encumbrance. Everything you find, except for money and keys, has a weight and the more weight you carry, the more encumbered you will become. Effectively, medium and heavy loads limit the maximum Dexterity bonus your character receives, applies an additional check penalty for skills and reduces speed. In ToEE, the reduced speed is only used in combat. Outside of combat, your characters all move at the same speed.
Carrying Capacity
Strength score Light Load Medium Load Heavy Load
1 3 lb. or less 4–6 lb. 7–10 lb.
2 6 lb. or less 7–13 lb. 14–20 lb.
3 10 lb. or less 11–20 lb. 21–30 lb.
4 13 lb. or less 14–26 lb. 27–40 lb.
5 16 lb. or less 17–33 lb. 34–50 lb.
6 20 lb. or less 21–40 lb. 41–60 lb.
7 23 lb. or less 24–46 lb. 47–70 lb.
8 26 lb. or less 27–53 lb. 54–80 lb.
9 30 lb. or less 31–60 lb. 61–90 lb.
10 33 lb. or less 34–66 lb. 67–100 lb.
11 38 lb. or less 39–76 lb. 77–115 lb.
12 43 lb. or less 44–86 lb. 87–130 lb.
13 50 lb. or less 51–100 lb. 101–150 lb.
14 58 lb. or less 59–116 lb. 117–175 lb.
15 66 lb. or less 67–133 lb. 134–200 lb.
16 76 lb. or less 77–153 lb. 154–230 lb.
17 86 lb. or less 87–173 lb. 174–260 lb.
18 100 lb. or less 101–200 lb. 201–300 lb.
19 116 lb. or less 117–233 lb. 234–350 lb.
20 133 lb. or less 134–266 lb. 267–400 lb.
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Encumbrance
Load Ma x D ex Check Penalty Speed (30 ft.) Speed (20 ft.) Run
Medium +3 –3 20 ft. 15 ft. ✕4
Heavy +1 –6 20 ft. 15 ft. ✕3
Money
Money has no weight and comes in four denominations: platinum, gold, silver and copper pieces. Platinum is worth the most and each successive denomination is only worth one-tenth the previous denomination: 1 platinum piece is worth 10 gold pieces, which are worth 100 silver pieces, which are worth 1,000 copper pieces. All bartering transactions are conducted in these denominations and the game will automatically stack your coins.
Keys
Keys are also weightless. Furthermore, when any party member picks up a key, it does not go into Inventory but instead becomes communal property recorded in the Logbook (see Logbook on page 14). The key is then used automatically whenever any­one in the party attempts to open a locked door or container that the key will fit.
Weapons
Weapons are any of the handheld items used in combat to inflict damage. Weapons come in a variety of categories and qualities. Weapons are grouped into categories based on the weapon’s use, its usefulness in close or ranged combat and its size.
A weapon’s use is categorized as Simple, Martial or Exotic. All weapons are used either as melee or ranged weapons, or both. Melee weapons are used in close combat, but some can be thrown and many have a reach, meaning they can be used to attack opponents who are not immediately adjacent to the character. Ranged weapons are either thrown (and many of these can be used for melee as well) or use ammunition to make ranged attacks, like a bow uses arrows.
A weapon’s size is Tiny, Small, Medium or Large. This size compared to the wielder’s size determines whether the weapon is used as a light, one-handed or two-handed weapon, or is simply too large to use.
• A light weapon is any weapon whose size is smaller than the wielder’s size (such as a human using a small weapon). A light weapon is for use in the offhand and never gives more than your standard Strength bonus for damage, even if wielded two-handed.
• A one-handed weapon is any weapon whose size is the same as the wielder’s size. A one-handed weapon is usually used in the primary hand and if wielded two-handed in melee, grants a 1.5
• A two-handed weapon is a weapon whose size is one step larger than the wield­er’s size or that is marked as requiring two hands (such as a bow). A two-handed melee weapon always grants a 1.5
• If a weapon is two or more sizes bigger than character (like a halfling trying to wield a greatsword), that character cannot wield it.
Strength bonus for damage.
Strength bonus for damage.
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Weapon Qualities
A weapon has several qualities: cost, damage, critical threat range and multiplier, range increment, weight and damage type.
The cost of the weapon or ammunition is given in gold or silver.
The damage of the weapon is shown as a dice range.
The critical threat range and multiplier shows how the weapon is used with the critical hit rules. Some weapons just have a multiple, such as
2 or 3, which
means on a roll of a natural 20, the weapon has the potential to deal double or triple damage if the critical hit is confirmed (see Critical Hits on page 112). Some weapons show an extended threat range in addition to the multiplier. Those weapons have the potential to score a critical hit on any natural roll in that range (e.g. 19–20/
2 means on a natural roll of 19 or 20, the weapon has the
potential to deal double damage if the critical hit is confirmed).
The range increment indicates the distance in feet that you can use a ranged weapon without suffering a –2 attack penalty. For example, a light crossbow has a range increment of 80 feet. For any target 79 feet away or closer, there is no attack penalty. If a target is at least 80 feet away but not more than 159 feet, there is a –2 attack penalty. If the target is at least 160 feet away but not more than 239 feet, there is a –4 attack penalty.
The weight of the weapon is given in pounds. Both wielded and unwielded weapons add to encumbrance.
Each weapon deals a certain type of damage: bludgeoning, piercing or slashing. Some monsters are immune to certain damage types. A weapon that lists two dam­age types inflicts both types of damage. When struck with such a weapon, a monster would have to be immune to both types of damage to avoid taking full damage.
Masterwork Weapons
Masterwork weapons are so finely crafted that they provide the wielder a +1 bonus on attack rolls. Masterwork weapons cost 300 gold pieces more than regu­lar versions and masterwork ammunition costs 6 gp more per single unit, i.e. per arrow or bolt. All magic weapons must be created using masterwork weapons.
Simple Weapons
Unarmed Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Attacks Increment
Unarmed 1d2 1d3 Strike
Light Melee Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Weapons Increment
Dagger 2 gp 1d3 1d4 19–20/
Mace, 5 gp 1d4 1d6 Light
2 Bludgeoning
2 10 ft. 1 lb. Piercing or
2 4 lb. Bludgeoning
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slashing
One-Handed Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Melee Weapons
Increment
Club 1d4 1d6 2 10 ft. 3 1b. Bludgeoning
Mace, Heavy 12 gp 1d6 1d8 2 8 1b. Bludgeoning
Morningstar 8 gp 1d6 1d8
2 6 lb. Bludgeoning
and piercing
Shortspear 1 gp 1d4 1d6 2 20 ft. 3 1b. Piercing
Two-Handed Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Melee Weapons
Increment
Longspear 5 gp 1d6 1d8 3 9 lb. Piercing
Quarterstaff — 1d4/1d4 1d6/1d6 2 4 lb. Bludgeoning
Spear 2 gp 1d6 1d8 3 20 ft. 6 lb. Piercing
Martial Weapons
Light Melee Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Weapons Increment
Axe, 8 gp 1d4 1d6 Throwing
Hammer, 1 gp 1d3 1d4 Light
Handaxe 6 gp 1d4 1d6 3 3 lb. Slashing
Kukri 8 gp 1d3 1d4 18–20/ 2 2 lb. Slashing
Pick, Light 4 gp 1d3 1d4 4 3 lb. Piercing
Sap 1 gp 1d4 1d6 2 2 lb. Bludgeoning
Shield, Light special 1d2 1d3 2 special Bludgeoning
Sword , Shor t 10 gp 1d4 1 d 6 19–20/ ✕2 2 lb. Piercing
2 10 ft. 2 lb. Slashing
2 20 ft. 2 lb. Bludgeoning
Ranged Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Weapons Increment
Crossbow, 50 gp 1d8 1d10 19–20/
2 120 ft. 8 lb. Piercing
Heavy
Bolts, 1 gp 1 lb. — Crossbow (10)
Crossbow, 35 gp 1d6 1d8 19–20/
2 80 ft. 4 lb. Piercing
Light
Bolts, (10) 1 gp 1 lb. — Crossbow
Dart 5 sp 1d3 1d4 2 20 ft. 1/2 lb. Piercing
Javelin 1 gp 1d4 1d6 2 30 ft. 2 lb. Piercing
Sling 1d3 1d4 2 50 ft. 0 lb. Bludgeoning
Bullets, 1 sp 5 lb. — Sling (10)
One-Handed Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Melee Weapons
Increment
Battleaxe 10 gp 1d6 1d8 3 6 lb. Slashing
Longsword 15 gp 1d6 1d8 19–20/ ✕2 4 lb. Slashing
Pick, Heavy 8 gp 1d4 1d 6 4 6 lb. Piercing
Rapier 20 gp 1d4 1d6 18–20/ 2 2 lb. Piercing
Scimitar 15 gp 1d4 1d6 18–20/ 2 4 lb. Slashing
Shield, special 1d3 1d4
2 special Bludgeoning
Heavy
Trident 15 gp 1d6 1d8 2 10 ft. 4 lb. Piercing
Warhammer 12 gp 1d6 1d8 3 5 lb. Bludgeoning
Two-Handed Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Melee Weapons
Increment
Falchion 75 gp 1d6 2d4 18–20/ 2 — 8 lb. Slashing
Glaive 8 gp 1d8 1d10 3 10 lb. Slashing
Greataxe 20 gp 1d10 1d12 3 12 lb. Slashing
Greatclub 5 gp 1d8 1d10 2 8 lb. Bludgeoning
Greatsword 50 gp 1d10 2d6 19–20/ 2 — 8 lb. Slashing
Guisarme 9 gp 1d6 2d4 3 12 lb. Slashing
Halberd 10 gp 1d8 1d10
3 12 lb. Piercing or
slashing
Ranseur 10 gp 1d6 2d4 3 12 lb. Piercing
Scythe 18 gp 1d6 2d4
4 10 lb. Piercing or
slashing
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Ranged Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Weapons Increment
Longbow 75 gp 1d6 1d8 3 100 ft. 3 lb. Piercing
Arrows (20) 1 gp 3 lb.
Longbow, 100 gp 1d6 1d8 Composite
Arrows (20) 1 gp 3 lb.
Shortbow 30 gp 1d4 1d6 3 60 ft. 2 lb. Piercing
Arrows (20) 1 gp 3 lb.
Shortbow, 75 gp 1d4 1d6 Composite
Arrows (20) 1 gp 3 lb.
3 110 ft. 3 lb. Piercing
3 70 ft. 2 lb. Piercing
Exotic Weapons
Light Melee Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Weapons Increment
Kama 2 gp 1d4 1d6 2 2 lb. Slashing
Sai 1 gp 1d3 1d4 2 10 ft. 1 lb. Bludgeoning
Siangham 3 gp 1d4 1d6 2 1 lb. Piercing
One-Handed Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Melee Weapons
Sword, 35 gp 1d8 1d10 19–20/ Bastard
Waraxe, 30 gp 1d8 1d10 Dwarven
Ranged Cost Dmg(S) Dmg(M) Critical Range Wt.* Type** Weapons Increment
Crossbow, 400 gp 1d8 1d10 19–20/ Repeating Heavy
Bolts (5) 1 gp 1 lb.
Crossbow, 250 gp 1d6 1d8 19–20/ Repeating Light
Bolts (5) 1 gp 1 lb.
Shuriken (5) 1 gp 1 1d2 2 10 ft. 1/2 lb. Piercing
3 8 lb. Slashing
*Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon
weighs twice as much.
**When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s
choice at time of attack) if the entry specifies “or.”
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Increment
2 — 6 lb. Slashing
2 120 ft. 12 lb. Piercing
2 80 ft. 6 lb. Piercing
Armor
Armor Qualities
The armor/shield bonus is added to the AC of the wearer. Only one piece of torso armor and one shield can be worn at a time, but their bonuses stack.
The maximum Dexterity bonus is the limit to AC bonus that this armor will allow the wearer’s Dexterity to provide. This limit does not affect any other Dexterity bonus (such as bonus to Reflex saves), nor does having a limit of 0 negate a Dexterity bonus to AC for purposes of sneak attacks. For example, a rogue cannot sneak attack someone just because they are wearing splint mail, even though the maximum Dexterity bonus for splint mail is 0.
The armor check penalty of an armor or shield is applied to all skills that use this penalty. The penalties for wearing torso armor and wielding a shield stack. Also, if the wearer is not proficient in the type of armor worn, then the armor check penalty is extended to attack rolls, all Strength-based and Dexterity-based skills and all Strength and Dexterity ability checks made while wearing the armor.
The arcane spell failure chance is the chance for an arcane caster (bard, sorcerer or wizard) to have a spell fail if cast while wearing the armor. The failure chance for wearing torso armor and wielding a shield stack. Note that bards ignore the failure chance for light armors, however and that all arcane casters can ignore the failure chance when they cast spells with no somatic component.
The speed value of armor shows how much it reduces the base speed of the char­acter wearing it. Note that this speed may be further reduced by encumbrance. The weights of armors are given in pounds.
When running in heavy armor, you move only triple your speed, not quadruple.
Torso armor is classified as light, medium and heavy armor. A character must be proficient (via a feat) in the type of armor in order to use it effectively, but any­one can wear any type of armor.
Masterwork Armor
Just like weapons, some armor is so finely crafted that it reduces the armor check penalty by 1. Masterwork armor costs 150 gp more than their regular counter­parts and they are needed to create magical armor and shields.
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Armor and Shields
Light Cost Max Armor Armor Arcane Speed Speed Wt. Armor Dex Shield Check Spell (30ft.) (20ft.)
Padded 5 gp +1 +8 0 5% 30 ft. 20 ft. 10 lb.
Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lb.
Studded 25 gp +3 +5 –1 15% 30 ft. 20 ft. 20 lb. Leather
Chain 100 gp +4 +4 –2 20% 30 ft. 20 ft. 25 lb. Shirt
Medium
Cost Max Armor Armor Arcane Speed Speed Wt.
Armor Dex Shield Check Spell (30ft.) (20ft.)
Hide 15 gp +3 +4 –3 20% 20 ft. 15 ft. 25 lb.
Scale 50 gp +4 +3 –4 25% 20 ft. 15 ft. 30 lb. Mail
Chain- 150 gp +5 +2 –5 30% 20 ft. 15 ft. 40 lb. Mail
Breast- 200 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lb. plate
Heavy Cost Max Armor Armor Arcane Speed Speed Wt. Armor Dex Shield Check Spell (30ft.) (20ft.)
Splint 200 gp +6 +0 –7 40% 20 ft* 15 ft* 45 lb. Mail
Banded 250 gp +6 +1 –6 35% 20 ft* 15 ft* 35 lb. Mail
Half 600 gp +7 +0 –7 40% 20 ft* 15 ft* 50 lb.
-plate
Fu ll 1,500 gp +8 + 1 – 6 35% 2 0 ft* 15 f t* 50 lb . Plate
*When running in heavy armor, you move only triple your speed, not quadruple.
Bonus Penalty Failure
Chance
Bonus Penalty Failure
Chance
Bonus Penalty Failure
Chance
Shields Cost Max Armor Armor Arcane Speed Speed Wt.
Dex Shield Check Spell (30ft.) (20ft.)
Bonus Penalty Failure
Chance
Buckler 15 gp +1 –1 5% 5 lb.
Shield, 3 gp +1 –1 5% 5 lb. Light Wooden
Shield, 9 gp +1 –1 5% 6 lb. Light Steel
Shield, 7 gp +2 –2 15% 10 lb. Heavy Wooden
Shield, 20 gp +2 –2 15% 15 lb. Heavy Steel
Shield +10 gp ——————+5 lb. Spikes
Magic Items
Magic items are the most valued and coveted of all items in the game. Their powers are varied and wondrous and very rarely are any two magic items exactly alike. Still, magic items can be divided into ten major categories, including the ultra-rare magical artifact.
Armor and Shields
Magic armor and shields usually provide a bonus to AC for the wearer. More rarely, some magic armor provides other abilities as well, such as bonuses to skills or increased damage resistance.
Weapons
Magic weapons always provide a bonus to both the attack and damage rolls of the wielder. More powerful weapons will deal additional damage, such as fire or electricity, or are enchanted to excel at killing one kind of creature.
Potions
Potions produce a one-time spell-like effect in the imbiber. Some potions are unique in their effects, but many duplicate third level or lower spells.
Rings
Rings are circular metal bands that are worn on the finger and only two magical rings may be worn at the same time. Some rings evoke a persistent spell-like effect, while others must have their effects evoked by the wearer. Some rings have charges and are destroyed when their last charge is used.
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Rods
Rods are metal, scepter-like items with magical spell-like powers. Rods can also be used as mace-like weapons, due to their sturdy construction. Some rods have charges and such rods are destroyed when their last charge is used.
Scrolls
A scroll is a piece of parchment with a spell inscribed upon it. Once read, a scroll is destroyed. Any caster can invoke the spell if it appears on his spell list and any­one with the Use Magic Device skill can attempt to invoke it as well. Wizards can also copy scrolls into their spell books.
Staffs
A staff is a wooden shaft, often capped with metal or gems, that has been enchanted to cast a number of different (but usually related) spells. These spells consume charges and when the last charge is used, the staff is destroyed. A magical staff can also be used as a melee weapon, like a normal staff.
Wands
A wand is a slender shaft of wood, metal, bone, glass or ceramic that has been enchanted to cast a single spell. Each spell uses a single charge and the wand is destroyed after the last charge is used.
Wondrous Items
This catchall category includes such magic items as jewelry, books, clothing and tools. Their uses are as varied as their types. There are Cloaks of Elvenkind that increase your Hide skill, Bags of Holding that increase your carrying capacity and chimes that unlock doors and chests. Some wondrous items have charges and these items are destroyed when the charges are completely expended.
Artifacts
Artifacts are the most rare magic items of all, created by the most powerful wiz­ards, clerics and deities, often long ago. Each artifact is unique and all of them are extremely powerful. An artifact can be a ring, sword, cloak, or any other type of equipment, but the spell-like powers it conveys is far beyond a mere magical item. Artifacts never have charges, but they usually have limits in how often their powers can be invoked.
Miscellaneous Items
As you adventure, you will find many items that are neither weapons, armor, nor magic items but are useful to own. Gems and jewelry are often worth a great deal of money and musical instruments can be put to great use by bards. Bags are useful for increasing your carrying capacity and rogues will certainly find an application for a set of thieves’ tools. Just about any item you may find has a purpose and, if not, you can always sell it and use the money to fund your own item creation.
Combat
Let’s face it; combat is the mainstay of an adventurer’s life. No matter how nice, how well meaning, how self-effacing your character behaves, eventually he will find himself in an encounter in which combat cannot be avoided. Perhaps he has stumbled upon the hideout of bandits, or a tomb of mindless zombies, or even the lair of a hungry dragon. Combat is inevitable, so you may as well get good at it.
Basic
Combat in D&D is turn-based, meaning it is broken up into rounds, each of which represents six seconds of time. During each round, every combatant gets a turn, going in an order based on his initiative check. An initiative check is a roll of 1d20 plus any modifiers (such as Dexterity bonus or penalty, or the Improved Initiative feat). The combatants act in order from the highest to lowest initiative checks. In case of a tie, the combatant with the higher Dexterity goes first. If two combatants have equal initiative checks and Dexterity scores, then the tie is bro­ken randomly.
Before his very first turn in combat, a character is considered flat-footed. A flat­footed character loses his bonus to AC (leaving him vulnerable to sneak attacks) and does not get an attack of opportunity (described below).
During his turn, a combatant can take a move action and a standard action, in either order. Usually the move action is any movement up to the character’s full speed (based on race, armor and encumbrance) and the standard action is an attack. Other actions are possible. See Actions on page 106.
An attack is made using an attack roll. A 1d20 is rolled and any attack modifiers are added, such as the character’s base attack bonus, Strength or Dexterity modi­fiers (depending on whether it was a melee or ranged attack), as well as the oppo­nent’s size modifier. If the attack roll equals or exceeds the opponent’s AC, then the attack is successful and damage is determined. Usually, this is a weapon dam­age roll with Strength modifiers added if it’s a melee attack.
Injury and Death
When damage is caused to any creature, its hit points are reduced. If a creature’s hit points reach 0, then the creature is staggered. He can only take a single action on his turn and if he takes any action, he loses one hit point after completing it.
If a creature’s hit points are anywhere from –1 to –9, then he is unconscious. Each round, he may lose another hit point. He has a 10% chance to stabilize and stop losing hit points, although he will still be unconscious. If he fails to stabilize, he loses one hit point and can try to stabilize the following round.
Once a creature reaches –10 hit points, it dies.
A successful Heal skill check with a DC of 15 from another character targeting the unconscious creature will stabilize it. Alternatively, any amount of magical healing will stabilize a creature. If a creature is healed back to one or more hit points, he may act normally again.
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Saving Throws
Many magical or other unusual attacks allow the target to make a saving throw to reduce or avoid the damage caused. There are three types of saving throws:
Fortitude: Uses Constitution.
Reflex: Uses Dexterity.
Will: Uses Wisdom.
Each saving throw consists of a 1d20 roll, plus the creature’s base save bonus, plus the modifier for the ability score for that type of saving throw. If the total of the saving throw equals or exceeds the DC of the attack, then the saving throw has succeeded and some or all of the attack is avoided.
Attacks of Opportunity
You are allowed to make an attack when it is not your turn during special circumstances. Such attacks are called attacks of opportunity. An attack of oppor­tunity is a single melee attack made at a creature within reach of you (also called the threatened area) and such an attack is only allowed if the creature has per­formed an action that draws an attack of opportunity. The common actions that draw attacks of opportunity are:
• Moving out of a threatened area.
• Casting a spell.
• Attacking with a ranged weapon.
There are two exceptions to moving, however. If your only movement in a turn is a 5-foot step, you do not draw an attack of opportunity. Also, if all you do is move (but not run) during your turn, then the space you start out in is not con­sidered threatened.
You are only allowed to make one attack of opportunity for each combat round, unless you have the Combat Reflexes feat. Combat Reflexes also allows you to take an attack of opportunity while flat-footed.
Actions
While most actions are either standard or move actions, some are full-round actions, meaning you can make no other movement besides a 5-foot step, or are free actions, meaning they cost no action at all to perform. Some actions are so minor they are not considered actions at all and these are called “no actions.”
Regardless of the action, if you move out of a threatened square, you usually pro­voke an attack of opportunity. The second column indicates whether the action itself, not moving, provokes an attack of opportunity.
Actions in Combat
Standard Action Attack of Opportunity
Attack (melee) No
Attack (ranged) Yes
Attack (unarmed) Yes
Activate a magic item other than a potion or oil No
Aid another Maybe
Cast a spell (1 standard action casting time) Yes
Concentrate to maintain an active spell No
Dismiss a spell No
Drink a potion or apply an oil Yes
Escape a grapple No
Feint No
Make a dying friend stable Yes
Read a scroll Yes
Ready (triggers a standard action) No
Total defense No
Turn or rebuke undead No
Use extraordinary ability No
Use skill that takes 1 action Usually
Use spell-like ability Yes
Use supernatural ability No
Move Action Attack of Opportunity
Move Yes
Direct or redirect an active spell No
Draw a weapon
Load a hand crossbow or light crossbow Yes
Open or close a door No
Pick up an item Yes
Sheathe a weapon Yes
Stand up from prone Yes
Ready or loose a shield
Retrieve a stored item Yes
2
2
1
No
No
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Actions in Combat Cont.
Full Round Action Attack of Opportunity
Full attack No
Charge No
Deliver coup de grace Yes
Load a heavy or repeating crossbow Yes
Prepare to throw splash weapon Yes
Run Yes
Use skill that takes 1 round Usually
Use touch spell on up to six friends Yes
3
Withdraw
Free Action Attack of Opportunity
Cast a quickened spell No
Cease concentration on a spell No
Drop an item No
Drop to the floor No
Speak No
No Action Attack of Opportunity
Delay No
5-foot step No
Action Type Varies Attack of Opportunity
Trip an opponent No
4
Use feat
1. If you aid someone performing an action that would normally provoke an
attack of opportunity, then the act of aiding another provokes an attack of opportunity as well.
2. If you have a base attack bonus of +1 or higher, you can combine one of these
actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
3. May be taken as a standard action if you are limited to taking only a single
action in a round.
4. The description of a feat defines its effect.
No
Varies
Standard Actions
Most standard actions involve making an attack, casting a spell or activating an item. Most are straightforward and self-explanatory, but a few of the more com­plex ones are described below.
Aid Another: In combat, you can help a friend attack or defend by distracting or interfering with opponents. You select a friendly target and that target gains a +2 bonus to his attack rolls until your next turn. You can also use this action to wake a friend under the influence of a sleep spell.
Feint: To feint, you make a Bluff check opposed by your target’s Sense Motive skill. If your Bluff check result exceeds your target's Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC.
Ready (Triggers a Standard Action): You may also choose one of several Ready actions, which are dependent on an enemy action, such as preparing to cast a spell or shoot a bow. As soon as the condition is met, the character will immedi­ately enact his readied action. If the condition is not met, then that character fails to act in that round. The various Ready actions are selected via the Radial Menu and described on page 17.
Total Defense: You can defend yourself as a standard action, which gives a +4 dodge bonus to your AC for one round. Your AC improves at the start of this action, so it helps you against any attacks of opportunity you incur during the round. You can't combine total defense with fighting defensively or with the ben­efit of the Combat Expertise feat (since both of those require you to declare an attack or full attack). You can't make attacks of opportunity while using total defense.
Turn or Rebuke Undead: Good clerics, paladins and some neutral clerics can channel positive energy to halt, drive off (rout), or destroy undead. Evil clerics and some neutral clerics can channel negative energy to hold, awe (rebuke), con­trol (command), or bolster undead. Regardless of the effect, the general term for the activity is called "turning." See Turn Undead on page 45.
Bear in mind that turning is considered an attack action. If it fails, or if the charac­ter cannot turn all of the undead in the area, the unaffected undead will be hostile.
Move Actions
Move actions involve moving a character or manipulating an item that he is car­rying. They cost a move action to perform, but you can also replace a standard action with a move action. While it is useful to use two move actions in one turn in order to cross long distances, sometimes you will want to charge (in order to attack) or run (in order to cover more distance) instead.
Full-Round Action: Full-round actions require an entire turn to complete. Therefore, a full-round action takes the place of both the standard and move actions normally allowed during a turn. However, if the full-round action does not involve movement, you are allowed to take a 5-foot step before or after the action. The more complex full-round actions are described below. You can select any of these actions from the Radial Menu.
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Full Attack: A full attack allows you to use all of your attacks in a given round, if you have multiple attacks. If you do not have multiple attacks, you do not need to use this attack. You may have multiple attacks because your Base Attack Bonus is high enough to allow it or you use two weapons to fight.
Charge: You must move at least 10 feet and as much as double your normal speed directly toward your opponent. After moving, you may make a single attack, which results in a +2 bonus on the attack roll. You also take a –2 penalty to your AC until the start of your next turn.
Coup de Grace: You can use a melee weapon to deliver a coup de grace (pro­nounced "koo day graw") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target. You automatically hit and score a critical hit. It's overkill, but a rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.
Delivering a coup de grace provokes attacks of opportunity from threatening opponents, because it involves focused concentration and methodical action on the part of the attacker. You can't deliver a coup de grace against a creature that is immune to critical hits, such as a zombie.
Run: A character can run as a full-round action at up to four times his or her normal movement rate, but only in a straight line. Running provokes an attack of opportunity.
Withdraw: You can move away from an opponent at double your move, without provoking an attack of opportunity for the first five feet of movement. Note: If you do not select this action but move more than your normal move action dis­tance away from an opponent, the game will assume you are doing a Withdraw action anyway and skip the attack of opportunity.
Free Actions
Free actions take little or no time to perform, so they do not count as a standard or move action to perform.
No Action
“No action” actions are like free actions in that they do not count as a standard or move action to perform, but unlike free actions, you can only perform them under certain circumstances, as described below.
Delay: If you would prefer for your character to act after someone else within the combat round, you can elect to Delay your action. To do this, simply click and drag the character portrait at the top of the screen to the position where you would like that character to act. However, if the character has already taken his turn, moving him to a lower initiative will not allow him to act again. If he has not yet taken his actions for his turn, then moving him to an initiative higher than the current combatant will forfeit his turn for this round.
5-foot step: A 5-foot step is a small position adjustment that does not count as an action. Usually, a 5-foot step is permitted at any point in the round, such as before or after a standard or full-round action. You can't take a 5-foot step in the same round that you move any distance in any other way, such as when charging or using a move action. Taking a 5-foot step does not provoke an attack of opportunity, even if you move out of a threatened square.
Action Type Varieties
Some actions have different action types, depending on the circumstances. For example, some feats let you make special actions in combat (such as Whirlwind Attack, which allows extra attacks) or gain special bonus on existing actions (such as Improved Unarmed Strike, which allows lethal damage). These special actions are described in the feat descriptions on pages 76-94. However, one action type, tripping an opponent, deserves special attention here.
Trip an Opponent: To make a trip attack, make an unarmed melee touch attack against your target. This provokes an attack of opportunity from the target as normal for unarmed attacks. If the attack succeeds, you make a Strength check opposed by the defender's Dexterity or Strength check (whichever has the higher modifier). If you win, you trip the defender. If you lose, the defender may imme­diately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you.
You may make a trip attack as a substitute for any melee attack. Therefore, you can use a trip attack as a regular attack or at the end of charge action, or you can attempt a trip attack one or more times during a full attack action, or you can even use a trip attack as an attack of opportunity.
Special Combat Situations
Cast Defensively
You may attempt to cast a spell while paying attention to threats and avoiding blows. In this case, you are no more vulnerable to attack than you would be if you were just standing there. So, casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check. Failure means that you lose the spell.
Concealment
Concealment occurs whenever a target creature is difficult to see but nothing physical is blocking an attack. Concealment can be caused by fog or smoke or magical effects like those provided by the spells blur or concealment. There is a 20% chance that any successful attack against a concealed target will miss. Furthermore, if a target is totally concealed, because he is invisible or the attacker is blinded, then there is a 50% chance that any successful attack against a totally concealed target will miss. A totally concealed target is immune to attacks of opportunity, as well.
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Cover
Cover occurs when a target is more difficult to hit because something physical is in the way. Objects like barrels and tables can provide cover and even other crea­tures can interfere with ranged attacks and provide cover for a target. A covered target gains a +4 bonus to his AC and a +2 bonus to all Reflex saving throws against attacks that originate from a point and do not spread (e.g. cover gives a bonus to the Reflex save against a Lightning Bolt but not a Fireball). If a target has total cover (like being behind a wall), then he cannot be attacked at all.
Critical Hits
Each weapon has a critical threat range and multiplier, which reveal how the weapon scores critical hits. Some weapons just have a multiplier, which means on a roll of a natural 20, the weapon has the potential to deal extra damage if the critical hit is confirmed. The critical hit is confirmed by rolling a second attack roll. If it is successful, the attack is a critical hit and the weapon’s normal damage is multiplied by its critical hit multiplier. Any extra damage, like the fire damage of a flaming sword or a rogue’s sneak attack damage, is not multiplied.
Some weapons show a range in addition to the multiplier and that range is the extended threat range of the weapon. That weapon has the potential to score a critical hit on any natural roll in that range. For example, a range-multiplier of 19–20/
2 means on a natural roll of 19 or 20, the weapon has the potential to
deal double damage if the critical hit is confirmed.
Coup de grace attacks (see page 106) always score critical hits and automatically apply the damage multiplier without any need to confirm the critical hit.
Encumbrance
Every item you carry, except for money and keys, has a weight and the more weight you carry, the more encumbered you will become. An encumbered char­acter is much less effective in combat.
Fight Defensively
As a standard action, you can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round. This bonus stacks with the AC bonus granted by the Combat Expertise feat.
As a full-round action, you can choose to fight defensively when taking a full attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.
Flanking
When making a melee attack, you get a +2 flanking bonus to your attack roll if an ally of yours who is on the opposite side of the creature also threatens your oppo­nent. Therefore, moving your attacking characters on opposite sides of a target can be an extremely rewarding maneuver, since both of them will gain flanking bonuses against the target.
Helpless Defenders
A helpless opponent is someone who is bound, sleeping, paralyzed or uncon­scious. A helpless character takes a –4 penalty to AC against melee attacks, his Dexterity score is treated as if it were 0, so his Dexterity modifier to AC is con­sidered –5. He is also vulnerable to sneak attacks and coup de grace attacks.
Nonlethal Damage
Sometimes you get roughened up or weakened, such as by getting clocked in a fistfight or tired out by a forced march. This sort of trauma is not lethal, but it can knock you out or make you faint. If you take sufficient nonlethal damage, you fall unconscious, but you don't die. Nonlethal damage goes away much faster than lethal damage does.
Certain attacks deal nonlethal damage, such as a human's unarmed strike. Other effects, such as heatstroke or exhaustion, also deal nonlethal damage. Technically, nonlethal damage is not "real" damage (meaning, it's not deducted from your current hit points). Instead, when your nonlethal damage equals your current hit points, you're staggered and when it exceeds your current hit points, you fall unconscious.
You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll because you have to use the flat of the blade, strike at non-vital areas or check your swing. You use the Radial Menu to switch damage types.
You can also use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll because you have to strike only in the most vulnerable areas to inflict lethal damage. Use the Radial Menu to switch damage types.
Two-Weapon Fighting
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. Fighting in this way is very difficult, however and you suffer a –6 penalty to your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. You can reduce these penalties if your off-hand weapon is light (both penalties are reduced by 2), or you have the Two-Weapon Fighting feat (which reduces the primary hand penalty by 2 and the offhand penalty by 6). These reductions are stacked.
Two-Weapon Fighting Penalties
Circumstances Primary Hand Off Hand
Normal penalties –6 –10
Off-hand weapon is light –4 –8
Two-Weapon fighting feat –4 –4
Off-hand weapon is light and Two-Weapon –2 –2 fighting feat
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Unarmed attacks
A Medium character deals 1d3 points on nonlethal damage with an unarmed strike, including a punch, kick or a head butt. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.
Adventuring
Your party of characters will spend the majority of their time adventuring, in dark dungeons and fetid swamps and even extra-planar voids. This section is devoted to explaining how, during the course of these adventures, your characters will gain experience, acquire treasure and earn reputations. Additionally, the section explains how new characters, both player characters and NPCs, will be added to the party.
Experience
As you adventure with your party of characters, you can perform two tasks that will earn you experience points. The first is to complete quests, which are assign­ments given to you, usually by NPCs. The second is to kill other creatures, most of whom are trying to kill you as well. Both tasks are assigned Challenge Ratings (CR), which is a numerical rating of their difficulty. In general, a CR is a number that indicates that a party of four player characters of that level would find that quest or monster a challenge to overcome.
When a quest is completed or a creature is killed, its CR value is converted into experience points for everyone in the party, living or dead, player or follower. Summoned creatures, including animal companions, do not receive experience points and do not reduce the amount received by the other party members. If the party is currently involved in combat, this experience is pooled until combat is over; otherwise, experience is handed out immediately. While the exact amount of experience can vary, the general rule is that the higher the CR, the more the experience and the lower the level of the party, the higher the experience. Thus, for a fixed CR value, a lower-level character receives more experience than a high­er-level one and for a fixed character level, a higher CR task yields more experi­ence than a lower CR task.
If a character receives enough experience points to gain a new level, a “level up” sound and animation will play for that character and a button will appear on that character’s portrait. If you click on this button, you go through the level-up process. However, you may also opt to postpone leveling up, perhaps to spend the experience points on magic item creation, or because you are currently unable to advance a level because you are a fallen paladin. Whatever the reason, you will continue to gain experience points whether you level up or not. In fact, if you reach the maximum level of 10, you will continue to gain experience points, which you can spend on magic item creation.
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Treasure
Finding treasure is the high point of any adventurer’s career. A chest may hold gold or gems or even the coveted and rare magic item. However, opening a chest or other container is not without risk. Traps abound in the dungeons of Greyhawk and a seemingly unguarded chest is an invitation to danger.
Like doors, containers may be locked. Any attempt to open a locked container without possessing its key will result in failure and the word “Locked” floating above the container. You must then use the Open Lock skill or magic to attempt to unlock it, or you will not be able to open it.
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An unlocked container may be opened, but if it is trapped, your character will perform a passive Search check (1d20 + his Search skill against the DC of the trap) to see if he detects the trap. If so, the word “Trapped” is floated over the container and it is not opened. If the Search check fails or if you try a second time to open a container that you know is trapped, the trap will spring.
It is wiser to perform an active Search check — using the Radial Menu — of all containers, as this means you are taking your time to perform the search well. You get an automatic 20 on your 1d20 roll and if anyone in the party has the Search skill, they can assist you and add bonuses to your roll (see the Search skill on page 74).
Once a trap is located, you must use Disable Device to attempt to disarm the trap, or the container cannot be opened without triggering the trap. Traps usually take the form of darts or blades hitting the opener, but some traps contain poison gas, acid sprays and magic spells that can affect anyone near the container. Some parties have been known to survive the encounter with fearsome monsters only to die at the foot of their treasure chest.
Opening any container for the first time, including looting a body, may cause a delay if any of your followers wish to collect their share of loot. If they do, then they will float text above themselves that identify what they are taking and you must open the container a second time in order to loot.
Reputations
During the game, you may find that several of your characters’ actions have led to the party gaining reputations. A reputation is a widespread label associated with your party and some NPCs will have their reactions adjusted up or down by the reputation. When a reputation is gained, an entry in the Logbook is added. This entry explains the effects of the reputation, such as what groups pay atten­tion to it and how their reactions are adjusted. Once gained, a reputation cannot be removed.
Adding and Removing Player Characters
You can add and remove play­er characters from your party by entering the Inn of the Welcome Wench in Hommlet or the Waterside Hostel in Nulb. Upon entering, you will see a special scenery object, a book, near the entrance and the innkeeper. Clicking on this book will bring up an inter­face to add and remove player characters to the party, similar to how you origi­nally made the party at the start of the game. You can add existing characters from the pool or create new ones to add to the party. You may also remove any
player characters from the party, but please note that removed characters are deleted. You lose any items they had, so be sure to transfer these items to other characters before removing the character from the party.
Followers
Followers are non-player characters that you gain during play through dialog (as opposed to, for example, animal companions). Sometimes, followers join willing­ly and sometimes you will need to convince them using dialog skills like Diplomacy or Intimidate. Their decision to join can depend on factors such as reaction, party alignment, party size and even the presence of certain other fol­lowers. If an NPC does want to join your party, he will always indicate what share of the treasure he expects to earn. Some NPCs ask for little or no share of treasure and others will ask for a great deal of looting shares. Pay attention to what they ask for, because they will take this loot automatically whenever you open a container or search a dead body for the first time.
Followers can be controlled in and out of combat, but they do perform some tasks autonomously. Followers may decide to sell some of their own items when­ever you barter with a shopkeeper and some may leave the party when some internal goal or agenda has been met. Some followers will warn you ahead of time if they have any conditions that will make them leave the party, while others will simply tell you when they are departing.
Since left-clicking on a party member will select them, you must talk to them via the Radial Menu. You should talk to your followers occasionally to learn things from them, or simply to tell them to leave the party. Some followers will not disband from the party at any location. Instead, they will ask to be returned to the nearest village before they will depart. Of course, you can always remove fol­lowers from the party when they are dead. An icon appears on a dead follower’s portrait for that reason.
Followers do not display much of their character information in the character/inventory screen and you may not manipulate their inventory while in that interface. Bear in mind that some followers may lie about their abilities, either possessing abilities that they do not mention or lacking skills they claim to have.
Followers receive a full share of experience from quests and combat, just like player characters. If they receive enough experience, they will increase their class levels and gain the appropriate new abilities. Note: Although animal companions and summoned monsters get no such experience share, animal companions also become more powerful as their master gains levels.
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Magic
Spellcasting is an important class feature of many classes and for wizards and sorcerers, nothing is more important than their ability to cast spells. This section will explain exactly how spellcasting works, including how spells are selected, how they are cast and how they affect their targets. First, however, we will look at the two main classifications of spells, the arcane and the divine.
Casting Spells
Spells may be cast both during and outside of combat, but some spells are con­sidered hostile and combat will begin if any targeted creatures survive the spell or if their allies witness the spell’s effect.
Spell Targeting
After selecting a spell from the Radial Menu, you will have to select a target, tar­get location, or target area, as necessary. Some spells can have multiple targets, such as Magic Missile, so you will need to select as many targets as your cursor indicates before the spell will be cast. Some spells have variable number of targets, such as Chain Lightning, in which case you pick the targets you want and then tap the space bar to initiate the spell. Some spells, such as Bless, target you or your allies automatically, so no target selection is necessary.
Spells are usually cast as a standard action, but that varies by the spell, so be sure to check its description. The Quicken Spell metamagic feat (see page 89) can transform a spell’s casting into a free action. This manual provides brief descrip­tions of all spells, sorted by class. The game contains more detailed descriptions, which you can read in the in-game Help system (see page 16).
Components
All spells have components, which are things you must do or possess in order to cast them. There are four kinds of components in this game:
Verbal: The spell must be spoken aloud, unless the Silent Spell metamagic feat is used.
Somatic: The spell requires gestures to cast and such spells are subject to fail­ure if the caster is wearing certain armor types (see Armor on page 101). The metamagic feat Still Spell can eliminate the need to gesture to cast these spells.
Material: Some spells require physical substances to cast. If these are of negligi­ble cost (less than 100 gold pieces), the game assumes you have them. If these are not of negligible cost, the game will deduct the appropriate amount of gold from the party money pool. If there is not enough money in the pool, the spell cannot be cast.
XP: Some spells tap the life force of the caster himself and entail an experience point (XP) cost to cast. If the XP cost would cause the caster to lose a level, then the spell cannot be cast.
Spell Resistance
Some creatures possess spell resistance (SR), which is like an Armor Class against magical attacks. If you cast a spell at a creature with SR, you must make a caster level check (1d20 + your caster level) at least equal to the creature’s SR in order for your spell to have a chance to affect the creature. If you succeed, the creature still gets a saving throw against the spell, if any. If you fail, the spell does not affect the creature at all.
Saving Throws
Many spells are susceptible to a saving throw, which allows the target to avoid all or most of the effects of the spell. Each spell indicates whether the saving throw is a Fortitude, Reflex or Will save. A saving throw against a spell has a DC of 10 + level of the spell + the ability score modifier of the caster (Intelligence for wizards, Charisma for bards and sorcerers and Wisdom for the divine spellcasters). However, despite the DC, a natural 1 always fails and a natural 20 always succeeds.
If a saving throw succeeds, then the spell is either negated completely or works in partial manner, as indicated by the spell. If the saving throw fails, then the spell works.
Effect
After a spell is cast, one or more conditions may be applied to its target and appear on or near its portrait. These conditions remain until the spell is dispelled or reaches its duration and expires. Note that if two spells provide the same effect, these effects do not stack. Instead, the higher bonus or penalty effect takes precedence.
Duration
All spells have durations, which is how long the spell lasts (although its effects may last longer). Most spells are measured in minutes or hours, but some are measured in combat rounds, which are six seconds long, in case combat ends and the spell is still active. Some spells are instantaneous but have lasting effects, such as Cure Light Wounds or Fireball. Others are permanent, meaning the spell is in effect forever until it is dispelled or discharged.
Some spell durations are listed as “Concentration.” This means the spell lasts for as long as you concentrate on maintaining it (although some spells list a maximum duration, after which the spell will expire). Such maintenance concentration is a standard action. Anything that can break your concentration while casting a spell can break your concentration while maintaining a spell, too. See Concentration on the next page for more details.
Some touch spells, such as Chill Touch, allow you to hold the charge and make touch attacks in subsequent combat rounds. These spells last until you have reached the limit of maximum touch attacks for that spell or until you cast another spell.
Finally, some spells are dismissible, meaning you can turn the spell off at will. Dismissing a spell is a standard action. Note: Merely ceasing concentration can terminate spells needing concentration. You don’t need to use a standard action to do that.
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Concentration
If you are interrupted while casting a spell, either by injury or by a spell, then you must make a Concentration check. If you take injury, then the DC is 10 + the points of damage + the level of the spell you are casting. If you are affected by a spell that does not do damage, then the DC is the spell’s saving throw DC + the level of the spell you are casting. If the spell has no saving throw, use the DC that the spell’s saving throw would have if a save were allowed.
You can always cast defensively to avoid having to make a Concentration check while casting.
Counterspell
When an enemy spellcaster tries to cast a spell, you can attempt to disrupt it by counterspelling. To attempt a counterspell, you must have selected the “Ready for counterspell” action on the Radial Menu during your turn. When the enemy casts a spell, you must make a Spellcraft check of DC 15 + the spell’s level to identify the spell. The game will check to see if you have a counterspell in this order:
1. The same spell.
2. An opposed spell (such as using Haste to counterspell Slow).
3. Dispel Magic.
4. If you have Improved Counterspell, any higher-level spell of the same school.
You will automatically cast the counterspell. If you are counterspelling with Dispel Magic, it may not succeed. Otherwise, your counterspelling is automatic and both spells negate each other.
Spontaneous Casting
All good and some neutral clerics can spontaneously cast any of their spells as Cure spells of the same level, while all evil and some neutral clerics can spontaneously cast any of their spells as Inflict spells of the same level. Druids can also sponta­neously cast any of their spells as a Summon Nature’s Ally spell of the same level.
Arcane
Arcane spells involve the direct manipulation of magical energy and, compared to divine spells, they are more likely to produce dramatic results, such as explosions or transformations. However, arcane spells are poor at healing wounds. Arcane spells are the purview of wizards, sorcerers and bards.
Of the three arcane spellcasting classes, only wizards keep spellbooks and need to prepare their spells ahead of time. Before resting, a wizard must select a certain number of spells from his spellbook as the ones he will be capable of casting. This limit is based on the wizard’s level, although a high Intelligence score will allow a wizard to cast a few additional spells. However, to cast any arcane spell, a wizard must have an Intelligence of at least 10 + the spell’s level.
Wizards gain two new spells in their spellbooks when they go up a level and they can also copy spells into their spellbooks from scrolls. To copy a scroll, the wizard must make a Spellcraft check against a DC of 15 + the spell’s level. If successful, the spell is entered into his spell book and the scroll is destroyed. If unsuccessful, the scroll is unharmed, but the wizard may not try again until he gains at least one more rank in Spellcraft.
Bards and sorcerers, unlike wizards, can cast any spell they know, without any need for preparation. However, the spell selection is more limited than wizards and like all spellcasters, they can only cast a limited number of spells each day. This limit is based on their level, although a high Charisma score will allow them to cast a few additional spells. However, to cast any arcane spell, a bard or sorcer­er must have a Charisma of at least 10 + the spell’s level.
Bards and sorcerers gain new spells when they gain levels and this is the only means by which they gain new spells. Although they can use arcane scrolls, they cannot gain new spells from them, as they have no spellbooks into which to copy the scrolls.
Divine
Clerics, druids, paladins and rangers cast divine spells, which are spells that draw their power from a divine source. While they tend to be less flashy than arcane spells, divine spells excel at healing and short of a wish, only divine spells can bring the dead back to life.
Divine spellcasters must prepare their spells like a wizard, choosing what spells they can cast at the end of a period of prayer and meditation. However, unlike wizards, divine casters can choose any spell on their class spell list that is appro­priate to their level and clerics can pick spells from their domain spell lists as well. Like all spellcasters, they can only cast a limited number of spells each day. This limit is based on their level, although a high Wisdom score will allow them to cast a few additional spells. However, to cast any divine spell, a divine spell­caster must have a Wisdom of at least 10 + the spell’s level.
Magic Schools
Most spells belong to one of eight schools of magic, with a few spells (called uni­versal spells) belonging to no school at all. The eight schools of magic are described below.
Abjuration
Abjurations are protective spells. They create physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. Representative spells include Protection from Evil, Dispel Magic and Banishment.
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Conjuration
Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summon­ing subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures of objects over great dis­tances (teleportation) or create objects of effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands. Representative spells include the various Summon Monster spells, Cure Light Wounds, Raise Dead, Teleport and Wall of Iron.
Divination
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things and to foil deceptive spells. Representative spells include Identify, Detect Thoughts, Clairaudience/Clairvoyance and True Seeing.
Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior. Representative spells include Charm Person and Suggestion.
Evocation
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects and evocation spells can deal large amounts of damage. Representative spells include Magic Missile, Fireball and Lightning Bolt.
Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises or remember things that never happened. Representative illusions include Invisibility.
Necromancy
Necromancy spells manipulate the powers of death, unlife and the life force. Spells involving undead creatures make up a large part of this school. Representative spells include Cause Fear and Animate Dead.
Transmutation
Transmutation spells change the properties of some creature, thing, or condition. Representative spells include Enlarge Person and Reduce Person.
During character creation, wizard characters can specialize in one school of magic. The wizard can prepare one extra spell of this school per spell level each day and he also gains a +2 to any Spellcraft check that deals with spells of this school. However, the specializing wizard must choose two other schools of magic and these spells are unavailable to the wizard. He cannot learn them, cast them from scrolls or even use wands with those spells.
There is one exception to the specialization rule above. No wizard may give up the divination school of magic and if he chooses to specialize in divination, he must only give up one school of magic instead of two.
Spells
This section contains spells listed by class and level. Spells marked with an asterisk (*) are new for D&D version 3.5. The information in this list is abbreviated from what you’ll find in the game or the D&D Player’s Handbook Core Rulebook I
v 3.5. For complete information on all of these spells, check in game or in the Player’s Handbook. For the purposes of the manual, we’ve grouped spells by class
and included the following information: spell level; subschool (such as Enchantment); type (such as Compulsion); descriptor (such as Mind-Affecting); and spell description. Where appropriate, we’ve also included material component.
Bard Spells
0-Level Bard Spells
Daze: (Enchantment (Compulsion)) [Mind-Affecting] Humanoid creature of 4 HD or less loses next action.
Detect Magic: (Divination) Detect spells and magic items within 60 feet.
Flare: (Evocation) [Light] Light burst dazzles one creature (–1 on attack rolls).
Open/Close: (Transmutation) Open an object, such as a chest or container. Will
not open magically locked doors.
Read Magic: (Divination) Decipher magical inscriptions on scrolls that would otherwise be unintelligible.
Resistance: (Abjuration) Subject gains +1 on saving throws.
1st-Level Bard Spells
Cause Fear: (Necromancy) [Fear, Mind-Affecting] One creature of 5 HD or less flees for 1d4 rounds. Cause Fear counters and dispels Remove Fear.
Charm Person: (Enchantment (Charm)) [Mind-Affecting] Makes a humanoid creature regard you as its trusted friend and ally.
Confusion, Lesser*: (Enchantment (Compulsion)) [Mind-Affecting] Causes a single creature to become confused for one round.
Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +5). Deals damage to undead creatures.
Detect Secret Doors: (Divination) Detects passages, doors or openings within 60 feet.
Expeditious Retreat: (Transmutation) Increases your land speed by 30 feet. (This adjustment is treated as an enchantment bonus).
Grease: (Conjuration (Creation)) Covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall.
Identify: (Divination) Reveals all magical properties of an item in your inventory. Each use of Identify costs 100 gp.
Remove Fear: (Abjuration) Suppresses fear and gives +4 to Fear checks for 10 min. Remove Fear counters and dispels Cause Fear.
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Sleep: (Enchantment (Compulsion)) [Mind-Affecting] Puts 4HD of creatures into a magical slumber. Sleep does not affect unconscious creatures, constructs or undead creatures.
Summon Monster I: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
Tasha's Hideous Laughter: (Enchantment (Compulsion) [Mind-Affecting] Subject loses actions for 1 round/level because they are afflicted with uncontrol­lable laughter.
2nd-Level Bard Spells
Animal Trance: (Enchantment (Compulsion)) [Mind-Affecting, Sonic] Fascinates 2d6 HD of animals.
Blindness/Deafness: (Necromancy) Renders the subject blinded and deafened.
Blur: (Illusion (Glamer)) Attacks miss subject 20% of the time. See Invisibility
does not counteract the Blur effect, but True Seeing does.
Calm Emotions: (Enchantment (Compulsion)) [Mind-Affecting] Calms crea­tures, negating emotion effects (positive and negative); suppresses fear, morale bonuses and confusion.
Cat's Grace: (Transmutation) Subject gains +4 to Dexterity for 1 min./level.
Cure Moderate Wounds: (Conjuration (Healing)) Cures 2d8 points of damage
+1 point/level (maximum +10).
Daze Monster*: (Enchantment (Compulsion)) [Mind-Affecting] Living creature of 6 HD or less loses next action.
Delay Poison: (Conjuration) Stops poison from harming subject for 1 hour/level.
Eagle's Splendor*: (Transmutation) Grants a +4 enhancement bonus to
Charisma for 1 min./level.
Fox's Cunning*: (Transmutation) Subject gains +4 Int for 1 min./level.
Glitterdust: (Conjuration (Creation)) Blinds creatures; outlines invisible creatures.
Heroism*: (Enchantment (Compulsion)) [Mind-Affecting] The target gains a +2
morale bonus on attack rolls, saves and skill checks.
Hold Person: (Enchantment (Compulsion)) [Mind-Affecting] The humanoid subject becomes paralyzed and freezes in place for 1 round/level.
Invisibility: (Illusion) Subject becomes invisible for 1 min./level, or until it attacks.
Mirror Image: (Illusion (Figment)) Creates 1d4 duplicate images of you plus one
image per three caster levels (maximum three images).
Rage: (Enchantment (Compulsion)) [Mind-Affecting] Subject gains +2 to Strength and Constitution, +1 on Will saves and –2 to AC.
Scare: (Necromancy) [Fear, Mind-Affecting] Causes all targeted creatures of less than 6 HD to become frightened.
Shatter: (Evocation (Sonic)) Sonic vibration results in damage to earth elementals.
Silence: (Illusion (Glamer)) Negates sound in a 20-ft. radius or targets a creature
and the creature is forced to be silent.
Sound Burst: (Conjuration (Creation)) Every creature in the area takes 1d8 points of sonic damage.
Suggestion: (Enchantment (Compulsion)) [Mind-Affecting, Language­Dependent] Compels subject to follow course of action; subject is added as a controllable NPC.
Summon Monster II: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
Summon Swarm: (Conjuration (Summoning)) Summon a swarm of animals, based on what you select from the Radial Menu.
3rd-Level Bard Spells
Blink: (Transmutation) You randomly vanish and reappear for 1 round/level.
Charm Monster: (Enchantment (Charm)) [Mind-Affecting] Makes monster
believe that it is your ally.
Clairaudience/Clairvoyance: (Divination (Scrying)) Creates an invisible magical sensor at a specific location that enables you to hear or see as if you were there.
Confusion: (Enchantment (Compulsion)) [Mind-Affecting] Subjects behave oddly for 1 round/level.
Crushing Despair*: (Enchantment (Compulsion)) [Mind-Affecting] Subjects take –2 on attack rolls, damage rolls, saves and checks. Crushing Despair counters and dispels Good Hope.
Cure Serious Wounds: (Conjuration (Healing)) Cures 3d8 points of damage +1 point/level (maximum +10).
Deep Slumber*: (Enchantment (Compulsion)) [Mind-Affecting] Puts 10 HD of creatures to sleep. Deep Slumber does not affect unconscious creatures, con­structs, or undead creatures.
Dispel Magic: (Abjuration) Cancels spells and magical effects.
Fear: (Necromancy) [Fear, Mind-Affecting] Subjects within cone flee for 1
round/level.
Gaseous Form: (Transmutation) Subject becomes translucent and insubstantial and gains damage reduction, unless it's magic.
Good Hope*: (Enchantment (Compulsion)) [Mind-Affecting] Each affected creature gains a +2 morale bonus on saving throws, attack rolls ability checks, skills checks and weapon damage rolls. Good Hope counters and dispels Crushing Despair.
Haste: (Transmutation) One creature/level moves faster, +1 on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Invisibility Sphere: (Illusion (Glamer)) Confers invisibility upon all creatures within 10 feet of the recipient.
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Remove Curse: (Abjuration) Frees object or person from curse. Remove Curse counters and dispels Bestow Curse.
See Invisibility: (Divination) You can see any objects or beings that are invisible within your range of vision, as if they were normally visible.
Slow: (Transmutation) One subject/level takes only one action/round; –1 penalty to AC, attack rolls and reflex saves. Slow counters and dispels Haste.
Summon Monster III: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
4th-Level Bard Spells
Break Enchantment: (Abjuration) Frees subjects from enchantments, alterations, curses and petrification.
Cure Critical Wounds: (Conjuration (Healing)) Cures 4d8 points of damage +1 point/level (maximum +10).
Dimension Door: (Conjuration) [Teleportation] Enables you or another recipi­ent of the spell to teleport anywhere on the current map in ToEE.
Dominate Person: (Enchantment (Compulsion)) [Mind-Affecting] Controls humanoid subject telepathically.
Freedom of Movement: (Abjuration) Subject moves normally despite impediments.
Hold Monster: (Enchantment (Compulsion)) [Mind-Affecting] Paralyzes any
creature for 1 round/level.
Invisibility, Greater: (Illusion (Glamer)) Subject is invisible for 1 min./level and remains invisible even while attacking.
Neutralize Poison: (Conjuration (Healing)) Immunizes subject against poison, and will detoxify venom within or on subject.
Repel Vermin: (Abjuration) An invisible barrier holds back vermin.
Shout: (Evocation (Sonic)) Deafens all within cone and deals 5d6 sonic damage.
Summon Monster IV: (Conjuration (Summoning)) Summons a creature, based
on what you select from the Radial Menu.
Cleric Spells
0-Level Cleric Spells
Cure Minor Wounds: (Conjuration (Healing)) Cures one point of damage.
Detect Magic: (Divination) Detects spells and magic items within 60 feet.
Guidance: (Divination) The subject gains a +1 competence bonus on attack
rolls, saving throws and skill checks.
Inflict Minor Wounds: (Necromancy) Touch attack, one point of damage.
Read Magic: (Divination) Decipher magical inscriptions on scrolls that would
otherwise be unintelligible.
Resistance: (Abjuration) Subject gains +1 on saving throws.
Virtue: (Transmutation) The subject gains one temporary hit point.
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1st-Level Cleric Spells
Bane: (Enchantment (Compulsion)) [Fear, Mind-Affecting] Enemies take a –1 penalty on attack rolls and saves against fear.
Bless: (Enchantment (Compulsion)) [Mind-Affecting] Allies gain +1 on attack rolls and saves against fear. Bless counters and dispels Bane.
Bless Water: (Transmutation) [Good] Imbues a flask of water with positive ener­gy, turning it into holy water, which is directly summoned into your inventory. Material Component: Five pounds of powdered silver (worth 25 gp).
Cause Fear: (Necromancy) [Fear, Mind-Affecting] One creature of 5 HD or less flees for 1d4 rounds. Cause Fear counters and dispels Remove Fear.
Command: (Enchantment (Compulsion)) [Language-Dependent, Mind-Affecting] Give the subject a single command, which it obeys to the best of its ability.
Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +5). Deals damage to undead creatures.
Curse Water: (Necromancy) [Evil] Imbues a flask of water with negative energy, turning it into unholy water. Material Component: Five pounds of powdered sil­ver (worth 25 gp).
Detect Chaos/Evil/Good/Law: (Divination) Reveals creatures, spells or objects of selected alignment.
Detect Undead: (Divination) Reveals undead within 60 ft.
Divine Favor: (Evocation) The subject gains +1 per three levels on attack and
damage rolls.
Doom: (Necromancy) [Fear, Mind-Affecting] One subject takes –2 on attack rolls, damage rolls, saves and checks.
Endure Elements*: (Abjuration) Grants limited protection (based on your choice) from acid, cold, electricity, fire, or sonic damage.
Entropic Shield: (Abjuration) Each ranged attack directed at you, for which the attacker must make an attack roll, has a 20% miss chance.
Hide from Undead*: (Abjuration) Undead cannot see, hear or smell the warded creatures (or recipients) of this spell.
Inflict Light Wounds: (Necromancy) Touch deals 1d8 damage +1/level (max +5).
Magic Stone: (Transmutation) Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: (Transmutation) Gives a weapon a +1 enhancement bonus on
attack and damage rolls. You can't cast this spell on a natural weapon.
Obscuring Mist: (Conjuration (Creation)) Fog surrounds you; it obscures all sight beyond five feet in front of you and creatures have different levels of concealment.
Protection from Chaos: (Abjuration) [Lawful] +2 to AC and saves against chaotic creatures, counter mind control, hedge out elementals and outsiders.
Protection from Evil: (Abjuration) [Good] +2 to AC and saves against evil crea­tures, counter mind control, hedge out elementals and outsiders.
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Protection from Good: (Abjuration) [Evil] +2 to AC and saves against good creatures, counter mind control, hedge out elementals and outsiders.
Protection from Law: (Abjuration) [Chaotic] +2 to AC and saves against lawful creatures, counter mind control, hedge out elementals and outsiders.
Remove Fear: (Abjuration) Suppresses fear and gives +4 to Fear checks for 10 min. Remove Fear counters and dispels Cause Fear.
Sanctuary: (Abjuration) Opponents cannot attack you and you cannot attack back.
Shield of Faith: (Abjuration) Grants the subject a +2 deflection bonus to AC,
with an additional +1 to the bonus for every six levels you have (maximum +1, since the maximum level in ToEE is 10th).
Summon Monster I: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
2nd-Level Cleric Spells
Aid: (Enchantment (Compulsion)) [Mind-Affecting] +1 on attack rolls and saves against fear, 1d8 temporary hit points +1/level (max +10).
Bear’s Endurance*: (Transmutation) Subject gains +4 to Constitution for 1 min./level.
Bull's Strength: (Transmutation) Subject gains +4 to Strength for 1 min./level.
Calm Emotions: (Enchantment (Compulsion) Mind-Affecting) Calms creatures,
negating emotion effects (positive and negative); suppresses fear, morale bonuses and confusion.
Consecrate: (Evocation) [Good] Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: (Conjuration (Healing)) Cures 2d8 points of damage +1 point/level (maximum +10).
Death Knell: (Necromancy) [Death, Evil] Kills dying creature; you gain 1d8 tem­porary hit points, +2 to Strength and add one caster level, which improves spell effects dependent upon caster level. Duration is 10 min./HD of creature drained.
Delay Poison: (Conjuration) Stops poison from harming subject for 1 hour/level.
Desecrate: (Evocation) [Evil] Fills area with negative energy, making undead
stronger. Desecrate counters and dispels Consecrate.
Eagle’s Splendor*: (Transmutation) Grants a +4 enhancement bonus to Charisma for 1 min./level.
Find Traps: (Divination) Notice traps the way a rogue does. Note: Find Traps grants no ability to disable the traps that you may find.
Hold Person: (Enchantment (Compulsion)) [Mind-Affecting] The humanoid subject becomes paralyzed and freezes in place for 1 round/level.
Inflict Moderate Wounds: (Necromancy) Deal 2d8 points of damage +1 point/level (maximum +10).
Owl’s Wisdom*: (Transmutation) Grants a +4 enhancement bonus to Wisdom for 1 min./level.
Remove Paralysis: (Conjuration (Healing)) Free one or more creatures from the effects of any temporary paralysis or related magic, including a Ghoul's Touch or a Slow spell.
Restoration, Lesser: (Conjuration (Healing)) Dispels any magical effects reduc­ing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Shatter: (Evocation (Sonic)) Sonic vibration results in damage to earth elementals.
Silence: (Illusion (Glamer)) Negates sound in a 20-ft. radius or targets a creature
and the creature is forced to be silent.
Sound Burst: (Conjuration (Creation)) Every creature in the area takes 1d8 points of sonic damage.
Spiritual Weapon: (Evocation (Force)) Magic weapon attacks on its own, strikes as a spell and can only be countered with Dispel Magic.
Summon Monster II: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
3rd-Level Cleric Spells
Animate Dead: (Necromancy) [Evil] Creates a zombie or a skeleton from the corpse of a slain enemy.
Bestow Curse: (Necromancy) –6 penalty to an ability score; –4 penalty on attack rolls, saves and checks; or 50% chance of losing each action. Bestow Curse coun­ters Remove Curse.
Blindness/Deafness: (Necromancy) Renders the subject blinded and deafened.
Contagion: (Necromancy) [Evil] Infects subject with chosen disease.
Cure Serious Wounds: (Conjuration (Healing)) Cures 3d8 points of damage +1
point/level (maximum +10).
Dispel Magic: (Abjuration) Cancels spells and magical effects.
Inflict Serious Wounds: (Necromancy) Deal 3d8 points of damage +1
point/level (maximum +10).
Invisibility Purge: (Evocation) Dispels invisibility within 5 ft./level.
Magic Circle Against Chaos: (Abjuration) [Lawful] Acts like a Protection spell
against Chaos, can be cast on friendly creatures (outward circle) or a hostile crea­ture (inward circle) for 10 min./level, 10-ft. radius.
Magic Circle Against Evil: (Abjuration) [Good] Acts like a Protection spell against Evil, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.
Magic Circle Against Good: (Abjuration) [Evil] Acts like a Protection spell against Good, can be cast on friendly creatures (outward circle) or hostile crea­tures (inward circle) for 10 min./level, 10-ft. radius
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Magic Circle Against Law: (Abjuration) [Chaotic] Acts like a Protection spell against Law, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.
Magic Vestment: (Transmutation) Armor or shield gains +1 enhancement bonus per four levels.
Meld Into Stone: (Transmutation) [Earth] You and your gear merge into stone; you cannot make any actions, nor do you take any damage.
Prayer: (Enchantment (Compulsion)) [Mind-Affecting] Allies receive +1 bonus on most rolls, enemies take –1 penalty.
Protection from Energy*: (Abjuration) Absorb 12 points/level damage from one kind of energy.
Remove Blindness/Deafness: (Conjuration (Healing)) Cures blindness or deaf­ness, whether the effect is normal or magical in nature. Remove Blindness/ Deafness counters and dispels Blindness/Deafness.
Remove Curse: (Abjuration) Frees object or person from curse. Remove Curse counters and dispels Bestow Curse.
Remove Disease: (Conjuration (Healing)) Cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others.
Searing Light: (Evocation) Ray deals 1d8/two levels damage (max 5d8); more against undead (1d6 per caster level, max 10d6).
Summon Monster III: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
Wind Wall: (Evocation) [Air] Deflects arrows and smaller creatures. In ToEE, the radius of Wind Wall is 3 feet/level (maximum 30 feet).
4th-Level Cleric Spells
Cure Critical Wounds: (Conjuration (Healing)) Cures 4d8 points of damage +1 point/level (maximum +10).
Death Ward: (Necromancy) Grants immunity to death spells and negative energy effects.
Dimensional Anchor: (Abjuration) Bars extra-dimensional movement.
Discern Lies: (Divination) Reveals deliberate falsehoods.
Dismissal: (Abjuration) Forces a creature to return to its native plane.
Divine Power: (Evocation) Gain a +6 enhancement bonus to Strength and you
gain one temporary hit point per caster level.
Freedom of Movement: (Abjuration) Subject moves normally despite impediments.
Giant Vermin: (Transmutation) Summons one monster and places it under con-
trol of the party.
Inflict Critical Wounds: (Necromancy) Deal 4d8 points of damage per caster level (maximum +10).
Magic Weapon, Greater: (Transmutation)+1 every four levels (max +2).
Neutralize Poison: (Conjuration (Healing)) Immunizes subject against poison,
and will detoxify venom within or on subject.
Poison: (Necromancy) Touch deals 1d10 Constitution damage, repeats in one minute.
Repel Vermin: (Abjuration) An invisible barrier holds back vermin.
Restoration: (Conjuration (Healing)) Restores level (experience points) and ability
score drains. Material Component: Diamond dust worth 100 gp that is sprinkled over the target.
Summon Monster IV: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
5th-Level Cleric Spells
Break Enchantment: (Abjuration) Frees subjects from enchantments, alterations, curses and petrification.
Cure Light Wounds, Mass*: (Conjuration (Healing)) Cures 1d8 points of dam­age +1 point/level (maximum +10) in each selected creature. Deals damage to undead in its area rather than curing them.
Dispel Chaos: (Abjuration) [Lawful] Subject gains +4 bonus against attacks by chaotic creatures.
Dispel Evil: (Abjuration) [Good] Subject gains +4 bonus against attacks by evil creatures.
Dispel Good: (Abjuration) [Evil] Subject gains +4 bonus against attacks by good creatures.
Dispel Law: (Abjuration) [Chaotic] Subject gains +4 bonus against attacks by lawful creatures.
Flame Strike: (Evocation) [Fire] Smite foes with 1d6 points of damage per caster level (maximum 10d6).
Inflict Light Wounds, Mass: (Necromancy) Deals 1d8 points of damage +1 per caster level (maximum +10). Cures undead in its area rather than damaging them.
Raise Dead: (Conjuration (Healing)) Restores life to subject. Material Component: Diamonds worth a total of at least 5,000 gp.
Righteous Might: (Transmutation) Your size increases (reflected by your charac­ter stats) and you gain combat bonuses.
Slay Living: (Necromancy) [Death] Touch attack kills subject, unless creature makes a Fortitude save.
Spell Resistance: (Abjuration) Subject gains spell resistance of 12 + level (max. +10).
Summon Monster V: (Conjuration (Summoning)) Summons a creature, based
on what you select from the Radial Menu.
True Seeing: (Divination) Lets you see all things as they really are.
Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom power, saffron and fat.
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Cleric Domains and Domain Spells
Domains Domain Spells
Air 1. Obscuring Mist
2. Wind Wall
3. Gaseous Form
4. Dispel Air
5. Chain Lightning
Cleric Domains and Domain Spells Cont.
Domains Domain Spells
Fire 1. Burning Hands
2. Produce Flame
3. Resist Energy
4. Dispel Fire
5. Fire Shield
Animal 1. Calm Animals
2. Hold Animal
3. Dominate Animal
4. Summon Nature’s Ally IV
5. Animal Growth
Chaos 1. Protection from Law
2. Shatter
3. Magic Circle Against Law
4. Chaos Hammer
5. Dispel Law
Death 1. Cause Fear
2. Death Knell
3. Animate Dead
4. Death Ward
5. Slay Living
Destruction 1. Inflict Light Wounds
2. Shatter
3. Contagion
4. Inflict Critical Wounds
5. Inflict Light Wounds, Mass
Earth 1. Magic Stone
2. Soften Earth and Stone
3. Meld into Stone
4. Dispel Earth
5. Stoneskin
Good 1. Protection from Evil
2. Aid
3. Magic Circle Against Evil
4. Holy Smite
5. Dispel Evil
Healing 1. Cure Light Wounds
2. Cure Moderate Wounds
3. Cure Serious Wounds
4. Cure Critical Wounds
5. Cure Light Wounds, Mass
Knowledge 1. Detect Secret Doors
2. See Invisibility
3. Clairaudience/Clairvoyance
4. Discern Lies
5. True Seeing
Law 1. Protection from Chaos
2. Calm Emotions
3. Magic Circle Against Chaos
4. Order’s Wrath
5. Dispel Chaos
Luck 1. Entropic Shield
2. Aid
3. Protection from Energy
4. Freedom of Movement
5. Break Enchantment
Evil 1. Protection from Good
2. Desecrate
3. Magic Circle Against Good
4. Unholy Blight
5. Dispel Good
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Magic 1. Magic Weapon
2. Identify
3. Dispel Magic
4. Globe of Invulnerability, Lesser
5. Spell Resistance
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Cleric Domains and Domain Spells Cont.
Domains Domain Spells
Plant 1. Entangle
2. Barkskin
3. Spike Growth
4. Command Plants
5. Blight
Cleric Domains and Domain Spells Cont.
Domains Domain Spells
Water 1. Obscuring Mist
2. Fog Cloud
3. Sleet Storm
4. Dispel Water
5. Ice Storm
Protection 1. Sanctuary
2. Blur
3. Protection from Energy
4. Otiluke’s Resilient Sphere
5. Spell Resistance
Strength 1. Enlarge Person
2. Bull’s Strength
3. Magic Vestment
4. Rage
5. Righteous Might
Sun 1. Endure Elements
2. Heat Metal
3. Searing Light
4. Fire Shield
5. Flame Strike
Travel 1. Longstrider
2. Bear’s Endurance
3. Haste
4. Dimension Door
5. Teleport
Trickery 1. Invisibility to Undead
2. Invisibility
3. Suggestion
4. Confusion
5. Mind Fog
Wa r 1. Magic Weapon
2. Spiritual Weapon
3. Magic Vestment
4. Divine Power
5. Flame Strike
Druid Spells
0-Level Druid Spells
Cure Minor Wounds: (Conjuration (Healing)) Cures one point of damage.
Detect Magic: (Divination) Detects spells and magic items within 60 feet.
Flare: (Evocation) [Light] Light burst dazzles one creature (–1 on attack rolls).
Guidance: (Divination) The subject gains a +1 competence bonus on attack
rolls, saving throws and skill checks.
Read Magic: (Divination) Decipher magical inscriptions on scrolls that would otherwise be unintelligible.
Resistance: (Abjuration) Subject gains +1 on saving throws.
Virtue: (Transmutation) The subject gains one temporary hit point.
1st-Level Druid Spells
Calm Animals: (Enchantment (Compulsion)) [Mind-Affecting] Calms (2d4 + level) HD of animals.
Charm Animal: (Enchantment (Charm) [Mind-Affecting] Makes a creature of any type or size regard you as its trusted friend and ally.
Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +5). Deals damage to undead creatures.
Endure Elements*: (Abjuration) Grants limited protection (based on your choice) from acid, cold, electricity, fire or sonic damage.
Entangle: (Transmutation) Plants entangle everyone in a 40-ft. radius.
Faerie Fire: (Evocation (Light)) Outlines subjects with light, therefore canceling
the effects of Blur, concealment and the like.
Goodberry: (Transmutation) Summons 2d4 berries into your inventory; each berry cures one hit point.
Hide from Animals*: (Abjuration) Animals can't perceive one subject per level.
Longstrider*: (Transmutation) Increases your base land speed by 10 feet.
Magic Fang: (Transmutation) One natural weapon of subject creature gets +1 on
attack and damage rolls.
Magic Stone: (Transmutation) Three stones gain +1 on attack, deal 1d6 +1 damage.
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Obscuring Mist: (Conjuration (Creation)) Fog surrounds you; it obscures all sight beyond five feet in front of you and creatures have different levels of concealment.
Produce Flame: (Evocation (Fire)) 1d6 damage +1/level, touch or thrown.
Shillelagh: (Transmutation) Quarterstaff becomes a +1 weapon (1d10 damage)
for 1 min./level
Summon Nature's Ally I: (Conjuration (Summoning)) Allows you to summon a creature; choice of creature based on what you select from the Radial Menu.
2nd-Level Druid Spells
Animal Trance: (Enchantment (Compulsion)) [Mind-Affecting, Sonic] Fascinates 2d6 HD of animals.
Barkskin: (Transmutation) Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance*: (Transmutation) Subject gains +4 to Constitution for
1 min./level.
Bull's Strength: (Transmutation) Subject gains +4 to Strength for 1 min./level.
Cat's Grace: (Transmutation) Subject gains +4 to Dexterity for 1 min./level.
Chill Metal: (Transmutation) Creature wearing metal armor takes cold damage.
Delay Poison: (Conjuration) Stops poison from harming subject for 1
hour/level.
Fog Cloud: (Conjuration (Creation)) Fog obscures all sight within five feet.
Gust of Wind: (Evocation) [Air] Blows away or knocks down smaller creatures.
Heat Metal: (Transmutation) [Fire] Make metal armor so hot that it damages
those who come into contact with it.
Hold Animal: (Enchantment (Compulsion)) [Mind-Affecting] Paralyzes one ani­mal for 1 round/level.
Owl's Wisdom*: (Transmutation) Grants a +4 enhancement bonus to Wisdom for 1 min./level.
Reduce Animal*: (Transmutation) Creature halves in size.
Resist Energy*: (Abjuration) Ignores 10 (or more) points of damage per attack
from specified energy type.
Restoration, Lesser: (Conjuration (Healing)) Dispels any magical effects reduc­ing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Soften Earth and Stone: (Transmutation (Earth)) Turns stone to clay or dirt to sand or mud.
Summon Nature's Ally II: (Conjuration (Summoning)) Allows you to summon a creature; choice of creature based on what you select from the Radial Menu.
Summon Swarm: (Conjuration (Summoning)) Summon a swarm of animals, based on what you select from the Radial Menu.
Tree Shape: (Transmutation) You look exactly like a tree for 1 hour/level and gain a +10 natural armor bonus.
3rd-Level Druid Spells
Call Lightning: (Evocation ) Calls down lightning bolts (3d6 per bolt) from the sky.
Contagion: (Necromancy) [Evil] Infects subject with chosen disease.
Cure Moderate Wounds: (Conjuration (Healing)) Cures 2d8 points of damage
+1 point/level (maximum +10).
Dominate Animal: (Enchantment (Compulsion)) [Mind-Affecting] Subject ani­mal is enchanted and made a member of your party.
Magic Fang, Greater: (Transmutation) One natural weapon of subject creature gets +1 on attack and damage rolls.
Meld Into Stone: (Transmutation) [Earth] You and your gear merge into stone; you cannot make any actions, nor do you take any damage.
Neutralize Poison: (Conjuration (Healing)) Immunizes subject against poison, and will detoxify venom within or on subject.
Poison: (Necromancy) Touch deals 1d10 Constitution damage, repeats in one minute.
Protection from Energy*: (Abjuration) Absorb 12 points/level damage from one kind of energy.
Quench*: (Transmutation) Extinguishes nonmagical fires or one magic item.
Remove Disease: (Conjuration (Healing)) Cures all diseases that the subject is
suffering from. The spell also kills parasites, including green slime and others.
Sleet Storm: (Conjuration (Creation)) [Cold] Hamper vision and movement, causing creatures to move at half speed.
Spike Growth: (Transmutation) Creatures in area take 1d4 damage, may be Slowed.
Summon Nature's Ally III: (Conjuration (Summoning)) Allows you to summon
a creature; choice of creature based on what you select from the Radial Menu.
Wind Wall: (Evocation) [Air] Deflects arrows and smaller creatures. In ToEE, the radius of Wind Wall is 3 feet/level (maximum 30 feet).
4th-Level Druid Spells
Blight*: (Necromancy) Withers one plant or deals 1d6/level damage to plant creature.
Cure Serious Wounds: (Conjuration (Healing)) Cures 3d8 points of damage +1 point/level (maximum +10).
Dispel Magic: (Abjuration) Cancels spells and magical effects.
Flame Strike: (Evocation) [Fire] Smite foes with 1d6 points of damage/level
(maximum 10d6).
Freedom of Movement: (Abjuration) Subject moves normally despite impediments.
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Giant Vermin: (Transmutation) Summons one monster and places it under con­trol of the party.
Ice Storm: (Evocation) [Cold] Hail deals 5d6 damage in cylinder 40 ft. across.
Spike Stones: (Transmutation) [Earth] Creatures in area take 1d8 damage, may
be Slowed.
Summon Nature’s Ally IV: (Conjuration (Summoning)) Allows you to summon a creature; choice of creature based on what you select from the Radial Menu.
5th-Level Druid Spells
Animal Growth: (Transmutation) For every two levels, one animal doubles in size.
Call Lightning Storm: (Evocation) [Electricity] Calls down lightning bolts (5d6
per bolt) from the sky.
Cure Critical Wounds: (Conjuration (Healing)) Cures 4d8 points of damage +1 point/level (maximum +10).
Death Ward: (Necromancy) Grants immunity to death spells and negative energy effects.
Stoneskin: (Abjuration) Allows subject to ignore the first 10 points of damage per attack. Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target's skin.
Summon Nature's Ally V: (Conjuration (Summoning)) Allows you to summon a creature; choice of creature based on what you select from the Radial Menu.
Paladin Spells
1st-Level Paladin Spells
Bless: (Enchantment (Compulsion)) [Mind-Affecting] Allies gain +1 on attack rolls and saves against fear. Bless counters and dispels Bane.
Bless Water: (Transmutation) [Good] Imbues a flask of water with positive energy, turning it into holy water, which is directly summoned into your inventory. Material Component: Five pounds of powdered silver (worth 25 gp).
Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +5). Deals damage to undead creatures.
Detect Undead: (Divination) Reveals undead within 60 ft.
Divine Favor: (Evocation) The subject gains +1 per three levels on attack and
damage rolls.
Endure Elements*: (Abjuration) Grants limited protection (based on your choice) from acid, cold, electricity, fire or sonic damage.
Magic Weapon: (Transmutation) Gives a weapon a +1 enhancement bonus on attack and damage rolls. You can't cast this spell on a natural weapon.
Protection from Chaos: (Abjuration) [Lawful] Subject gains +2 to AC and saves against chaotic creatures, counter mind control, hedge out elementals and outsiders.
Protection from Evil: (Abjuration) [Good] Subject gains +2 to AC and saves against evil creatures, counter mind control, hedge out elementals and outsiders.
Read Magic: (Divination) Decipher magical inscriptions on scrolls that would otherwise be unintelligible.
Resistance: (Abjuration) Imbue the subject with magical energy, granting it a +1 resistance bonus on saves.
Restoration, Lesser: (Conjuration (Healing)) Dispels any magical effects reduc­ing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Virtue: (Transmutation) The subject gains one temporary hit point.
2nd-Level Paladin Spells
Bull's Strength: (Transmutation) Subject gains +4 to Strength for 1 min./level.
Delay Poison: (Conjuration) Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor*: (Transmutation) Grants a +4 enhancement bonus to
Charisma for 1 min./level.
Owl’s Wisdom*: (Transmutation) Grants a +4 enhancement bonus to Wisdom for 1 min./level.
Remove Paralysis: (Conjuration (Healing)) Free one or more creatures from the effects of any temporary paralysis or related magic, including a Ghoul's Touch or a Slow spell.
Resist Energy*: (Abjuration) Ignores 10 (or more) points of damage per attack from specified energy type.
Ranger Spells
1st-Level Ranger Spells
Calm Animals: (Enchantment (Compulsion)) [Mind-Affecting] Calms (2d4 + level) HD of animals.
Charm Animal: (Enchantment (Charm)) [Mind-Affecting] Makes a creature of any type or size regard you as its trusted friend and ally.
Delay Poison: (Conjuration) Stops poison from harming subject for 1 hour/level.
Endure Elements*: (Abjuration) Grants limited protection (based on your
choice) from acid, cold, electricity, fire or sonic damage.
Entangle: (Transmutation) Plants entangle everyone in a 40-ft. radius.
Hide from Animals*: (Abjuration) Animals can't perceive one subject per level.
Longstrider*: (Transmutation) Increases your base land speed by 10 feet.
Magic Fang: (Transmutation) One natural weapon of subject creature gets +1 on
attack and damage rolls.
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Read Magic: (Divination) Decipher magical inscriptions on scrolls that would otherwise be unintelligible.
Resist Energy*: (Abjuration) Ignores 10 (or more) points of damage per attack from specified energy type.
Summon Nature's Ally I: (Conjuration (Summoning)) Allows you to summon a creature; choice of creature based on what you select from the Radial Menu.
2nd-Level Ranger Spells
Barkskin: (Transmutation) Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance*: (Transmutation) Subject gains +4 to Constitution for
1 min./level.
Cat's Grace: (Transmutation) Subject gains +4 to Dexterity for 1 min./level.
Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1
point/level (maximum +5). Deals damage to undead creatures.
Hold Animal: (Enchantment (Compulsion)) [Mind-Affecting] Paralyzes one ani­mal for 1 round/level.
Owl's Wisdom*: (Transmutation) Grants a +4 enhancement bonus to Wisdom for 1 min./level.
Protection from Energy*: (Abjuration) Absorb 12 points/level damage from one kind of energy.
Spike Growth: (Transmutation) Creatures in area take 1d4 damage, may be Slowed.
Summon Nature's Ally II: (Conjuration (Summoning)) Allows you to summon
a creature; choice of creature based on what you select from the Radial Menu.
Wind Wall: (Evocation) [Air] Deflects arrows and smaller creatures. In ToEE, the radius of Wind Wall is 3 feet/level (maximum 30 feet).
Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells (Cantrips)
Acid Splash: (Creation) [Acid] Small orb deals 1d3 acid damage.
Daze: (Compulsion) [Mind-Affecting] Humanoid creature of 4 Hit Dice or less
loses next action.
Detect Magic: (Divination) Detect spells and magic items within 60 ft.
Disrupt Undead: (Necromancy) Deals 1d6 damage to one undead creature.
Flare: (Evocation) [Light] Dazzles one creature, which receives –1 on attack rolls.
Open/Close: (Transmutation) Opens or closes doors and small chests — does
not open doors that have been magically locked.
Ray of Frost: (Evocation) [Cold] Ray deals 1d3 cold damage.
Read Magic: (Divination) Gives ability to read scrolls.
Resistance: (Abjuration) Target gains +1 on saving throws.
1st-Level Sorcerer/Wizard Spells
Cause Fear: (Necromancy) [Fear, Mind-Affecting] One creature of 5 HD or less flees for 1d4 rounds. Cause Fear counters and dispels Remove Fear.
Charm Person: (Enchantment (Charm)) [Mind-Affecting] Makes a humanoid creature regard you as its trusted friend and ally.
Chill Touch: (Necromancy) One touch/level deals 1d6 damage and possibly 1 point of Strength damage.
Detect Secret Doors: (Divination) Detects passages, doors, or openings within 60 ft.
Detect Undead: (Divination) Reveals undead within 60 ft.
Endure Elements*: (Abjuration) Grants limited protection (based on your
choice) from acid, cold, electricity, fire or sonic damage.
Enlarge Person*: (Transmutation) Doubles the height and increases the weight of humanoid creature by a factor of 8. Also increases reach and Strength, but reduces Dexterity, attack and AC.
Expeditious Retreat: (Transmutation) Increases your land speed by 30 ft. (This adjustment is treated as an enchantment bonus).
Grease: (Conjuration (Creation)) Covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall.
Hold Portal: (Abjuration) Magically holds doors and gates shut.
Identify: (Divination) Reveals all magical properties of an item in your inventory.
Each use of Identify costs 100 gp.
Mage Armor: (Conjuration (Creation)) [Force] Gives subject +4 armor bonus.
Magic Missile: (Evocation) [Force] Deals 1d4 +1 damage, +1 missile per two lev-
els above 1st (max +4).
Magic Weapon: (Transmutation) Gives a weapon a +1 enhancement bonus on attack and damage rolls. You can't cast this spell on a natural weapon.
Obscuring Mist: (Conjuration (Creation)) Fog surrounds you; it obscures all sight beyond five feet in front of you and creatures have different levels of concealment.
Protection from Chaos: (Abjuration) [Lawful] Subject gains +2 to AC and saves against chaotic creatures, counter mind control, hedge out elementals and outsiders.
Protection from Evil: (Abjuration) [Good] Subject gains +2 to AC and saves against evil creatures, counter mind control, hedge out elementals and outsiders.
Protection from Good: (Abjuration) [Evil] Subject gains +2 to AC and saves against good creatures, counter mind control, hedge out elementals and outsiders.
Protection from Law: (Abjuration) [Chaotic] Subject gains +2 to AC and saves against lawful creatures, counter mind control, hedge out elementals and outsiders.
Ray of Enfeeblement: (Necromancy) Ray deals 1d6+1 per two levels of Strength damage.
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Reduce Person*: (Transmutation) Humanoid creature halves in size, and reduce in weight by a factor of 8. Increases Dexterity, attack and AC., but reduces Strength.
Shield: (Abjuration) [Force] Invisible disc gives +4 to AC, blocks Magic Missile attacks.
Shocking Grasp: (Evocation) [Electricity] Touch delivers 1d6/level electricity damage (max. 5d6).
Sleep: (Enchantment) [Compulsion, Mind-Affecting] Puts 4HD of creatures into a magical slumber. Sleep does not affect unconscious creatures, constructs, or undead creatures.
Summon Monster I: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
True Strike: (Divination) +20 insight bonus on your next attack roll.
2nd-Level Sorcerer/Wizard Spells
Bear’s Endurance*: (Transmutation) Subject gains +4 to Constitution for 1 min./level.
Blindness/Deafness: (Necromancy) Renders the subject blinded and deafened.
Blur: (Illusion (Glamer)) Attacks miss subject 20% of the time. See Invisibility
does not counteract the Blur effect, but True Seeing does.
Bull's Strength: (Transmutation) Subject gains +4 to Strength for 1 min./level.
Cat's Grace: (Transmutation) Subject gains +4 to Dexterity for 1 min./level.
Daze Monster*: (Enchantment (Compulsion)) [Mind-Affecting] Living creature
of 6 HD or less loses next action.
Eagle’s Splendor*: (Transmutation) Grants a +4 enhancement bonus to Charisma for 1 min./level.
False Life*: (Necromancy) Gain 1d10 temporary hp +1/level (max.+10).
Fog Cloud: (Conjuration (Creation)) Fog obscures all sight within five feet.
Fox's Cunning*: (Transmutation) Subject gains +4 Int for 1 min./level.
Ghoul Touch: (Necromancy) Paralyzes one subject, which exudes a stench that
makes those nearby sickened.
Glitterdust: (Conjuration (Creation)) Blinds creatures; outlines invisible creatures.
Gust of Wind: (Evocation) [Air] Blows away or knocks down smaller creatures.
Invisibility: (Illusion) Subject becomes invisible for 1 min./level, or until it attacks.
Knock: (Transmutation) Opens locked doors, secret doors and chests; loosens
chains and shackles.
Melf's Acid Arrow: (Conjuration (Creation)) [Acid] Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Mirror Image: (Illusion (Figment)) Creates 1d4 duplicate images of you plus one image per three caster levels (maximum +3).
Owl's Wisdom*: (Transmutation) Grants a +4 enhancement bonus to Wisdom for 1 min./level.
Protection from Arrows: (Abjuration) Subject immune to most ranged attacks.
Resist Energy*: (Abjuration) Ignores 10 (or more) points of damage per attack
from specified energy type.
Scare: (Necromancy) [Fear, Mind-Affecting] Causes all targeted creatures of less than 6 HD to become frightened.
See Invisibility: (Divination) You can see any objects or beings that are invisible within your range of vision, as if they were normally visible.
Shatter: (Evocation (Sonic)) Sonic vibration results in damage to earth elementals.
Summon Monster II: (Conjuration (Summoning)) Summons a creature, based
on what you select from the Radial Menu.
Summon Swarm: (Conjuration (Summoning)) Summon a swarm of animals, based on what you select from the Radial Menu.
Tasha’s Hideous Laughter: (Enchantment (Compulsion)) [Mind-Affecting] Subject loses actions for 1 round/level because they are afflicted with uncontrol­lable laughter.
Web: (Conjuration (Creation)) Fills 20-ft. radius spread with sticky spider webs.
3rd-Level Sorcerer/Wizard Spells
Blink: (Transmutation) You randomly vanish and reappear for 1 round/level.
Clairaudience/Clairvoyance: (Divination (Scrying)) Creates an invisible magical
sensor at a specific location that enables you to hear or as if you were there.
Deep Slumber*: (Enchantment (Compulsion)) [Mind-Affecting] Puts 10 HD of creatures to sleep. Deep Slumber does not affect unconscious creatures, con­structs, or undead creatures.
Dispel Magic: (Abjuration) Cancels spells and magical effects.
Displacement: (Illusion (Glamer)) Attacks will have a 50% miss chance on
a subject.
Fireball: (Evocation) [Fire] Deals 1d6 damage per level, 20-ft. radius.
Gaseous Form: (Transmutation) Subject becomes translucent and insubstantial
and gains damage reduction, unless it's magic.
Halt Undead: (Necromancy) Immobilizes undead for 1 round/level.
Haste: (Transmutation) One creature/level moves faster, +1 on attack rolls and a
+1 dodge bonus to AC and Reflex saves.
Heroism*: (Enchantment (Compulsion)) [Mind-Affecting] The target gains a +2 morale bonus on attack rolls, saves and skill checks.
Hold Person: (Enchantment (Compulsion)) [Mind-Affecting] The humanoid subject becomes paralyzed and freezes in place for 1 round/level.
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Invisibility Sphere: (Illusion (Glamer)) Confers invisibility upon all creatures within 10 feet of the recipient.
Keen Edge: (Transmutation) Doubles a normal weapon's threat range.
Lightning Bolt: (Evocation) [Electricity] Deals 1d6/level of electricity damage.
Magic Circle Against Chaos: (Abjuration) [Lawful] Acts like a Protection spell
against Chaos, can be cast on friendly creatures (outward circle) or a hostile crea­ture (inward circle) for 10 min./level, 10-ft. radius.
Magic Circle Against Evil: (Abjuration) [Good] Acts like a Protection spell against Evil, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.
Magic Circle Against Good: (Abjuration) [Evil] Acts like a Protection spell against Good, can be cast on friendly creatures (outward circle) or hostile crea­tures (inward circle) for 10 min./level, 10-ft. radius.
Magic Circle Against Law: (Abjuration) [Chaotic] Acts like a Protection spell against Law, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.
Magic Weapon, Greater: (Transmutation) Weapon gains +1 every four levels (max +2).
Protection from Energy*: (Abjuration) Absorb 12 points/level damage from one kind of energy.
Rage: (Enchantment (Compulsion)) [Mind-Affecting] Subject gains +2 to Strength and Constitution, +1 on Will saves and –2 to AC.
Sleet Storm: (Conjuration (Creation)) [Cold] Hamper vision and movement, causing creatures to move at half speed.
Slow: (Transmutation) One subject/level takes only one action/round; –1 penalty to AC, attack rolls and reflex saves. Slow counters and dispels Haste.
Stinking Cloud: (Conjuration (Creation)) Nauseating vapors, lasts for 1 round/level.
Suggestion: (Enchantment (Compulsion)) [Mind-Affecting, Language­Dependent] Compels subject to follow course of action; subject is added as a controllable NPC.
Summon Monster III: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
Vampiric Touch: (Necromancy) Touch deals 1d6/two levels damage; caster gains damage as temporary hit points.
Wind Wall: (Evocation) [Air] Deflects arrows and smaller creatures. In ToEE, the radius of Wind Wall is 3 feet/level (maximum 30 feet).
4th-Level Sorcerer/Wizard Spells
Animate Dead: (Necromancy) [Evil] Creates a zombie or a skeleton from the corpse of a slain enemy.
Bestow Curse: (Necromancy) –6 penalty to an ability score; –4 penalty on attack rolls, saves and checks; or 50% chance of losing each action. Bestow Curse coun­ters Remove Curse.
Charm Monster: (Enchantment (Charm)) [Mind-Affecting] Makes monster believe that it is your ally.
Confusion: (Enchantment (Compulsion)) [Mind-Affecting] Subjects behave oddly for 1 round/level.
Contagion: (Necromancy) [Evil] Infects subject with chosen disease.
Crushing Despair*: (Enchantment (Compulsion)) [Mind-Affecting] Subjects
take –2 on attack rolls, damage rolls, saves and checks. Crushing Despair coun­ters and dispels Good Hope.
Dimension Door: (Conjuration) [Teleportation] Enables you or another recipi­ent of the spell to teleport anywhere on the current map in ToEE.
Dimensional Anchor: (Abjuration) Bars extra-dimensional movement.
Fear: (Necromancy) [Fear, Mind-Affecting] Subjects within cone flee for 1
round/level.
Globe of Invulnerability, Lesser: (Abjuration) Stops 1st- through –3rd-level spell effects.
Ice Storm: (Evocation) [Cold] Hail deals 5d6 damage in cylinder 40 ft. across.
Invisibility, Greater: (Illusion (Glamer)) Subject is invisible for 1 min./level and
remains invisible even while attacking.
Otiluke's Resilient Sphere: (Evocation (Force)) Force globe protects, but traps, one subject.
Phantasmal Killer: (Illusion (Phantasm)) [Fear, Mind-Affecting] Fearsome illu­sion kills subject or deals 3d6 damage.
Remove Curse: (Abjuration) Frees object or person from curse. Remove Curse counters and dispels Bestow Curse.
Shout: (Evocation (Sonic)) Deafens all within cone and deals 5d6 sonic damage. A Shout spell cannot penetrate a Silence spell.
Solid Fog: (Conjuration (Creation)) Blocks vision and slows movement; crea­tures move at a speed of five feet and take a –2 penalty on melee attack and melee damage rolls.
Stoneskin: (Abjuration) Allows subject to ignore the first 10 points of damage per attack.
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5th-Level Sorcerer/Wizard Spells
Animal Growth: (Transmutation) For every two levels, one animal doubles in size.
Blight*: (Necromancy) Withers one plant or deals 1d6/level damage to plant
creature.
Break Enchantment: (Abjuration) Frees subjects from enchantments, alterations, curses and petrification.
Cloudkill: (Conjuration) Kills creatures with 3 HD or less; 4–6 HD creatures save or die; 6+ HD creatures take Constitution damage.
Cone of Cold: (Evocation) [Cold] Deals 1d6/level of cold damage.
Dismissal: (Abjuration) Forces a creature to return to its native plane.
Feeblemind: (Enchantment (Compulsion)) [Mind-Affecting] Subject's
Intelligence and Charisma drop to 1.
Hold Monster: (Enchantment (Compulsion)) [Mind-Affecting] Paralyzes any creature for 1 round/level.
Mind Fog: (Enchantment (Compulsion)) [Mind-Affecting] Subjects in fog get –10 to Wisdom and Will checks.
Appendix
Abbreviations
The following is a list of abbreviations used in the manual and the game.
AC Armor Class A number representing a creature’s ability to avoid being hit in
combat. An opponent’s attack roll must equal or exceed the target creature’s Armor Class to hit it. Armor Class = 10 + all modifiers that apply (typically armor bonus, shield bonus, Dexterity modifier and size modifier).
Bbn Barbarian
Brd Bard
(cc) Cross-class A skill that is neither a class skill for a character nor an exclusive
Skill skill. Characters may buy cross-class skills at the rate of a half
rank per skill point, as opposed to one rank per skill point for class skills. The maximum rank a character can achieve in a cross-class skill is one-half of the class skill maximum (three plus the character’s level), rounded neither up nor down.
Cha Charisma
Clr Cleric
Con Constitution
cp Copper Piece
CR Challenge The Challenge rating of a monster is the average level of a four-
Rating person party for which that monster is a good challenge. For
example, a CR 5 monster (like a troll or an ochre jelly) would be a good challenge for four level 5 characters.
crit. Critical Hit A hit that strikes a vital area and therefore deals double damage
or more. To score a critical hit, an attacker must first score a threat (usually a natural 20 on an attack roll) and then succeed on a critical roll (just like another attack roll). Critical hit dam­age is usually double normal damage, which means rolling damage twice, just as if the attacker had actually hit the defender two times. (Any bonus damage dice, such as from a rogue’s sneak attack, are not rolled multiple times, but added to the total at the end of the calculation.)
DC Difficulty Class The target number that a player must meet or beat for a check
or saving throw to succeed. The DM using the skill rules as a guideline sets difficulty Classes other than those given in specific spell or item descriptions.
Dex Dexterity
DM Dungeon Master The player who portrays nonplayer characters, makes up the
story setting for the other players and serves as a referee. In ToEE, the DM is played by the computer
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Drd Druid
Ex Extraordinary A nonmagical special ability (as opposed to a spell-like or
Ability supernatural ability).
Ftr Fighter
gp Gold Piece
HD Hit Die A die rolled to generate a creature’s hit point total. The term Hit
Dice is synonymous with character level for spells, magic items and magical effects that affect a certain number of Hit Dice of creatures.
hp Hit Points A measure of character health or object integrity. Damage
decreases current hit points and lost hit points return with healing or natural recovery. A character’s hit point total increases perma­nently with additional experience and/or permanent increases in Constitution, or temporarily through the use of various special abilities, spells, magic items, or magical effects.
Int Intelligence
Mnk Monk
NPC Nonplayer A character controlled by the Dungeon Master (in this case, the
Character computer) rather than by one of the other players in a game session.
Pal Paladin
PC Player Character A character controlled by a player other than the Dungeon
Master (in this case, the computer).
pp Platinum Piece
Rgr Ranger
Rog Rogue
save Saving Throw A roll made to avoid (at least partially) damage or harm. The
three types of saving throws are Fortitude, Reflex and Will.
Sor Sorcerer
sp Silver Piece
Sp Spell-like Ability A special ability with effects that resemble those of a spell. In
most cases, a spell-like ability works just like the spell of the same name.
SR Spell Resistance A special defensive ability that allows a creature or item to resist
the effects of spells and spell-like abilities. Supernatural abilities are not subject to spell resistance.
Str Strength
Su Supernatural A magical power that produces a particular effect, as opposed to
Ability a natural, extraordinary, or spell-like ability. Using a supernatural
ability generally does not provoke an attack of opportunity. Supernatural abilities are not subject to dispelling, disruption, or spell resistance. However, they do not function in areas where magic is suppressed or negated, such as inside an Antimagic Field.
Wis Wisdom
Wiz Wizard
XP Experience A numerical measure of a character’s personal achievement and
Points advancement. Characters earn experience points by defeating
monsters and other opponents. At the end of each adventure, the DM assigns experience to the characters based on what they have accomplished. Characters continue to accumulate experi ence points throughout their adventuring careers, gaining new levels in their character classes at certain experience point totals.
Changes
This section describes differences between the rules in ToEE and the core D&D rules.
• Characters need two hands free to use a crossbow or sling.
• Attacks of Opportunity are always standard attacks, never trips or other attacks.
• You can cast a spell with your hands full at no penalty.
• All spellcasters are assumed to have all necessary spell components, except for those that cost more than 99 gp. For spell components that cost more than 99 gp, the game deducts gold to cover the expense.
• If you're unconscious but stable and you stabilize on your own, you don't lose hit points every hour as detailed in DMG p.85. That is, there is no difference between stabilizing on your own and stabilizing because of aid from another player.
• Disabled characters automatically gain hit points naturally and don't suffer a chance of dying (DMG p.85).
• Death from massive damage isn't implemented.
• Attack order is always primary attack 1, primary attack 2, primary attack 3 and offhand attack 1, offhand attack 2. You can’t change that order.
• Dodge gives you bonuses against the first monster to attack you in a round. You don't get to choose. The burden of choosing an attacker each round is no fun.
• The player must select an alignment for his entire party, which restricts the player’s choices for individual character alignments. This alignment is tested by NPCs to produce alignment-based reactions and dialog options and also con­trols the background story and starting quest for the player group.
• We think that the D&D 3rd Ed. designers had meant that when you are encumbered that you would move at three-quarters of your normal movement rate. However, since they play on a grid of 5' squares, they always rounded this down, yielding the seemingly inconsistent 30' –> 20' but 20' –> 15'. We implement movement as a real number that is three-quarters of your normal movement rate. Thus, a character who is encumbered and could move 30', now moves 22.5' per turn.
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Detect Magic: Does not allow detection of spell school via a Spellcraft roll. Also, the aura strengths are represented by intensity rather than duration of effect.
Detect Secret Doors: Detects the presence of secret doors in its range. We ignored the timing issues.
• Prone characters can't attack at all. This was done to reduce the number of animations.
Turned Undead: Turned creatures do not stop being turned if the turner approaches them.
Commanded Undead: It does not take a standard action to direct undead; they function like followers.
• The number of commanded undead is limited by number of followers, not by double the cleric's level.
• Fascinated creatures (through the bardic music ability) cannot move or attack. The effect is broken when they take damage.
• Maintaining the bardic Fascinate ability means you do not perform any other action besides moving that round. If you do, the target is no longer fascinated.
• You can attempt to Fascinate the same creature as many times as your daily performance allowance permits.
• The bardic music ability Suggestion is replaced with Intimidate: A bard with nine or more ranks in Perform can Intimidate a single creature. The creature is affected if he fails a Will saving throw (DC 11 + bard’s Charisma modifier). Affected creatures are forced to move away from the bard as if affected by a Fear spell for as many rounds as the bard has levels. Using this ability counts toward the bard’s daily limit of performances.
• The spell Doom does affect damage rolls (as per the first printing of the PHB, not the second).
• Barbarian rage was implemented as a three state system: you are normal, raged, or fatigued. Also, fatigue lasts for as many rounds as the rage lasted. These changes handle the obscure problem of only raging once per encounter, but fatigue wearing off at the end of the encounter.
• You can't make a Trip Attack as part of an AOO, Cleave, or Whirlwind Attack.
• You can make a Trip Attack with any weapon. You can’t drop that weapon to avoid being tripped in return.
• The rogue Opportunist special ability works if the target is hit by a melee attack in a round — it doesn't matter if you damage the target or not.
• The Skill Mastery special ability has been changed, because take 10 and take 20 works differently in our game and are no longer applicable. Skill Mastery gives you a +2 bonus on a number of skills equal to (3 + your Intelligence modifier). This bonus stacks with Skill Focus.
• You can't spontaneously cast spells that have metamagic feats applied to them.
• Druid levels and half of the Ranger level (if Ranger level > 4) stack for the pur­poses of determining available animal companions for multiclass druid/rangers.
• Lizard familiars give you a +2 bonus on Will saves instead of a bonus on climb checks.
• Since we don't have the Endurance feat in our game, the prerequisite for Diehard has been changed to Great Fortitude.
• The Luck Domain special ability has been changed so that you set a checkbox in order to reroll the next missed saving throw, missed attack or unconfirmed critical. Once again, the burden of choosing every opportunity is no fun.
• Small and large weapon sizes are implemented as a 3.0/3.5 hybrid. Our weapon list includes the half-spear and halfling siangham, the halfling kama and the halfling quarterstaff, but no other small weapons. Medium-sized crea­tures can wield the halfling weapons as if they were light weapons, at no penalty. Halflings can wield medium weapons as if they were one category larger, without penalty. We include the Sai and Shuriken as per 3.5 rules.
• Deflect Arrows and Snatch Arrows are now passive feats. Deflect arrows is automatically used at the first opportunity. Similarly, the first weapon thrown at a character with the Snatch Arrows feat each round is automatically thrown back at the attacker.
• Characters with the Diehard feat cannot choose to lose consciousness.
• Cloak of Elvenkind will always grant a +10 circumstance bonus to Hide checks (no pulling it over your head).
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Recipe
The following scroll was looted off of a dead orc in the Suss Forest by the elven ranger T’Fal. The scroll was found in a bag containing halfling parts and cookie crumbs.
Chocolate Chip Cookies of the Gods
Ingredients:
1 cup cold butter (two sticks) 1 cup brown sugar 3/4 cup sugar 2 eggs 1 1/2 tsp. vanilla 2 1/2 cups all-purpose flour 1 1/4 tsp. baking soda 3 cups chocolate chips (three 6-oz. bags)
Directions: Beat the butter into the sugars until creamy. Add the eggs and vanilla and beat until just mixed. Add the flour and baking soda and beat until well blended.
Now add the chocolate chips and stir them in with a spoon. Make cookie balls with a spoon or your fingers. The balls should be about as large around as a gold piece and you should get three-dozen of these.
Now the hard part: put these balls on a tray, cover them with foil and put them in the chillbox overnight. Chilling them makes them taste so much better. If you cannot wait, do not expect cookies of the gods. Try not to eat all of the dough before morning.
To bake the cookie balls, place a dozen on a cookie tray and let it sit for 10 min­utes at room temperature, while the oven preheats to 400 degrees. Bake them 8–10 minutes, or until the edges are brown but the center is still tan. Take them out of the oven and let them finish cooking on the pan for a few minutes.
Atari Web Sites
To get the most out of your new game, visit us at:
http://www.us.atari.com
To send e-cards to your friends, download wallpapers, or get access to other free stuff, visit our Freebies section at:
www.us.atari.com/freebies
If you would like to chat with other gamers, as well as developers, visit our Community Forum area at:
www.ataricommunity.com
Kids, check with your parent or guardian before visiting any web site.
Chat Messages: Atari does not monitor, control, endorse, or accept responsibility for the con­tent of chat messages. You are strongly encouraged not to give out identity or other personal information through chat message transmissions. Kids, check with your parent or guardian if you are concerned about any chat you receive.
Use of Atari web sites is subject to terms and conditions, which you can access at:
www.us.atari.com/terms_of_service.asp
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Technical Support (U.S. & Canada)
elp Via the Internet
H
Up-to-the-minute technical information about Atari products is generally avail­able 24 hours a day, 7 days a week via the Internet at:
Through this site you’ll have access to our FAQ (Frequently Asked Questions) documents, our FTP (File Transfer Protocol) area where you can download patches if needed, our Hints/Cheat Codes if they’re available and an E-Mail area where you can get help and ask questions if you do not find your answers within the FAQ.
Note: In the event we must send you a Hint Sheet, FAQ document, patch or update disc via E-mail, we may require verifiable consent from a parent or guardian in order to protect children’s privacy and safety online. Consent Forms are available at the web site listed above.
Help Via Telephone in the United States & Canada
For phone assistance, call Atari Technical Support at (425) 951–7106. Our Interactive Voice Response system is generally available 24/7, providing auto-
mated support solutions immediately.
Great News! We’ve improved our Automated Systems so that you can get prod­uct-specific Troubleshooting help more quickly. All you need to do is enter the product’s Part # when prompted to do so. This will take you directly to all of our known issues and solutions for this title. The product’s Part # is located in several places (on the CD label, package and/or plastic disc case) and is usually identified by a number such as 04–12345. When prompted by the Automated System, enter the last five digits of your product’s Part #. (For example, Part # 04–12345 would require that you enter the “12345” portion of the number for that product.) Note: Some products simply feature a five-digit Part # without an “04-” prefix.
Live support is generally available Monday through Friday, 8:00 AM until 6:00 PM (Pacific Time). Note: We may be closed on major holidays.
Before making your call, we ask that you be at your computer, have the following information available and be ready to take notes:
• System Make and Model
• Processor Type
• Operating System, including version number if possible (such as Windows Windows
• RAM (Memory)
• Video and sound card data and drivers
• Any screen or error messages you’ve encountered (and where)
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Me)
http://www.atarisupport.com
®
98;
Product Return Procedures in the United States & Canada
In the event our technicians at (425) 951–7106 determine that you need to for­ward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number (RMA#) supplied to you by the technician and your telephone number in case we need to call you. You will receive the mailing address when the techni­cian gives you the RMA#. Any materials not containing this RMA# will be returned to you unprocessed.
Warranty P
If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Atari will replace the item free of charge, to the original pur­chaser, if the item is accompanied b
olicy in the United States & Canada
y the original dated receipt and packaging.
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Credits
Troika Games
Daniel Alpert
2d Artist Intern
Aaron Brunstetter
Programmer
Tim Cain
Lead Designer/Project Leader
Sean Craig
Programmer
Tom Decker
Producer/Designer
Peter Delgado
3D/Environment Artist
Martin Denning
Voice Director
Lucas Feld
3D/Environment Artist
Chris Glenn
Conceptual Designer/3D Artist
Craig Matchett
Character Modeler/Texturer
Michael McCarthy
Lead Artist
Mary Meister
Production assistance
Steve Moret
Lead Programmer
Lee Needham
Programmer
Huy Nguyen
Programmer
Long Nguyen
Map Implementation
Corey Pelton
Character Animator
Bryan Warmack
Map Implementation/ 3D Art Assistant
Atari
Jean-Philippe Agati
Executive Producer
Steve Ackrich
Executive Producer
Todd Hartwig
Producer
Mike Webster
Senior Brand Manager
Steve Allison
V.P. of Brand Marketing
Jean Raymond
Director of Brand Marketing
Jeff Sehring
Brand Manager
Kristine Keever
Director of Marketing Communications
Steve Martin
Director of Creative Services
Elizabeth Mackney
Director of Editorial & Documentation Services
Charles Rizzo
Art Director
Franz Buzawa
Graphic Designer
Kurt Carlson Ross Edmond
Documentation Specialists
Paul Collin
Copywriter
Michael Gilmartin
Director of Publishing Support
Michael Craighead
Director of Quality Assurance, North America
Ken Ford
I.T. Manager/Western Region
Michael Vetsch
Manager of Technical Support
Kurt Boutin
Senior Q.A. Testing Manager
Randy Lee Bill Carroll
Q.A. Testing Managers
Jennifer Kaczor
Lead Tester
Tobias Seltsam
Assistant Lead
Paul Swedis Chris Watson Zach Smith Andrew Roques
Testers
Dave Strang
Compatibility Lab Supervisor
Cuong Vu
Compatibility Test Lead
Randy Buccholz Jason Cordero Mark Florentino Chris McQuinn Cuong Vu
Compatibility Analysts
Tim Campbell
Director, New Business Development
Mark T. Morrison
Content Manager
Brandon Smith
Senior PR Manager
Jon Nelson
Director, Online
Kyle Peschel
Senior Producer, Online
Gerald “Monkey” Burns
Senior Programmer, Online
Richard Leighton
Senior Web Designer, Online
Sara Borthwick
Online Marketing Manager
Special Thanks
Samantha, Stanley, Cooter, Dan Frost, Jeff Grubb, the SSI Gold Box teams, D.W. Bradley and everybody at Sir-Tech, whoever invented Puzzle Fighter, the MAME32 team, CopyMax, Sue and Monte Cook, UC Irvine (for educating some good game programmers)
End-User License Agreement
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2. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software.
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4. You may not electronically transmit the Software from one computer, console or other platform to another or over a network.
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5. You may not use any backup or archival copy of the Software for any purpose other than to replace the orig­inal copy in the event it’s destroyed or becomes defective.
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If the Software includes a feature that allows you to modify the Software or to construct new variations (an “Editor”), you may use such Editor to create modifications or enhancements to the Software, including the con­struction of new levels (collectively the “Variations”), subject to the following restrictions. Your Variations: (i) must only work with the full, registered copy of the Software; (ii) must not contain modifications to any exe­cutable file; (iii) must not contain any libelous, defamatory or other illegal material, material that is scandalous or invades the rights of privacy or publicity of any third party; (iv) must not contain any trademarks, copyright­protected work or other property of third parties; and (v) may not be commercially exploited by you, including but not limited to making such Variations available for sale or as part of a pay-per-play or timesharing service.
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LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
You are aware and agree that use of the Software and the media on which is recorded is at your sole risk. The Software and media are supplied “AS IS.” Unless otherwise provided by applicable law, the Company warrants to the original purchaser of this product that the Software storage medium will be free from defects in materials and workmanship under normal use for ninety (90) days from the date of purchase. The warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. If the Software fails to conform to this war­ranty, you may at your sole and exclusive remedy, obtain a replacement free of charge if you return the defective Software. Follow the Product Return Procedures described in the Manual. The Company does not warrant that the Software or its operations or functions will meet your requirements, or that the use of the Software will be without interruption or error.
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159
INDEX
A
Abbreviations 147
Ability Scores 24
Ability Modifiers and Bonus Spells 26 Charisma 25 Constitution 24 Dexterity 24 Intelligence 25 Strength 24 Wisdom 25
Actions 106
5-foot step 111 Action Type Varieties 111 Actions in Combat 107 Aid Another 109 Charge 110 Coup de Grace 110 Delay 110 Feint 109 Free Actions 110 Full Attack 110 Full-Round Action 109 Move Actions 109 No Action 110 Ready 109 Run 110 Standard Actions 109 Total Defense 109 Trip an Opponent 111 Turn or Rebuke Undead 109 Withdraw 110
Action Bar 23
Adding and Removing Player Characters 116
Adventuring 115
Appendix 147
Armor 101
Armor and Shields 102 Armor Qualities 101 Masterwork Armor 101
Atari Web Sites 153
Attacks of Opportunity 106
B
Barbarian 34
Class Features 36 Class Skills 35 Damage Reduction 37 Fast Movement 36 Improved Uncanny Dodge 37 Rage 36 Trap Sense 37 Uncanny Dodge 36
Bard 37
Bard Spells Known 39 Bard Spells per Day 39 Bardic Knowledge 39 Bardic Music 40 Class Features 38 Class Skills 38 Countersong 40 Fascinate 40 Inspire Competence 41 Inspire Courage 41 Inspire Greatness 41 Intimidate 41 Spells 123
Bartering 21
C
Carrying Capacity 93
Changes 149
Character Creation 8
Ability Scores 8 Alignment 9 Class 9 Deity 10 Feats 10 Features 10 Gender 9 Height 9 Name 11 Portrait 11 Race 9 Skills 10 Spells 10 Voice 11
Character Portraits 12
Conditions 12
Character/Inventory Screen 19
Classes 34
Barbarian 34 Bard 37
Cleric 42 Druid 46 Experience Points and Bonuses 34 Fighter 49 Monk 50 Paladin 53 Ranger 56 Rogue 60 Sorcerer 64 Wizard 67
Cleric 42
Chaotic Spells 45 Class Features 43 Class Skills 42 Deities 44, 45 Domain Spells 44, 132 Domains 44, 132 Evil Spells 45 Lawful Spells: 45 Rebuke Undead 45 Spells 43, 126 Spontaneous Casting 44
Combat 105
Actions 106 Actions in Combat 107 Attacks of Opportunity 106 Basic 105 Injury and Death 105 Saving Throws 106 Special Combat Situations 111
Combat Mode Toggle 22
Combat Options 18
AutoEnd Turn 18 Cast Defensively 18 Deal Nonlethal Damage 18 Feint 18 Fight Defensively 18 Ready For Counterspell 18 Ready vs. Approach 18 Ready vs. Spell 18 Ready vs. Withdrawl 18 Tactical 18 Total Defense 18
Credits 156
D
Dialog 20
Death 105
Druid 46
Animal Companion 48 Class Features 47 Class Skills 47 Druid Spells per Day 48 Nature Sense 48 Resist Nature’s Lure 48 Spells 48, 135 Spontaneous Casting 48 Venom Immunity 49 Wild Shape 48
E
End-User License Agreement 157
Equipment 95
Armor 101 Carrying Capacity 95 Encumbrance 96 Magic items 103 Miscellaneous Items 104 Weapons 96
Experience 115
F
Favored Classes 27
Feats 76
Acrobatic 79 Alertness 79 Armor Proficiency (Heavy) 79 Armor Proficiency (Light) 79 Armor Proficiency (Medium) 79 Augment Summoning 79 Blind-Fight 79 Brew Potion 80 Cleave 80 Combat Casting 80 Combat Expertise 80 Combat Reflexes 81 Craft Magic Arms and Armor 81 Craft Rod 81 Craft Wand 82 Craft Wondrous Item 82 Deflect Arrows 82 Diehard 82 Dodge 83 Empower Spell 83 Exotic Weapon Proficiency 83
160
160
161
161
Extend Spell 83 Extra Turning 84 Feat Descriptions 78 Feats Table 76 General Feats 76 Great Cleave 84 Great Fortitude 84 Greater Spell Focus 84 Greater Spell Penetration 84 Greater Weapon Focus 84 Heighten Spell 85 Improved Counterspell 85 Improved Critical 85 Improved Feint 85 Improved Initiative 86 Improved Trip 86 Improved Turning 86 Improved Two-Weapon Fighting 86 Improved Unarmed Strike 86 Investigator 87 Iron Will 87 Item Creation Feats 78 Lighting Reflexes 87 Magical Affinity 87 Manyshot 87 Martial Weapon Proficiency 87 Maximize Spell 88 Metamagic Feats 78 Mobility 88 Natural Spell 88 Negotiator 88 Nimble Fingers 88 Persuasive 89 Point Blank Shot 89 Power Attack 89 Precise Shot 89 Quick Draw 89 Quicken Spell 89 Rapid Reload 90 Rapid Shot 90 Scribe Scroll 90 Self-Sufficient 90 Shield Proficiency 90 Shot on the Run 91 Silent Spell 91 Simple Weapon Proficiency 91 Skill Focus 91 Snatch Arrows 91 Spell Focus 92 Spell Penetration 92 Spring Attack 92 Stealthy 92 Still Spell 92 Stunning Fist 92
Toughness 93 Track 93 Two-Weapon Defense 93 Two-Weapon Fighting 93 Weapon Finesse 92 Weapon Focus 92 Weapon Specialization 92 Whirlwind Attack 92 Widen Spell 92
Fighter 49
Bonus Feats 50 Class Features 50 Class Skills 49
Followers 117
G
Game Modes 6
Ironman Mode 6 Normal Mode 6
Getting Started 4
Installation of DirectX ReadMe File 4 Setup and Installation 5 System Requirements 5
H
Highlight Usable Objects 22
I
Index of Tables 166
Initiative Bar 22
Injury 105
K
Keyboard Commands 1
Keys 96
L
Leveling-Up 21
Load Game 6
Logbook 14
Ego 14 Keys 14 Quests 14 Reputations 14 Rumors 15
162
162
M
Magic 118
Arcane 120
Abjuration 121 Conjuration 122 Divination 122 Enchantment 122 Evocation 122 Illusion 122 Necromancy 122
Transmutation 122 Casting Spells 118 Components 118 Concentration 120 Counterspell 120 Divine 121 Duration 119 Effect 119 Magic Schools 121 Saving Throws 119
®
5
Spell Resistance 119 Spell Targeting 118 Spontaneous Casting 120
Magic Items 103
Armor and Shields 103 Artifacts 104 Potions 103 Rings 103 Rods 104 Scrolls 104 Staffs 104 Wands 104 Weapons 103 Wondrous Items 104
Main Icon Bar 13
Formation 13 Help 16 History 17 Logbook 14 Options 16 Rest/Camp 16 Select All 13 Town/World Map 15
Main Menu 6
Money 96
Monk 50
Bonus Feat 52 Class Features 52 Class Skills 51 Evasion 53 Fast Movement 53 Flurry of Blows 52
Improved Evasion 53 Ki Strike 53 Multiclassing Monk 53 Purity of Body 53 Slow Fall 53 Still Mind 53 Unarmed Strike 52 Wholeness of Body 53
Move Mode 23
Multiclass Characters 69
N
New Game 6
O
Options 6
P
Paladin 53
Aura of Courage 55 Aura of Good 55 Class Features 55 Class Skills 54 Detect Evil 55 Divine Grace 55 Divine Health 55 Fallen Paladins 56 Lay-on Hands 55 Multiclassing Paladins 56 Paladin Spells per Day 56 Remove Disease 56 Smite Evil 55 Spells 55, 138 Turn Undead 55
Q
Quickload 22
Quicksave 22
Quit Game 6
163
163
R
Races 27
Dwarves 28 Elves 29 Gnomes 30 Half-Elves 31 Half-Orcs 32 Halflings 33 Humans 27
Radial Menu 17
Abilities 17 Combat 17 Feats 17 Hotkeys 19 Inventory 17 Movement 18 Offense 18 Options 18 Skills 17 Spells 17
Ranger 56
Animal Companion 59 Class Features 58 Class Skills 57 Combat Style 59 Evasion 60 Favored Enemy 58 Improved Combat Style 59 Ranger Spells per Day 60 Spells 139 Swift Tracker 59 Track 59
Recipe 152
Reputations 116
Rogue 60
Class Features 61 Class Skills 61 Crippling Strike 63 Defensive Roll 63 Evasion 62 Improved Evasion 63 Improved Uncanny Dodge 62 Opportunist 63 Skill Mastery 63 Slippery Mind 63 Sneak Attack: 61 Special Abilities 63 Trap Sense 62 Trapfinding 62 Uncanny Dodge 62
S
Saving Throws 106
Scroll Camera 22
Skills 70
Appraise 72 Bluff 72 Concentration 72 Diplomacy 72 Disable Device 72 Gather Information 73 Heal 73 Hide 73 Intimidate 73 Listen 73 Move Silently 74 Open Lock 74 Perform 74 Search 74 Sense Motive 74 Skill Descriptions 72 Skill Synergies 70 Skills Summary 70 Skills Table 71 Sleight of Hand 74 Spellcraft 75 Spot 75 Survival 75 Tumble 75 Use Magic Device 75 Using Skills 70
Sorcerer 64
Class Features 65 Class Skills 64 Familiar 66 Sorcerer Spells Known 66 Sorcerer Spells per Day 65 Spells 65, 140
Special Combat Situations 111
Cast Defensively 111 Concealment 111 Cover 112 Critical Hits 112 Encumbrance 112 Fight Defensively 112 Flanking 112 Helpless Defenders 113 Nonlethal Damage 113 Two-Weapon Fighting 113 Two-Weapon Fighting Penalties 113 Unarmed attacks 114
Spells 123
Bard Spells 123 Cleric Domains and Domain Spells 132 Cleric Spells 126 Druid Spells 135 Paladin Spells 138 Ranger Spells 139 Sorcerer/Wizard Spells 140
Starting a New Game 6
Begin Adventuring button 8 Choose Party Alignment 7 Select Characters 7
T
Technical Support 154
Treasure 115
W
Waypoints 23
Weapons 96
Exotic Weapons 100 Martial Weapons 99 Masterwork Weapons 97 Simple Weapons 97 Weapon Qualities 97
Wizard 67
Bonus Feats 69 Class Features 68 Class Skills 67 Familiar 69 Scribe Scroll 69 Spells 68, 140 Wizard Spells per Day 68
164
164
165
165
Index of Tables
Notes
Abbreviations 147
Ability Modifiers and Bonus Spells 26
Actions in Combat 107
Armor 102
The Barbarian 35
The Bard 38
Bard Spells Known 39
Bard Spells per Day 39
Carrying Capacity 95
Class Experience Points and Bonuses 34
The Cleric 43
Cleric Domains and Domain Spells 132
Cleric Spells per Day 44
Deities 45
The Druid 47
Druid Spells per Day 48
Encumbrance 96
Exotic Weapons 100
The Fighter 50
General Feats 76
Item Creation Feats 78
Keyboard Commands 1
Martial Weapons 99
Metamagic Feats 78
The Monk 51
The Paladin 54
Paladin Spells per Day 56
Racial Ability Modifiers and
Favored Classes 27
The Ranger 57
Ranger Favored Enemies 58
Ranger Spells per Day 60
The Rogue 61
Shields 103
Simple Weapons 97
Skill Synergies 70
Skills 71
The Sorcerer 65
Sorcerer Familiars 66
Sorcerer Spells Known 66
Sorcerer Spells per Day 65
The Wizard 68
Two-Weapon Fighting Penalties 113
Wizard Spells per Day 68
166
166
167
167
Notes
Notes
168
168
169
169
Notes
Notes
170
170
171
171
Notes
Notes
172
172
173
173
Notes
Notes
174
174
175
175
The Temple of Elemental Evil: A Classic Greyhawk Adventure, Dungeons & Dragons and its logo,
D&D, Greyhawk and Wizards of the Coast and its logo are trademarks of Wizards of the Coast, Inc.,
in the U.S.A. and other countries, and are used with permission. © 2003 Wizards.
Software © 2003 Atari, Inc. All rights reserved. HASBRO and its logo are trademarks of
Windows is either a registered trademark or trademark of Microsoft Corporation in the United States
and/or other countries. Pentium is a trademark or registered trademark of Intel Corporation or
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its subsidiaries in the United States and other countries.
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