DnD 4e Players Handbook 3

 

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The third instalment in the dungeons and dragons fourth edition player handbooks

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PLAYER'S HANDBOOK@3 ROLEPLAYING GAME CORE RULES Mike Mearls • Bruce R. Cordell • Robert J. Schwalb

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CR.t:D1TS Design Mike Mearls (lead), Bruce R. Cordell, RobertJ. Schwalb Additional Design Rob Heinsoo, James Wyatt Development Stephen Schubert (lead), Jeremy Crawford, Peter Schaefer, Rodney Thompson Additional Development Andy Collins, Stephen Radney-MacFarland Editing Jeremy Crawford (lead), Michele Carter, Cal Moore Additional Editing Torah Cottrill, Miranda Horner Managing Editing Kim Mohan Director of D&D R&D and Book Publishing Bill Siavicsek D&D Creative Manager Christopher Perkins D&D Design Manager James Wyatt D&D Development and Editing Manager Andy Collins D&D Senior Art Director Jon Schindehette Art Director Kate Irwin Cover Illustration Michael Komarek Graphic Designer leon Cortez, Keven Smith, Emi Tanji Interior Illustrations Ralph Beisner, Eric Belisle, Kerem 'Beyit, Wayne England,Jason A. Engle, Carl Frank, Randy Gallegos, Adam Gillespie, Ralph Horsley, Roberto Marchesi, Jake Masbruch, Jim Nelson, William O'Connor, Hector Ortiz, Shane Nitzsche, Wayne Reynolds, Chris Seaman, John Stanko, Matias Tapia, Beth Trott, Francis Tsai, Eva Widermann, Sam Wood, Ben Wootten, Kieran Vanner D&D Brand Team liz Schuh,Jesse Decker, Kierin Chase, laura Tommervik, Shelly Mazzanoble, Martin Durham Publishing Production Specialist Christopher Tardiff Prepress Manager Jefferson Dunlap Imaging Technician Travis Adams, Ashley Brock Production Manager Cynda Callaway Game rules based on the original DUNGEONS & DRAGONS'" rules created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zebu Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 610-15124000-001 EN 98765431 1 First Printing: March 1010 ISBN: 978-0-7869 -5390 -5 U,S" CANADA, ASIA, PACIFIC, & lATIN AMERICA Wizard s of the CoaS[ UC P,O, Box 707 Renton WA 98057-0707 +1-800-314-6496 EUROPEAN HEADQUARTERS Hasbro UK Ltd Caswe ll Way Newpor!, Gwent NP9 OYH GREAT BRITAIN Ple

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lNTRODUCTlON .. . . .. .... . .. .. . . . 4 The Psionic Power Source ... . . . . . . . 4 I: CHARACTER RACES . ... ....... 6 Githzerai. . . . . . . ......... . , . .. . .. . . 8 Minotaur. .. ....... ... .... ....... . 10 Shardmind . . . ..... .. .. . ....... . . . 12 Wilden .. ................ . .. . . . .. 14 Racial Paragon Paths . ........ . . . . . 16 Blooded Champion .. ..... ... ... 16 Nature's Avatar . .. .. .. . . . . .. .... 17 Rrathmal ..... . ..... . . . . .. . . ... . 18 Shard Disciple .......... . .... . .. 19 2: CHARACTER CLASSES ....... 20 Ardent. . . . . . ..... ..... . . . . .. .... . 22 Ardent Class Features ...... . ... . 23 Creating an Ardent. . .... . .. . .... 23 Ardent Powers . . ..... ...... ..... 24 Ardent Paragon Paths . . . . .. . ... . 38 Argent Soul .. .. . . ..... ....... . 38 Psionic Binder. . . . . ............ 39 Stygian Adept .... .. . . . . .. ... .. 40 Talaric Strategist. . ...... ... . .. . 41 Battlemind .. ...... . ........ ... .. . 42 Battlemind Class Features . . ..... 43 Creating a Battlemind . .... ... ... 43 Battlemind Powers ... . . . .. . . .. . . 44 Battlemind Paragon Paths .... .. . 58 Eternal Blade .. . . . .. . ... ... .. . . 58 Iron Guardian ...... . . . .. ... .. . 59 Steel Ego . . ...... ....... .... . .. 60 Zephyr Blade .. . . . ... . ... ...... 61 Monk . . ...... . . ... .. .... .. . .. . ... 63 Monk Class Features .... .. .. .. . .. 63 Implements . ... . . . .. . ......... . 63 Creating a Monk . . ... .. . ..... . . . 64 Monk Powers .... . ... . . . . . ... . .. 64 Monks and Weapons ...... ..... 64 Full Discipline . .. . ....... .. .... 64 Monk Paragon Paths . .. . . .. ...... 76 Ghostwalker .. ...... . ... . . .... 76 Initiate of the Dragon .. . . . .. . .. 77 Mountain Devotee . . ........... 78 Radiant Fist ... . ... ... . . ... . .. . 79 Psion . .. . .. . .... .. . . . .... .. ... .. . 80 Psion Class Features ....... . . . . . . 81 Implements .. . ... . . . . .. .. ...... 81 Creating a Psion .... .. . .. ....... 82 Psion Powers .. ..... . . ... . ... . . . 82 Psion Paragon Paths ... ...... .... 94 Cerulean Adept. . .. . ...... ..... 94 Dreamwalker. .. . . . .. . . ... . .. .. 95 Time Bender . . .... ...... .. . . .. 96 Uncarnate . . . . .. .. . ...... ... .. . 97 Runepriest . ........ . .... . .. . . . .. . 98 Runepriest Class Features . .. . .. . . 99 Creating a Runepriest . . . .. . . ... . 99 Runepriest Powers . . . . . .... .... 100 The Runic Keyword ..... . .. .. . 100 Rune Magic . . . .. . . . ...... . . .. 100 Runepriest Paragon Paths .... . . . 112 Hammer of Vengeance . . . . . ... 112 Light Bringer .. ........ .. . . . . . 11 3 Master of the Forge .... .... .. . 114 Rune Shield .. .. . ... .... ...... 115 Seeker .. .. . ............. . . . . . . .. 116 Seeker Class Features .... . .. . ... 11 7 Creating a Seeker ..... . . ..... .. 117 Seeker Powers ... . . . . . . . . . .. . . . 11 7 Seeker Paragon Paths ... .. .. . .. . 130 Crimson Hunter .......... . . . . 130 Death Arrow . .. .. ............ 1 31 Seven Fates Archer.. . . .. ...... 1 32 Swift Strider. ....... .. .. . ... .. 1 33 Hybrid Characters ...... . ...... .. 1 34 Hybrids and Roles . . ... .. ..... .. 134 Group Building . . . . .. . . .. .. . . .. 134 Creating a Hybrid Character .. .. 135 How Does It Work? ... .. . ... .. 135 Special Rules . .. . . . . ..... . . .... 136 Assigning Ability Scores ... ... . 136 Psionic Augmentation and Hybrid Characters ..... .. . 1 37 Hybrid vs. Multiclass . . ... . ... . 138 Hybrid Artificer . ... .. . ... . . . ... 139 Hybrid Ardent .... ...... . . .. ... 139 Hybrid Avenger . . . . ... .. .. . .... 140 Hybrid Barbarian ... . ... . . .. .... 141 Hybrid Bard ............ . . . . . . . 141 Hybrid Battlemind .. . .. ... .... . 142 Hybrid Cleric . .. . . .. . .. . . ... . . . 143 Hybrid Druid .. .. . ............. 143 Hybrid Fighter . .. .. .... .... . . . . 144 Hybrid Invoker. ... . ..... .... ... 145 Hybrid Monk .. . . . . ...... . . .... 145 Hybrid Paladin ....... . . .. .. .... 146 Hybrid Psion .. ...... ... . . . . . ... 147 Hybrid Ranger ... . .......... .. . 147 Hybrid Rogue . ... . . . . . . .. ... . .. 148 Hybrid Runepriest .. .. .. . ... . .. . 149 Hybrid Seeker ... ....... ... . . .. 150 Hybrid Shaman ... ..... . . . ..... 150 Hybrid Sorcerer .. . .. . . ... .. .... 1 51 Hybrid Swordmage . .... . . . . ... . 152 Hybrid Warden . .. ... . .... . . ... 152 Hybrid Warlock . . .... .... . . .... 153 Hybrid Warlord .... .. . . . . ...... 154 Hybrid Wizard . . .. .... .. . . . . . . . 155 Epic Destinies ... .. . ... .... . , ... . 156 Diamond Soul . . ...... . . .. ..... 156 Godmind . .. ... . .. .. . .. .. ...... 157 Invincible Mind ..... ..... ...... l 58 Master of the Eterna l Hunt. .... . .. . . . . . . 159 Rune Maker . .. .. . . .. ........ . . 160 War Master. .... .. . ... . . . . ..... 161 3: CHARACTER OPT10NS ..... 162 Skill Powers ..... . . . . ...... ...... 164 Gaining and Using a Skill Power ... ... ... . . . ... . . 164 Acrobatics ... . ... . .... .... ... . . 164 Arcana . . .... . . . . . . . .... . . . . . . . 165 Athletics .......... . . . . .. ...... 165 Bluff . .. . . .. . .......... . . . . . .. . 166 Diplomacy . . . . . . . .... .. . .. .... 167 Dungeoneering . . ... ... .. . . .... 168 Endurance ......... . ... .... . . .. 168 Heal . ..... . . . ............. . . .. 169 History .. . ... . ... . ......... . ... 170 Insight ... .... .. . ...... ..... . .. 170 Intimidate . ... .. . ..... .. .. ... . . 172 Nature . .. . ... . . ...... . . . . ..... 172 Perception.. . .. . ... .. .......... 173 Religion . .... ..... .. . . . . .. . . . .. 1 74 Stealth . . . .. . . ....... . ..... ... . 1 75 Streetwise . . . . . . . . . .. . ... .... . . 175 Thievery........ .. . . . .... .. .... 176 Feats .. . . . ..... .. , .. . ...... .. .. . 177 Rune Feats . . .... ...... .. .. .. . . 177 Heroic Tier Feats . .. . . .. . . . . ... . 177 Paragon Tier Feats .. .. . ... .. . .. . 186 Epic Tier Feats ...... . .. .... . . .. 190 Multiclass Feats .. ... . . .... .. . .. 193 Superior Implements.. . ...... .. . . 195 Magic Items ..... .. . .. . . . . .. .. .. . 197 Armor. ... ..... , ... : .... . . . .... 197 Weapons .. . . .. . ...... ... ...... 200 Ki Focuses . .. .. .. . :-:-. ..... ..... 203 Orbs . .. .. . . ....... .. ... . . .. ... 206 Staffs... .. .. ............ . . .... . 209 Rings.. .. .. . ... . ... . ...... ... .. 213 Consumables ... .. .... . .. .. . . .. 213 APPENDlX: READlNG A POWER .......... .. 214 The Power Format . .. . .. .... .. .. . 214 Entries in a Power ... ..... . . . . . . . 214 Keywords . .. .. .. . . . . .. .... .. .. .. 215 GLOSSARY ...... .. .. . . . . . .. . .... 220

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THIS VOLUME, the third Player's Handbook for the current edition of the DUNGEONS & DRAGONS@ game, offers a wealth of new character options, including new races and classes, a new way to com­ bine classes, new skill powers, and a wide array of new feats . It introduces the psionic power source, used by four of the classes in these pages, along with a new approach to power acquisition and management that allows certain psionic characters unprecedented flexibility with their powers. Chapter 1 introduces four additional races. The githzerai and the minotaur from the Monster Manua/(>;) appear here in player-friendly form with some addi­ tional and revised abilities. Wilden are a newborn race of plantlike fey arisen to combat the threat of the Far Realm. Shardminds are crystalline living con ­ structs imbued with psionic power. Six new classes make up most of Chapter 2. The users of the psionic power source are the psion, the battlemind, the monk , and the ardent. The seeker (a primal controller) and the runepriest (a divine leader) round out the new classes. New rules for hybrid char­ acters, who combine powers and features from two classes, also appear in Chapter 2 , along with six new epic destinies. Chapter 3 includes a variety of new options for characters of every class. First are skill powers, a new category of utility powers that characters of any class can gain to make better use of their skills. New feats provide additional opportunities for characters to specialize in certain types of weapons, maneuvers, or powers. Finally, the chapter includes new equipment, notably superior implements. The book's appendix summarizes how to read a power and includes updated definitions of the key­ words used in the book's powers. The best way to stay on top of updates to the game's rules is by visiting the Wizards of the Coast website. Player's Handbook 3 concludes with a glossary of game terms that are used in this book. "The Far Realm is a disease, and we are its cure." Long ago, before the Dawn War between the gods and the primordials changed the face of the universe, a gateway lay hidden in the depths of the Astral Sea, a Living Gate that slept through the ages. A powerful being, said to be neither god nor primordial but kin to both, guarded the Living Gate so that none could open it or peer into the madness beyond. An often-forgotten legend describes how three gods came to the Living Gate. Pel or, who shined light into all shadows, first found the gate, though he later wished he had not. loun, whose mind hungered to understand all things, awoke the sleeping gate. And a third, nameless god , who feared no danger and doubted all authority, distracted the guardian so that all three gods could catch a glimpse through the Living Gate. The three gods left, changed by the knowledge they had gained and linked by a terrible secret, and swore never to seek the gate again or share what they had seen. Through many long ages the Living Gate rested peacefully. Even as the Dawn War sundered the fabric of the Astral Sea and its dominions , the gate's guardian kept it shut. As the war raged on, how­ ever, one of the three gods who had peered beyond the gate broke the shared vow they had all sworn, returned to the gate, and killed the guardian. Prob­ ably it was the nameless god, for it is hard to imagine Pelor or loun doing anything so foolish or malign. In any event, the Living Gate awoke from its eons of sleep . . . and opened. The alien creatures and defiling energy of the Far Realm erupted into reality, and its terrors emerged across the Astral Sea and spilled into the world. Many astral realms were consumed, forCing the gods to turn their attention away from the Dawn War and defend their homes. Finally, loun and Pelor shattered the Living Gate, sealing the passage to the Far Realm and protecting the fabric of reality, although at the cost of Pel or's verdant dominion .

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( It was at that time, sages in the world's oldest mon­ asteries daim, that the gods' mortal servants first learned to harness psionic power, Monks dedicated to loun learned to harness the tiny fragments of psionic power set loose in the world as a result of the Far Realm incursion. Through rigorous discipline and self-control. monks trained themselves to access this rare and mysterious power. Some speculate that psionic magic is a force that originates in the Far Realm and came into the uni­ verse with the sundering of the Living Gate. Others, including most practitioners of psionic ways, believe that their power is the world's response to the intru­ sion of the Far Realm, similar to a mortal body's reaction to disease. Perhaps loun herselflearned the mysteries of the psionic way when she peered through the Living Gate, and foreseeing a future incursion of Far Realm mons rosities into the world, she taught her mortal followers the use of psionics so that they might have a defense prepared. In more recent years, the presence of the Far Realm has had an increasing influence on the world. Perhaps Pelor and loun failed to completely seal the rift where the Living Gate once stood, and the pas­ sage of uncounted centuries has allowed the slow seepage of the Far Realm's defiling energy into the universe. Or perhaps another rift has opened, allow­ ing aberrant monstrosities to stream into the world and spread their corruption. Whatever the cause, the heightened presence of Far Realm energy has provoked a stronger response from the psionic forces of the world, making psionic magic more common, stronger, and easier to control. Monks continue to study their disciplined tech­ niques of harnessing psionic magic as though it were still a precious resource to be husbanded. Psions share a similar approach, using careful study and rig­ orous selfcontrol to measure and direct the powerful stream of psionic magic at their command. Ardents and battleminds, though, seem to acquire psionic powers at the whim of the universe, channeling their power with little effort and carrying it on the tides of their emotions. Psionic characters aren't necessarily driven by a knowledge of their purpose in the defense of the world or their place in loun's visions of the futme. Most of them begin their careers with the same sorts of motivations that drive other adventurers: a thirst for revenge, a desire to protect their villages, a hunger for gold or glory, or simple wanderlust. Depending on your DM's campaign, your psionic character might have a very different role to play in protecting the world-defending it, perhaps, against a demonic inva­ sion or the reawakening of slumbering primordials. However, the various psionic philosophies all agree on one thing: by simply practicing psioniC magic, you are increasing the world's ability to defend itself against the Far Realm. PS10N1C PH1LOSOPH1ES As psionic power has matured and strengthened, several competing philosophies have arisen regarding Its use and purpose. Powerful wielders of psionic magiC naturally gather d isciples and devotees who seek to learn from them, forming the basis of what amount to philosophical schools or sects. The key philosophies that dominate discussion and debate about pslonlcs Include the following. Fists of Zuoken: Zuoken was a human monk who achieved perfect harmony of body, mind, and spirit through knowledge, meditation, and decisive action. loun rewarded his se rvice and dedication by making him an immortal exarch in her service, and the diSciples he gathered around him In life remain a significant monastic order dedicated to preserving knowledge of the psionic arts. The Fists of Zuoken believe that psionic powers are to be nurtured in all who possess them. Adherents of the Fists of Zuoken are generally good. Guiding Hand: The philosophy of the Guiding Hand teaches that psionic power is a gift from the cosmos l ntended to help protect the universe from destruction. i The natural extension of this philosophy Is that those who are blessed with psionic power have a responsibility to protect the weak and innocent from marauding monsters and other dangers. Most followers of the Guiding Hand are good or lawful good. School of Unmatched Excellence: The masters of this school teach t hat those who wield psionic power are a superior class of beings. Their inherent superiority gives them the right and even responsibility to assume domin­ Ion over their lesser kindred. A few students of the School of Unmatched Excellence are una'ligned, re'latively benign individuals who seek to benevolently gUide lesser mortals, but most are evil. The Path of Thirty-Seven Obstacles: This philoso­ phy stresses the importance of personal excell'ence and mastery, which is most clearly demonstrated by seeking out and defeating powerful opponents. Most commonly, adherents of this path live as adventurers, proving their worth against powerful monsters and claiming the trea­ sure and other trophies that rightful'ly belong to them. Most followers of this philosophy are unaligned. z o I­ ::l Q U 0 ~ Z

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THE MOST common races in the world of the DUNGEONS & DRAGONS game appear in the Player's Handbook and Player's Handbook 2. This chapter introduces four new and more unusual races. Heroic adventurers of these races are rare; ifyou choose to play one, your character is exceptional and perhaps marked for a special destiny. The githzerai and the minotaur appear in the Monster Manual, but here they're fleshed out and presented for use as player characters. The other two races-the shardmind and the wilden-are new to the game. vVilden, in fact, are new to the world, only recently appearing in the Feywild in response to the growing threat of the Far Realm. This chapter's races follow the same format as the ones in the Player's Handbook. However, instead of describing example adventurers, the entries in this book provide racial backgrounds, following the back· ground rules in Player's Handbook 2. Githzerai are disciplined ascetics living amid the tumult of the Elemental Chaos. They are not a numerous people even on their home plane. They are sworn foes of their kindred race. the githyanki. as well as of the mind flayers that once enslaved them. These twin hatreds fuel most githzerai adventurers. Minotaurs are hulking. beast-headed folk. whose physical form represents the internal war they wage between civilization and the rampaging beast in their inmost nature. Some minotaurs give in to their innate savagery, following the path of the demon lord Baphomet. Minotaur characters, though , along with the best elements of minotaur civilization, rein in the beast and rise above their violent impulses. Shardminds are crystalline creatures formed of physical and psychic fragments of an ancient entity called the Living Gate. With logic and diScipline, they harness magical power with the goal of rebuilding the Living Gate. although factions among them hold different ideas of how best to pursue that goal. Wilden are plantlike fey creatures, newly arisen in the Feywild to combat the spread of the Far Realm's influence. They can take on different aspects ofnature's essence. altering their appearance and even their personality with each change of aspect. CHAPTER I Character Races

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Ascetic and disciplined, masters ofbody and mind RACIAL TRAITS Average Height: 6' 0"-6' 5" Average Weight: 160-190 lib. Ability Scores: +2 Wisdom; +2 Dexterity or Intelligence Size: Medium Speed: 6 squares Vision: Normal Languages: Common. Deep Speech Skill Bonuses: +2 Acrobatics. +2 Athletics Danger Sense: You have a +2 racial bonus to initiative checks. Defended Mind: You have a +2 racial bonus to saving throws against effects that daze. dominate. or stun. Shifting Fortunes: When you use your second wind. you can shift 3 squares as a free action. Iron Mind: You have the iron mind power. Iron Mind Githzerili Rilcial Power Under the brunt ofan attack. you use the power ofyour mind to fortYJ yourself aBainst harm. Encounter Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +2 bonus to all defenses until the end of your next turn. Pz > The githzerai are descended from an ancient race once held in thrall by mind £layer overlords. After the bloody uprising ,t hat won these people their freedom, ideological differences split them into two races: the githzerai and the githyanki. The githzerai rejected the cruel warmongering of the githyanki and withdrew to the Elementa l Chaos and to remote locations in the world to follow a path of self-renection. harnessing the power of the mind and the soul. Centuries later, the githzerai remain in such locations, leading diSciplined lives and observ­ ing their surroundings to determine their place in the universe. Playa githzerai ifyou want ... • to be a character who has strong planar ties. • to avoid attacks and stay one step ahead ofyour enemies. • to be a member of a race that favors the avenger, monk, ranger, and seeker classes.

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PHYSICAL QUALITIES Characterized by spare frames and an exotic appear­ ance, githzerai are taller than humans and slender to the point of being gaunt. Their skin tends toward yellow tones, occasionally shading into brown or green. They have distinctive angular features and pOinted ears, as well as eyes set in deep sockets and Oattened noses set high on their faces . Male githzerai usually keep their heads shaved or tonsured and braided, and they grow controlled facial hair. A typical style is a shaved pate with a long braid trailing from the back ofthe head . Females wear their long hair close to the head in braids or tight buns. Githzerai hair is typically russet, but black and gray sometimes occur. The githzerai commitment to asceticism means that individuals generally disdain displays of wealth. Their clothing is practical. simple in design, and accentuated only by simple jewelry. They indulge their artistic nature through body painting or tat­ toos. Even these expressions incorporate a functional purpose: Tattoos serve as identifiers, helping githzerai recognize the tradition and location from which a fellow githzerai hails. Githzerai live about as long as humans. Few relationships hold any sway over githzerai. Religion, nationalism, and even familial loyalties are less important than personal seeking and enlight­ enment. Githzerai place value on proven methods and associates, rather than on those that tradition or dogma might dictate. Githzerai seek out capable teachers, students, and companions, and they are unwavering allies to those who prove worthy. To discover whether someone or something is worthy, githzerai must be open-minded as well as willing to learn and to take risks. The fact that githz­ erai find it easier to trust other githzerai than they do members of other races tempers this measure of tolerance. Only a member of the race can truly understand the struggles that the githzerai have undergone. Githzerai Characteristics: Ascetic, calculating, calm, cautious, cynical. disciplined, introspective, pragmatic, quiet, secretive, suspicious, terse Male Names: Dak, Durth, Ferzth, Greth, Hurm, Kalla, Murg, Nurm, Shrakk Female Names: Adaka, Adeya, Ella, Ezhelya, Immil­ zin, Izera, Uweya PLAYING A GITHZERAI Githzerai value their heritage. It informs their phi­ losophy, their behavior, and their intolerance for githyanki and mind Oayers. Where githyanki crave battle and conquest, githzerai seek inner harmony and self-mastery. They often travel great distances to explore the self and to give up mortal attachments by witnessing the possibilities that existence has to offer. Although githzerai are willing to explore and experience the cosmos, they maintain a worldview centered on personal responsibility and accomplish­ ment. The race's social hierarchy is based entirely on merit, and each githzerai must earn a place in history. Great heroes, leaders, and teachers are immortalized as revered ancestors, with important techniques and cultural elements bearing their names. The unworthy remain lowly and are forgotten . Austerity, prudence, pragmatism, and tenacity also run strong in the githzerai persona_ Githzerai rarely own more than they need. They don't speak at length when a brief statement will do. Although githzerai have fiery souls, reflected by their fierce resolve and strong loyalties, they rarely display strong emotions. The trust of a githzerai must be earned, and most githzerai expect weakness and lack of discipline in others. However, githzerai readily make use of any resources at hand , including members of other races, to solve problems or shore up defenses. A githzerai rarely backs down from a challenge in which success seems possible. GITHZERAI BACKGROUNDS Here are background elements for githzerai. Cenobite Initiate: You were raised and trained in a githzerai monastery in the Elemental Chaos or a remote part of the world. You might have stayed there for all your early years, contemplating the dangers around you and binding your mind in dis­ Cipline. Then, something drew you away from your home. Perhaps you sought the answers to questions about your race's origin. Maybe a visitor aroused your curiosity about the world beyond the monastery's walls. Now you find yourself outside the diSCiplined civilization ofthe githzerai. How are you adjusting? Is the experience intriguing or frustrating? Are new companions a suitable replacement for those you left behind? Associated Skills: Arcana, History War Band Survivor: You joined a githzerai war band that either traveled to the world or originated in it. Your band sought enemies of the githzerai and found foes beyond your group's capabilities. You were the only survivor of the battle. What happened to the rest ofyour band? You might be stranded in the world with no easy route home, but do you want to go home? Is the shame ofyour band's defeat, or perhaps the shame ofyour survival, too great? Do you seek vengeance for the death of your companions or abso­ lution for the guilt you feel as a survivor? Associated Skills: Dungeoneering, Perception CIIAPTER 1 I Character Races

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Cau8ht between sava8ery and civilization, these warriors stru881e a8ainst the beast within RACIAL TRAITS Average Height: 7' 1 "-7' 5" Average Weight: 320-350 lb. Ability Scores: +2 Strength; +2 Constitution or Wisdom Size: Medium Speed: 6 squares Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Nature, +2 Perception Vitality: You have one additional healing surge. Ferocity: When you drop to 0 hit pOints or fewer, you can make a melee basic attack as an immediate interrupt. Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge. Goring Charge: You have the aorina (horae powe r. Goring Charge Minotaur Racial Power You char8e the enemy and 80re it with your homs. Encounter Standard Action Melee 1 Effect: You charge and make the following attack in place of a melee basic attack. Target: One creature Attack: Strength, Constitution, or Dexterity + 4 (6 at 11 th level and 8 at 11 st level) vs. AC Hit: 1d6 + Strength, Constitution, or Dexterity modifier damage, and you knock the target prone. Level 11 : 1d6 + Strength, Constitution, or Dexterity modifier damage. Level 21: 3d6 + Strength, Constitution, or Dexterity modifier damage. Minotaurs embody the tension between civilization and savagery, discipline and madness, for they stand in two worlds. Tugged toward violence but bound by conscience. numerous minotaurs are driven to rise above their dark impulses. Such a minotaur seeks the balance between the monstrous and the refined . Innumerable minotaurs give in to the temptations staining their souls and find themselves thralls to Baphomet. the Horned King. Minotaurs must strug­ gle to become more than the beasts they resemble or else succumb to the demonic brutality they despise. Playa minotaur if you want ...

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• to be a mighty warrior who has amazing strength and endurance. • to be a monstrous adventurer struggling against villainous tendencies. • to be a member of a race that favors the barbarian, fighter, and warden classes. PHYSICAL QUALITIES A minotaur combines the features of human and bull, with the build and musculature of a hulking humanoid, but with cloven hooves, a bovine tail, and, most distinctive of all , a bull 's head. Fur covers a minotaur's upper body, coarse and thick on the head and neck, gradually thinning around the shoulders until it becomes humanlike hair over the arms and upper torso. The thick hair turns shaggy once more at the minotaur's waist and thickens around the loins and legs, with tufts at the end of the tail and around the powerful hooves. Minotaurs take pride in their horns, the sharpness, size, and color of which are related to an individual's place in minotaur society. Fur and skin coloring runs from albino white to coal black, though most minotaurs have red or brown fur and hair. Labyrinthine patterns are important to minotaurs, and these decorations appea r on their clothing, armor, and weapons, and sometimes even on their hides. Each pattern is particular to a clan, and the pattern's size and complexity help minotaurs iden­ tify family allegiance and caste. The patterns evolve through the generations, growing more expansive based on clan members' deeds and a clan's history. Minotaurs live as long as humans do. commit themselves to a task, they see it through. Failure is not perceived as a personal flaw. but as an opportunity for growth. Giving up when faced with challenges, however. is seen as a weakness of character. The greatest challenge for minotaurs is to remain Vigilant against their inner corruption . and so to capitulate in any effort is more than dangerous; it is the first step on the road to spiritual corruption. Although many minotaurs are civilized, they are the objects of suspicion and hatred from other races. This animosity stems not only from minotaurs' monstrous appearance. but also from their infamy. Wicked minotaurs are remorseless raiders and kill­ ers, and these are often the only minotaurs known in a given area. Minotaur Characteristics: Bloodthirsty, cruel. dis­ ciplined, enlightened. frustrated, militant, mystical, polite, savage. spiritual, tortured Male Names: Asteron, Bjorkus, Codrus, Foostus, Goeban.lak. Minron, Noostoron, Podrus, Terios Female Names: Duula. Esteru, Hester, Kuonu. Loodra. Oestra . Raastred, Seestra, Uovana. Weoren MINOTAUR BACKGROUNDS Here are background elements for minotaurs. Baphomet Clan Exile: Your clan succumbed to the lies and promises of Baphomet's cultists. and all your living relations are in the thrall of the demon lord. You alone refused to bow to the Horned King. chOOSing to flee into exile rather than become a sacri­ fice on Baphomet's altars. Perhaps you swore to fight Baphomet in order to purify your people. or to exter­ minate your entire clan. Or perhaps you seek only to put that disaster behind you. to move on with your life and keep the beast in your heart contained. Associated Skills: Religion, Steahh Silenced Beast: The voice of the beast within you is silent. Its savagery has no hold over you, and its can has no appeal. You have transcended it and moved to a higher consciousness, something akin to enlight­ enment. You are at peace with yourself. with who you are, and with the world around you. When you need to fight. you can fight fiercely. but you don't lose control-the beast is at your command. How did you find such peace? Was it through religiOUS devotion. disciplined martial practice, arcane study. or psionic meditation? Is there anything that can shatter your tranquility and loose the beast again? Associated Skills: Diplomacy, Insight PLAYING A MINOTAUR The minotaur preference for labyrinths is legend­ ary. and is more than a quirk. It is central to what minotaurs believe and how they see the world around them. A labyrinth is a physical representation of the spiritual and psychological journey each minotaur must undertake to make peace with his or her con­ flicted nature. Each minotaur must navigate the perils ofthe self to transcend bestial impulses. One minotaur might achieve this easily. Another might wander the corridors of his or her mind and soul for a life· time. trapped within the circuitous passages of self-deception and monstrous desire. Those who fail might descend into depravity, becoming the thralls of the Horned King, whose presence looms over every minotaur community. Perhaps as a result of this inner struggle, mino· taurs seek structure and order in all they do. They take great pleasure from perfecting their talents, and many spend lifetimes mastering trades, artistic styles, magic, and fighting techniques. Once minotaurs C HAPTER 1 I Character Races

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Raw psionic ener8Y barely contained in a body of 8leamin8 crystalline shards RACIAL TRAITS Average Height: 5' 9"-6 ' r Average Weight: 180-230 lb. Ability Scores: +2 Intelligence; +2 Wisdom or Charisma Size: Medium Speed: 6 squares Vision: Normal Languages: Common, Deep Speech, choice of one other Skill Bonuses: +2 Arcana, +2 Endurance, +2 to one other skil'l Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language. Crystalline Mind: You have resist 5 psychic. The resis­ tance increases to 10 at 11 th level and 15 at 21 st level. Living Construct: You are a living construct. You don't need to eat, drink, breathe, or sleep. You never have to make Endurance checks to resist the effects of starvation, thirst, or suffocation. Immortal Origin: You are native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin. Shard Swarm: You have the shard swarm powe r. Shard Swarm Shilrdmind Ratial Power You loosen your mental Wip on your physicalform, distraCI'in8 your foes with a swarm ofshards. You then reform elsewhere. Encounter" Teleportation Move Action Close burst 1 Target: Each enemy in burst Effect: Each target grants combat advantage to you until the end of your next turn. You then teleport half your speed. Shard minds are sentient fragments of the living Gate, which once stood at the pinnacle of the intri­ cate lattice of the Astral Sea. Beyond that gate lay the alien Far Realm, and the gate's destruction during the Dawn War resulted in the rise of the mind flayer empire. Though Ioun's power holds the portal closed , shardminds seek to rebuild the gate and forever cut off the Far Realm's ability to influence the world. Playa shardmind if you want . . . .. to playa strange , intellectual character who has a strong psionic flavor.

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• to embody an ancient history that makes you an enemy of the Far Realm and its denizens. • to be a member of a race that favors the psion, wizard, and invoker classes. PHYSICAL QUALITIES Shard minds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds choose their form s to mimic the shapes of humanoids; some take on forms that seem more masculine, while others appear more feminine. A shardmind 's animating force glows dimly from within each of its component shards, emanating most brightly from where the eyes of a natural humanoid would be. This inner light sheds dim light in a shard­ mind's space, but a shard mind individual can squelch the light with an instant's concentration-in order to hide in the dark. for example. The crystalline fragments making up a shard­ mind's body are in constant, silent motion, almost like the circulation of blood. When a shardmind is stunned or unconscious, it might lose control of the tight mental reins that keep its body in humanoid form , a few shards slipping free into orbits around its body until the shardmind regains control. Shard minds are living creatures only in the loosest sense. Their crystalline bodies require no sustenance, and they don't breathe. They don't need sleep, though they must still rest for six hours to gain the benefits of an extended rest. They don't have gender and don't reproduce, but the shardminds alive today aren't the same ones that sprang to life during the Dawn War. Shardminds say that the Living Gate shattered into countless fragments, and each time an awakened shardmind is killed, another one somewhere in the universe stirs to consciousness. Although the race as a whole shares a common goal of rebuilding the Living Gate, several philoso­ phies disagree on how to accomplish that goal. The three most important sects are the '[ hought Builders, the God Shards, and the Shard Slayers. See "Shard­ mind Backgrounds" below for more in/ormation about each philosophy. Shardmind Characteristics: Detached, inSightful. intellectual, logical , thoughtful, volatile Shardmind Names: Amata, Arshaka, AnNia, Balashi , Bashanu, Belessunu, Dipana, Erishti, Eshunu, Hunzu, Iltani, Ishmea, Kuaya , Kubaba, Kuri, Manishtu, Naram, Nuraya, Seluku, Tabni, Ubashu, Utua, Zakiti SHARDMIND BACKGROUNDS These shardmind background elements each rep­ resent a distinct philosophy, so it is unlikely that a shardmind would have more than one of them. Thought Builder: You seek to create a new Living Gate and to imbue it with the psionic power neces­ sary to keep the influence of the Far Rea lm at bay. The sect is prominent in the planar metropolis of Hestavar (see Manual ofthe Planes, page 94). Most members of the Thought Builders are dedicated to loun. They tend to be unaligned or good. Associated Skills: Arcana, Religion God Shard: You believe that each shardmind must seek to acquire as much personal power as pos­ sible. Since you are a fragment of the Living Gate, your own power is the force that keeps the Far Realm from destroying the universe; each shardmind, in fact. is a fragment of divine power and carries a responsibility to nurture that power. Most God Shards are unaligned and revere no deity. Associated Skills: History, Religion Shard Slayer: You believe that when a shard­ mind dies, its animating life force returns to the site of the Living Gate, where it shores up the universe's defenses against the Far Realm's intrusion. Thus, you seek to kill as many shard minds as possible, start­ ing with the adherents of other philosophies. As a precautionary measure , you also seek out fragments of the Living Gate that have not yet awakened to sentience, and you destroy them as well. hoping to reduce the number of shard minds that will exist in the future. Most Shard Slayers are evil, and many are devoted to Vecna. Associated Skills: Arcana , Intimidate PLAYING A SHARDMIND Shardminds are fragments of pure thought given life and substance. They are logical, emotionally distant, and naive to the ways of society in the world. Some approach life with innocent curiosity, eager to embrace the wealth of experiences the world has to offer, while others remain reserved and aloof, bear­ ing a higher purpose in mind at all times. Though they often seem dispassionate, when a strong emo­ tion seizes them, they experience it powerfully. For example, shardminds don't get annoyed; they become enraged_ CHAPTER 1 I Character Races

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Nature's 8uardians-hunters and destroyers, keepers of ancient knowled8e RACIAL TRAITS Average Height: 5' 6"_5 ' 9" Average Weight: 140-170 lb. Ability Scores: +2 Wisdom; +2 Constitution or Dexterity Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 Nature, +2 Stealth Fey Origin: You are native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Hardy Form: Choose Fortitude, Reflex, or Will. You gain a +1 racial bonus to that defense. Nature's Aspect: Whenever yOIJ complete an extended rest, choose one of the following aspects of nature to manifest. Aspect of the Ancients: You can use the voya8e of the ancients power while you are in this aspect. Aspect of the Destroyer: You can use the wrath of the destroyer power while you are in this aspect. Aspect of the Hunter: You can use the pursuit of the hunter power while you are in this aspect. Voyage of the Ancients Wild ell Hildal PowC'r You vanish and leave a bewilderedfoe in your wake. Encounter. Teleportation Free Action Personal Trigger: You hit an enemy with an area or a close attack Effect: You teleport 3 squares. Choose a single enemy you hit with the attack. You and one ally you can see gain combat advantage against that enemy until the end of your next turn. Wrath of t he Destroyer Wilden R,I( ioll PowC'r Your destroyer aspect responds to an attack with deadlyforce. Encounter Immediate Reaction Personal Trigger: A bloodied enemy attacks you or your ally adjacent to you Effect: You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, the en­ emy is also dazed until the end of your next turn. Pursuit of t he Hunter Wildpl1 Hold,11 POWl'1 Your prey tries to maneuver away, but there is no escape. Encounter Immediate Reaction Personal Trigger: An enemy within 2 squares of you moves on its turn Effect: You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you ignore the -2 penalty to attack rolls for attacking it when it has cover or concealment.

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