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(ENG) D&D 4a Ed. - Heroes of the Fallen Lands - Create and Play Clerics, Fightres, Rogues, and Wizards

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Published by caio.gracco00, 2023-06-15 17:33:34

(ENG) D&D 4a Ed. - Heroes of the Fallen Lands - Create and Play Clerics, Fightres, Rogues, and Wizards

(ENG) D&D 4a Ed. - Heroes of the Fallen Lands - Create and Play Clerics, Fightres, Rogues, and Wizards

huma n towns an d villages, these isolated dwarve s still dream of their ancient homes. They remai n bitter enemie s of the giants, ores, goblins, and dragons tha t they blame for their demise . Physical Qualities Dwarve s average about 4Vz feet in height and ar e very broad, weighing as muc h as adult humans. Dwarve s have the same variety of skin, eye, an d hair colors as humans, although red hair is mor e commo n amon g them. Male dwarve s ar e often bald an d braid their long beard s into elaborate patterns. Female dwarve s braid their hair to show clan an d ancestry. Dwarve n attire an d equipment, including weapon s and shields, ar e decorated with bold geometri c shapes, natura l gems, and ancestral faces. Although they reach physical maturity at roughly the same age as humans, dwarve s age mor e slowly an d remai n vigorous well past 150 years of age, often living to see 200 . Attitudes and Beliefs Proudly proclaiming they were mad e from the eart h itself, dwarve s shar e man y qualities with the rock they love. They ar e strong, hardy, and dependable . They value their ancestral traditions, which they preserve as fiercely as they defend the carved structure s of their mountai n homes. Dwarve s believe in the importanc e of clan ties an d ancestry. They deeply respect their elders, an d they honor long-dead clan founders an d ancestral heroes. They place great value on wisdom an d the experienc e of years, and most are polite to elders of any race. More so tha n most othe r races, dwarve s seek guidanc e and protection from the gods. They look to the divine for strength, hope , an d inspiration, or they seek to win the favor of crue l or destructive gods. Individua l dwarve s might be impious or openly heretical, but temple s an d shrine s of some sort ar e found in almost every dwarve n community . Dwarve s revere Moradin as their creator, but individual dwarve s honor those deities wh o hold sway over their vocations. Warriors pray to Bahamu t or Kord, architects to Erathis, and merchants to Avandr a or even to Tiamat, if a dwarf is consume d by greed. Dwarve s never forget their enemies—either individuals wh o have wronged them or entir e tribes of monsters that have don e ill to their kind. Dwarve s harbor a fierce hatred for the ores that inhabit th e same mountainou s area s that dwarf clans favor, and that wrea k periodi c devastation on dwarf communities. To a dwarf, it is a gift and a mar k of dee p respec t to stand beside an ally in battle, and a sign of deepest loyalty to shield that ally from enemy attack. Dwarve n legends honor man y heroe s wh o gave their lives to save their clans or their friends.


Dwarf Communities Dwarve s build two basic types of communities—mountain fortresses scattered in the remot e regions of the world, an d tight-knit enclaves within huma n settlements. The surviving dwarf strongholds ar e amon g the most heavily defended an d well-built fortresses in the world. Their uppermost reache s ar e carved from mountai n rock and featur e row afte r row of arrow slits. A gran d gate flanked by heavily guarde d towers leads to a twisting, turnin g central passage that forces invaders to move past dozens of kill zones. There , dwarve n crossbow bolts, catapults, and othe r siege engine s ca n exact a deadly toll. This central passage end s in a walled public squar e wher e dwarve s trade with humans, elves, and othe r travelers in the cool mountai n air. Apartments, shops, and taverns ar e built into the fortress walls to accommodat e visitors. A small thron e room serves as a n audienc e hall for dignitaries an d othe r importan t folk. Visitors ar e closely watched, and entranc e to the vaults beneat h the uppe r citadel is restricted to trusted friends. Dow n into the heart of the mountain , the dwarve s carve huge vaults lit by glowing orbs of magical light. Each family shape s its own communa l living space withi n the rock, competin g for prestige by trying to craft th e most beautiful vaults an d chambers. Withi n thes e areas, the dwarve s live, work at their forges, a n d organiz e expeditions to the mine s deepe r within th e mountain . Most such strongholds now lie in ruin . Th e majority of dwarve s live amon g humans, dwelling in stone or brick home s built in a style similar to those of their neighbors. Thes e dwarve s ar e expert artisans an d miners, but they all too often toil for huma n paymasters. Th e dwarves' talents, hardworkin g nature , and willingness to help defend their adopted home s mak e them welcome within the town s an d villages that stand out as beacons of light in the darkness of the world. However, withi n the larger huma n cities, dwarve s tend to keep to themselves in small, somewha t isolated enclaves. Th e doors an d buildings in such dwarve n neighborhoods ar e sized for their residents, a subtle but importan t reminde r to huma n neighbors that they have entered the domai n of the dwarves. Man y of the dwarve s wh o dwell in huma n lands dream of one day reclaiming the lost citadels tha t wer e their ancestors' homes. For others, however, the mountain s ar e such a distant memor y that they have long ago accepted their new lives. Some even have fond memorie s an d a dedication to the fallen empir e of Nerath, viewing it not as a huma n empir e but as a realm wher e all races dwelled in peace. Dwarf Adventurers Most dwarve s ar e driven by one of thre e goals—the acquisition of wealth, the collection of dwarve n relics, or the conquest of lost dwarve n strongholds. Dwarve s from the few remainin g strongholds ar e typically fighters an d clerics.


though rangers and wizards ar c mor e commo n amon g dwarve s tha t hail from huma n lands. Cleric As a devout people, dwarve s rely on clerics an d othe r divine characters for advice an d leadership. Though a dwarf clan lord might not he a cleric, th e ceremonie s used in her coronation invariably involve the divine approval of Moradin. Clerics ar e expected to lead, whethe r that mean s mobilizing the communit y to help a family fallen on har d time s or marchin g at the head of a ban d of valiant warriors into a dragon s lair. Fighter Dwarve s have a long martia l tradition unmatche d by most other races. A dwarf fighter is seen as the guardia n of his or her community—a defende r of th e law and protector of th e people. Given the dwarves" long history of accumulating wealth an d building settlements high in the mountain s amon g giants an d goblins, the skill an d ferocity of a stronghold s fighters ar e its lifcblood. Rogue Dwarf rogues tend to be the dungeoneers of their communities, using their stealth an d skills to bring the wild undergroun d reache s unde r control. Although some dwarf rogues might seek wealth an d fortune by mean s othe r than honest hard work, most approach their calling with the same dedication a n d artistry as the finest stonecutters, blacksmiths, an d weapon craftcrs. In the wide r world, an d especially amon g the huma n communities, unscrupulou s dwarf rogues can be found, but even ther e the dwarve n work ethic an d unfailing dependability shine through. A dwarf rogue is a maste r artisan, respected in most clans an d welcomed into any adventurin g party. Wizard Dwarve s have long had a mistrust of th e arcan e arts, instead putting their faith in strength and steel. A dwarf wizard is almost always somethin g of a recluse amon g his or he r people. However, the inclination to study spellcraft is built on the same ingenuity an d focus tha t make s the dwarve s legendary crafters in so man y othe r disciplines. To dwarf wizards, casting a spell is muc h like


forging a blade. It require s carefu l finesse, a dee p understandin g of complex processes, and just enough creativity to tur n craft into art. Although dwarve s ar e often aloof toward their wizard kin, most ar c mor e tha n happy to welcome a dwarf wizard s spells into a clan's arsenal. Roleplaying a Dwarf Whe n creating a dwarf character, her e ar e a few points to consider. T h e past live s wit h you . You honor your ancestors an d th e ancient ways. Whethe r you grew u p in a stronghold or withi n the dwarve n quarte r of a huma n town or city, stories of past dwarve n glory have always filled your imagination. Score s must b e settled . Ores, goblins, giants, an d dragons continue to threaten th e dwarve n way of life. Your peopl e have countless enemies, an d it is your tur n to start settling scores. Remembe r thos e tha t have acted against your people, an d strike at them wheneve r you can. T h e cla n abov e all else . Most adventurers ar e their own masters, content to roam wher e they wish. You tempe r that wanderlust with the understandin g that if your clan need s you, you answe r the call. You must be ready at all times to aid your people. Even ifyou r clan ha s been destroyed, you serve its memor y by undertakin g quests to slaughter the creature s responsible for such an atrocity. This same loyalty extends to your friends—particularly those friendships forged in battle and adventure . A dwarf remain s an ally to the death. You r battl e cry. Dwarve s ar c creature s of industry an d purpose . Whe n you embarke d on the adventuring life, you likely did so with a concret e goal in mind . Do you fight to restore your family's fortune ? Do you drea m of slaying the great dragon Narsylex and reclaiming the hallowed halls of Moun t Defiance ? Your battle cry remind s you of your purpose , announcin g to your enemie s that they face a dwarf willing to die for a cause. Commo n dwarf battle cries connec t to ancestors, lost glories, an d similar touchstones. Dwarve s use these cries to remin d themselve s and their allies why they ar e fighting. Durin g the game , your battle cry is the perfec t accompanimen t for your use of dwarven resilience. Example s include: "For the Three-Mountai n King! Ever may he reign!" "By our axes, the glory that wa s ours shall rise again!" " We have seen their best! Now show them our worst!" Dwar f Characteristics: Acquisitive, brave, hard-working, loyal, organized, stern, stubborn, tenacious, vengeful Mal e Names: Adrik, Baern, Berend, Darrak, Darrum , Eberk, Fargrim, Gardain, I larbek, Kildrak, Morgran, Orsik, Rangrim, Thoradin , Tordek, Vondal Femal e Names: Artin, Bardryn, Diesa, Eldeth, Falkrunn , Gurdis, 1 lelja, Kathra, Kristryd, Mardred , Riswynn, Torbera, Vistra Cla n Names: Battlehammer, Belindorn, Crownshield, Dccpdelve, Forgckecp, Malthin, Soldorak, Stonestaff, Talnoth, Zord


ELADRIN Powerful wizards, haughty courtiers, creatures of the mysterious Feywild Racial Traits Average Height: 5 5"-6 1 Average Weight: 130-180 lb. Ability Scores: +2 Intelligence; +2 Dexterity or +2 Charisma Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 Arcana, +2 History Eladrin Education: You gain training in one skill of your choice. Eladrin Weapon Proficiency: You gain proficiency with the longsword. Eladrin Will: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Fey Step: You have the fey step power. You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else. Encounter • Teleportation Move Action Personal Effect: You teleport up to 5 squares. The eladrin originated in the Feywild, a strange realm ofverdan t forests, unfettered magic, an d boundless wonder. Feywild eladrin dwell in expansive cities whose spires rise high into the sky, surrounde d on all sides by dens e woodlands. Wher e the magic of the Feywild crosses into the morta l realm, its power is such that careless mortals ca n fall into an endless dazed dream of illusion an d enchantment. To man y eladrin, the natura l world is a rustic backwate r barely worth paying attention to. However, some eladrin choos e to dwell in that world


out of a sense of adventure , curiosity, or responsibility to folk that nee d their aid in th e curren t time s of darkness. Eladrin. drovv, and elves began as a single race in ancient times, walking the borders betwee n the world and the Feywild. Corellon and the two sisters, Sehanin e an d Lolth, delighted in this fey race, for all thre e gods saw in its members th e qualities they most valued. Corellon prized them for their artistry, their innat e sense for the ebb a n d flow of magic, their song, an d their fierce ange r in battle. Sehanin e loved their stealth, their gentle footsteps in the shadows of the forest, an d their curiosity and wonde r for th e newbor n world. Lolth favored those wh o sought powe r an d seized it, an d wh o showed no mercy to their enemie s or their rivals. Lolth and her loyal followers amon g the elves revolted against Corellon, Sehanine , and the rest of their kin, igniting a wa r that tore the Feywild asunder. Some say tha t in the cours e of that war, the world and the Feywild grew mor e distant from each other, makin g passage between them mor e difficult. At th e same time, the conflict drove a wedge betwee n the elves, wh o favored the wilderness of the world, a n d the eladrin, wh o preferred the magic an d mystery of th e Feywild. Ultimately, the drovv wer e cut off and banished from elf and eladrin communities, and wha t had been one race became three . Since the end of the war, the eladrin have attempted to restore th e forme r glory of their race. Corellon long ago withdrew to the Astral Sea an d no longer directly counsels his people. The fomorian s and othe r evil creature s of th e Feywild now press at th e borders


of all eladrin realms. As each passing yea r threaten s to und o the Fey wild's fragile beauty, man y eladrin believe that their leaders do not merely respect the past, but ar e clinging to it in stark denial of the present an d th e future . A growing numbe r of such eladrin seek to forge a new future-on e grounde d in the past but built to account for the dangerou s change s in their world. This bold generation faces man y dauntin g obstacles, chief amon g which ar e the voices that continue to deny any need for change . Moreover, the drow, spurred on by their own dark hearts and Lolth s poisoned whispers, continue to dream of smashing the eladrin realms. Humans, dwarves, halflings, an d especially elves often find eladrin leaders— those most rooted in the old traditions an d customs-dismissiv e and even rude . As a result, alliances ar e difficult to form an d even harde r to sustain. Despite these obstacles, however, young eladri n continue to fight for their future . Onc e the eladrin fielded great warriors, mighty wizards, and peerless archers to defeat the drow. In time, perhaps the glory of old will be matche d by the ambition an d resolve of th e future . Physical Qualities Eladrin traveling in the world draw attention at every turn . Their straight, fine hair is often white, silver, or pale gold, and they wea r it long and loose. Their ears ar e long and pointed. Their eyes ar e pearly an d opalescent orbs of vibrant blue, violet, or green, lacking pupils. The y move with a fluid grace, and even the plainest amon g them is a creatur e of beauty and elegance. Eladrin can't grow facial hair and have little body hair. Their striking appearanc e causes man y eladrin to travel in secret. Whil e amon g the folk of the natura l world, eladrin favor heavy cloaks an d dee p cowls. They fear drow spies, and believe that ores, goblins, gnolls, an d othe r bestial creature s consider their flesh a delicacy. Eladrin children grow muc h as huma n children do, but their aging process slows to a crawl whe n they reach maturity. They enjoy youth and health for most of their lives, and don't begin to feel the effects of age until the middl e of their third century. Most live for over thre e hundre d years, and even at the end, they suffer few of the infirmities of old age that beset othe r races. Attitudes and Beliefs Eladrin society straddles the boundar y between the Feywild and the natura l world. Eladrin build their elegant cities an d towers in places of striking natura l splendor, especially wher e the veil betwee n the worlds is thin-isolate d mountain vales, gree n islands along wild and storm-wracked coasts, and the deepest recesses of ancient forests. Some eladrin realms exist mostly in the Feywild, only rarely touching the natura l world; others permanentl y straddl e both planes of existence. A few appea r in the world at sunset each day, only to fade back into the Fevwild at dawn . j


Long-lived and strongly tied to the Feywild, eladrin have a detached view of the world. The y often have difficulty believing that events in the morta l realm ar e ofmuc h importanc e to them, and they consider courses of action that can last for centuries. Some of the oldest eladrin sec the world as a distraction- a source of unwante d intrusions, needless fearmongering, an d meddlesome people of othe r races. If they could, they would shut down every gate between the Feywild and the natura l world. However, man y younge r eladrin reject such narrow views. They see all too clearly the continuing rise of evil in the world and the encroaching darkness that surround s their once-grand realm. Thes e eladrin ventur e into the world in the hop e of forging stronger ties betwee n their homelan d an d th e lands of humans, elves, dwarves, an d halflings. However, th e aloof reputation of their race make s such ties difficult to forge and maintain . Eladrin live by an aesthetic philosophy commo n to the Feywild and personified by Corellon, th e god of beauty and patron of the fey. Eladrin seek to exemplify grace, skill, and learning in every part of life, from danc e and song to swordplay an d magic. Their cities ar e places of stunnin g beauty that shape and guide their natura l surrounding s into elegant forms. Eladrin Communities T h e few eladrin communitie s in the natura l world all remai n boun d to the Feywild. In some places, small outposts stand watch over plana r portals to that wondrou s realm. In others, great eladrin cities appea r in the world only at specific time s of th e year, draw n by th e arrangemen t of su n and stars, an d by th e strange currents of magic that ru n betwee n th e Feywild an d th e mortal realm. Visitors to a n eladrin city perceive it as a gleaming, spectral image. Whe n they step within its gates, they ar e whisked across the planes. T h e eladrin rarely welcome unwante d visitors with open arms. Although the eladrin stop short of violence, such visitors can expect a litany of probing questions and, at best, restricted access to an eladrin settlement. Elves rarely meet such overt hostility, but the icy attitude an d arroganc e displayed by man y of their eladrin cousins make s their visits just as trying. An eladrin city demonstrate s a gran d expression of the fey folk s artistry, beauty, an d ideals. Towers swee p high above the trees, inlaid with colorful stones a n d gems that gleam in the sun . Wher e the elves ar e content to exist within nature , the eladrin hope to change , control, and improve it. Trees ar e carefully sculpted an d shaped wher e they line a city's boulevards, and eladrin buildings ar e constructed as an idealized representation of nature . Th e defensive walls of an eladrin settlement ar e as stout as any dwarve n stonework, an d ar e painted wit h vivid frescoes depicting ancient heroe s and great eladrin victories. T h e seemingly timeless natur e of eladrin cities make s them unparalleled storehouse s of ancient lore. As the first race to embrac e arcan e spellcasting, the eladrin have constructed libraries an d creatcd academie s of magic whos e secrets ar e coveted by the sages of othe r races. Some wizard s try to curr y favor with the


eladrin to gain access to such lore. Others ar e not above stealing th e knowledge they seek. 1 lowever, makin g enemie s of th e eladrin is not for the faint of heart. Their city guar d includes wizards, eladrin knights, an d trained beasts such as griffons an d owlbears, as well as allied fey creatures. Eladrin Adventurers Most eladrin adventurers ar e young adults eager to sec the world and break free of their increasingly stultified culture . However, ther e ar e exceptions. Eladrin training to be wizard s ar e occasionally sent into the world to prove themselves. Othe r times, an older eladrin might embar k 011 a quest to avenge the deat h of a relative or to destroy an ancient evil. Most eladrin adventurers ar e a new breed, though, seeking to use their past to improve the future . Cleric Eladrin cultur e is built 011 a foundation of reverence for Corellon and Sehanine , the gods ofth e fey. Eladrin clerics of both deities ar e commo n in the Feywild. I lowever, man y younge r eladrin (especially thos e wh o wande r or dwell in the natura l world) follow th e exampl e of Ioun an d Avandra. Religion is a rising force amon g the young eladrin wh o seek to chang e the cours e of their civilization. Fighter Their strong traditions and sense of history inspire the eladrin to create numerou s martia l orders. Th e fighters of these orders ar e well respected amon g their people, an d ar e dedicated to defendin g the eladrin settlements of the Feywild an d the world. At the heart of most orders' history is th e memor y of those times when humans, eladrin, dwarves, an d elves united to fight side by side against commo n threats. For this reason, eladrin fighters treat outsiders with greater respect tha n do man y of their kin. Rogue Relatively few eladrin openly embrac e the path of larceny, theft, and trickery. Rather, eladrin rogues dedicate themselve s to uncovering the lost knowledge an d relics of their people. Th e treasure s of the Feywild wer e scattered far an d wide in the conflicts tha t split eladrin, elf, and drow. Now, man y eladrin ar e anxious to recover thos e lost treasure s an d retur n them to the Feywild. 1 lowever, some eladrin rogues ar e not above dedicating themselve s to mor e proactive enterprises, setting their sights on relics and treasur e that seem ill suited to possession by the "lesser races." Wizard Th e eladrin wer e the first to maste r arcan e spellcraft, and they remai n the foremost practitioners of that art. Their academie s of magic produc e mor e wizards tha n the traditions of any othe r race, and formations of wizard s serve a vital role in eladrin armies. Most eladrin wizard s train at an arcan e college that lias a long and storied history. This training is mor e comprehensive than that of most othe r wizards, but it come s wit h political ties (both wanted and unwanted), rivalries with competin g schools, an d othe r entanglements.


Roleplaying an Eladrin Whe n creating a n eladrin adventurer, here ar e a few points to consider. Famil y is everything . Only an eladrin raised by anothe r race lacks strong ties to his or her original eladrin family. Even eladrin estranged from their families feel the weight of that strained relationship. Amon g the uppe r echelons of eladrin society, eladrin refer to themselve s and others by their family name s only. First name s ar e mor e like nicknames. As an eladrin, your relationship with your family likely has a strong connection to you r adventuring career—whether you fight for the honor of your name , or whethe r you had to break with your family's wishes to follow your own path. Whic h sid e ar e yo u on ? Th e eladrin ar e at an importan t cultura l crossroads. Your elders want to remai n isolated in th e Feywild, holding on to what they have a n d remainin g content to shut away the morta l world. However, just as many of t h e younge r generation hea r a call to arms that demand s they forge ties with the races of the world an d drive back the evil that grows in both realms. Th e path you see for your people likely define s your relationship with others, an d might be a key factor in the decisions that drove you to become an adventurer. Friendl y enemies. Ope n conflict amon g the eladrin is unhear d of, an d murde r is the gravest crime in eladrin society. As a result, you and your kin focus your ange r into rivalries, whethe r you ar e a skilled wizard or cleric sought out by some othe r spellcaster intent on besting you, or a fighter or a rogue caught up in professional jealousy with others of your class. T h e burde n of history . Th e eladrin know muc h of history, even if man y of your kin ar e mor e interested in preserving it tha n in makin g it for themselves. Every family ha s at least one great hero in its past, and, like all eladrin, you are expected to live u p to the exampl e of thos e heroes. Whe n time s ar c dark and you face a seemingly overwhelmin g foe, your hero provides inspiration and hope. You might use a hero's nam e as part of a battle cry, or you could use th e legends of the great deed s of the past to inspire yourself an d your allies. Eladri n Characteristics: Aesthetic, deliberative, detached, free, graceful, magical, otherworldly, patient, perceptive Mal e Names: Albanon, Aramil, Arannis, Berrian, Dayereth, Erevan, Galinndan , Hadaral, Immeral, Mindartis, Quarion , Riardon, Soveliss Femal e Names: Althaea, Anastrianna , Andraste , Bethrynna , Caelynna , Jelenneth , Leshanna , Meriele, Naivara, Quelenna , Sariel, Theirastra, Valenae Famil y Names: Dawnfire , Feycrown, Mistcourt, Riverrun, Skyhawk, Sunstar, Winterbreez e


ELF Unmatched archers, cunning explorers, protectors of the wild forests Racial Traits Average Height: 5' 4"-6' 0" Average Weight: 130-170 lb. Ability Scores: +2 Dexterity; +2 Intelligence or +2 Wisdom Size: Medium Speed: 7 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 Nature, +2 Perception Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks. Wild Step: You ignore difficult terrain when you shift. Elven Accuracy: You have the elven accuracy power. With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves. Encounter Free Action Personal Trigger: You make an attack roll and dislike the result. Effect: Reroll the attack roll. Use the second roll, even if it's lower. In ancient times, the elves lived withi n the wild magi c and lush beauty of the Feywild, free of strife, hunger, an d want. Passing their days with feasting an d song, they studied mystic lore an d crafted objects of beauty for the shee r joy of knowledge and creation. As with all good things, the elves' prosperity came to an end . In thos e days, the gods Corellon, Sehanine , an d Lolth lingered long amon g the fey people. Corellon taught his children the secrets of arcan e magic. Wit h the strength of that magic, he sustained their prosperity despite the ravages of the wa r betwee n the gods an d the primordials. Sehanin e taught the fey folk to seek their own paths and pursu e their dreams, nurturin g fierce fires of passion an d commitmen t in their hearts. And all the while. Lolth plotted an d scheme d in secret, teaching


he r followers amon g th e elves to stop at nothin g to achieve their goals, an d nurturin g their discontent even in the midst of their paradis e home . For reasons shroude d in myt h and distant memory, Lolth turne d against Sehanin e an d Corellon, leading he r chosen ones in battle against the othe r fey folk. Th e great wa r that followed never spilled from the Feywild to othe r realms. Despite its limited scope, however, that great conflict marke d the death of the last true morta l paradise. Never again would any realm matc h the splendor and peace of the Feywild of Corellon s children. T h e raging wa r drove wedge s between families and factions of elves even as they fought together against the rebellious drow. Th e elves wh o had always loved the wild forests of th e morta l world (usually referred to as sylvan elves by their eladrin cousins) spent mor e and mor e time in those woods, returnin g less often to their home s in the Feywild. In the aftermat h of the war, they saw that they could not depen d on the gods for peace, justice, and security. They bore n o ill will toward Corellon or Sehanine . Instead, they blame d themselve s for allowing their dependenc e on their gods to blind them to the evil growing aroun d them. Makin g new home s in the natura l world, the elves chos e the deepest, most isolated forests. There , they ranged far an d wide, seeking new vistas to explore. They encountere d humans, dwarves, an d halflings, trading with the folk they me t and setting up alliances as warranted . Amon g human s especially, the elves gained a reputation as an enigmatic , mysterious race.


At the same time, invading ores, conquest-minded huma n tribes, ravaging goblins, an d restless undea d pressed upo n elven territory. Wit h the comin g of Nerath, countless elven tribes wer e absorbed into th e huma n empire . Today, in th e wak e of the fall of Nerath, elves ca n be found in most area s of the world. Man y huma n settlements include at least a few elves, and some have entire elven communitie s withi n them. Othe r elven tribes continue to wande r the wilderness, though they face increasingly violent raids by ores, goblins, gnolls, an d worse. Each year, the shadow spreading over th e world closes tighter and tighter aroun d elven territories, forcing the elves to seek alliances with the othe r humanoi d races to survive. Physical Qualities Elves ar c slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tendin g mor e toward tan or brow n hues. A typical elfs hair color is dark brown, autum n orange, mossy green, or dee p gold. Elven ears ar e long and pointed, while an elfs eyes ar e vibrant blue, violet, or green. Elves favor a wild and loose look to their hair. Elves matur e at about the same rate as humans, but they show few effects of age past adulthood. Th e first sign of an elf's advancing age is typically a chang e in hair color—sometimes graying but usually darkenin g or taking on mor e autumna l hues. Most elves live to be well over two hundre d years old and remai n vigorous almost to the end. Attitudes and Beliefs The elves retain the memorie s of the lost paradis e they onc e enjoyed, an d they seek to recreate it wheneve r they can. To an elf, life is too short to become dragged down in petty details, mino r squabbles, an d tiresome drudgery. Some members of othe r races see elves as flighty an d impetuous. In truth , however, the elves have simply lost so muc h that they refus e to allow mino r problems to pertur b them. Whil e dwarve s or human s throw themselve s into the problems and toil of each hou r and day, an elf takes a long-term view tha t covers weeks a n d seasons instead. Th e unsee n buildu p to th e wa r tha t sundere d the elves from the eladrin took place over long decades, an d the elves have learned to carefully watch the slow passage of years as a result. Elves revere the natura l world, an d their connection to their surrounding s inflects every part of their existence. The y never cut living trees, an d whe n they create permanen t communities, they do so by carefully growing or weaving arbors, platform houses, an d catwalks from living branches. Although they have an innat e connection to the prima l powe r ofth e natura l world, they ar e equally adept with the arcan e magic their eladrin cousins employ. Elves love to explore new forests an d new lands, an d it's not unusua l for individuals or small band s to wande r hundred s of miles from their usual territories.


For all their indulgenc e in earthly pleasure s an d their seemingly flighty ways, elves mak e deadly enemies. In the rise of evil, elves see the en d of fellowship, laughter, and joy. Members of th e evil races, particularly ores, cannot understan d how such soft" creature s can strike with such terrible ferocity. Elves fight hard becaus e they have learned to take joy in simpl e pleasures, and they understan d the tru e cost of defeat as a result. Elf Communities Elf communitie s ar e an integral part of th e forests in which they ar e found. Wher e human s might clear-cut a patch of woods, erect a stockade, and build houses, elves seek ways to meld their dwellings within the fabric of the living forest. The y use magic an d clever plannin g to guide the growt h of trees, letting their branche s serve as platforms for small huts high above the forest floor. Slender bridges of rope and wood connec t these dwellings, an d the elves pick out paths to th e surfac e along the stoutest lower branches. Even an experienced range r ca n walk beneat h an elf village without realizing it. Elves protect their homeland s with a combination of stealth an d ambush . The y allow small band s of travelers to pass unhindered , preferring to remai n unnoticed wheneve r possible. Only if traffic increases, or if outsiders mak e it clear that they intend to despoil the woods, do the elves take action. I lovvever, evil creature s such as ores an d goblins ar e typically attacked without provocation. Ore s tell tales of the Hungr y Woods—forests wher e well-armed warrior band s disappea r without a trace. Such tales often originate with th e stealthy and brutal comba t tactics of the elves. Some elves live amon g humans, either by choice or as a result of the assimilation that occurred during the rise of Nerath. To them, human s too-often combine their passion an d ambition with a singular lack of wisdom. However, elves ar c loyal to those who show loyalty, and they seek to better understand their short-lived friends. Elf Adventurers T h e elves' love of simple pleasures an d endless wanderin g leads man y to pursue lives of adventure . Adventuring elves typically believe tha t their people must take a mor e active role in the world. They year n to explore distant lands, partak e of n ew experiences, an d fight against the darkness tha t threatens the natura l world. Cleri c Th e elves have a complex relationship with the gods. Most elves worship Corellon or Sehanin e through their race's ancient connection to those deities. However, some consciously divorce themselve s from the past by favoring Melora, Pelor, or Avandra . Th e elves regard the gods with the same respect one might afford a powerful neighbor. An elf cleric is not a deity's servant, but rather a servant of th e peopl e wh o have chosen to show respect for that deity's power. Elf clerics fight first and foremost to protect an d preserve their people, holding the glory and the will of th e gods a distant second in consideration.


Fighter Elf fighters ar e the masters of bow and blade. Wher e othe r elves spend time in song an d dance , fighters devote endless hours to sword an d archery drills that take comba t to the level of high art. An elf fighter finds perfection in a well-placed parry or strike, preferring speed an d artistry to raw strength. An elf fighter fears no foe. Whereve r evil rises, these warriors stand as its most resolute enemies. Rogue Amon g the elves, money an d treasur e have little value except whe n dealing wit h outsiders. As a result, rogues ar e mor e commo n amon g elves dwelling in huma n realms than in the elven settlements of the dee p woods. Elf rogues seek treasure, magic, an d lore mor e often out of curiosity than from mer e greed. Few ar e petty thieves, instead focusing their talents on the recovery of great works of art and long-lost magic items, or on mastering the subtleties of stealth and subterfuge . Wizard Elves ar e second only to their eladrin cousins as practitioners of th e arcan e arts. Most elf settlements augmen t their natura l camouflag e with illusions and othe r magic. Whe n faced with invading enemies, an elf communit y calls on its wizards to unleash devastating arcan e power. Elf wizards become adventurers to seek arcan e lore, to test their skill an d power, and to fight against th e darkness that rises beyond the light of civilization. In their dedication to protect the natura l world, elf wizards bea r mor e resemblanc e to crusadin g warriors tha n to bookish sages. | u


Roleplaying an Elf Whe n creating an elf adventurer, her e ar e a few points to consider. Protec t all tha t is goo d an d beautiful . Th e natura l progression of the universe seems intent on destroying the fleeting grace of beauty, love, and peace. Thus, you must fight to ensur e that these things survive. An elf might remai n unmove d by the plight of a huma n city facing an ore invasion, even as an idyllic village of farmers in the horde s path spurs him to action. Elves appreciate beauty becaus e their history ha s forced them to watch it gradually fade from the world. From the first days of the bitter fey war, through the rise and fall of a succession ofworldl y empires, the elves know all too well that anythin g worth enjoying or loving is worth fighting for. Life is measure d i n years, no t days. You ar e acutely awar e of the unfurling of years and the gran d tapestry of history. Elves plan for the long term, and you ar e no different. "Enjoy the day; prepar e for the year," is a commo n elf saying that expresses this attitude. You might spend your days in song an d drin k easily enough, but all the while in the back of your mind , you watch a web of events unfold aroun d you. You understan d that an action now leads to a reaction—a chang e in th e world—that might not become evident for years. Whe n you adventure, you keep one eye on the futur e an d your role in the grand scheme of events. T h e strongest swor d is guide d wit h wisdom , no t might . Th e best battles ar e those that ar e short, decisive, an d as bloodless as possible. Th e elves ar e too few in numbe r to wage wars of attrition, and they view risky tactics and frontal assaults as foolish at best. As an elf, you employ the most direct method s to defeat your enemy. Wh y waste time battling goblin patrols whe n the entir e tribe will scatter with the death of its conquest-minded king? Keep the long-term view in mind , and settle all problems with quick, decisive resolution. Tale s an d songs. Th e elves preserve their history through songs and tales told in the oral tradition. As a young elf, you would have heard and memorize d these stories of great elf heroes, their legendary deeds, and the struggles of your people. You might draw on the nature , events, or theme s of such stories for inspiration, or to express your elven point of view to your allies. Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, quiet, wild Mal e Names: Adran , Aelar, Beiro, Carrie , Erdan, Gennal, Heian, Lucan, Peren, Rolen, Theren, Varis Femal e Names: Adrie, Birel, Chaedi, Dara , Enna , Faral, Irann, Keyleth, Lia, Mialee, Shava, Thia, Valna


HALFLING Resourceful wanderers, cunning scouts, travelers of forgotten roads Racial Traits Average Height: 3' 10"-4' 2" Average Weight: 75-85 lb. Ability Scores: +2 Dexterity; +2 Constitution or +2 Charisma Size: Small Speed: 6 squares Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Acrobatics, +2 Thievery Bold: You gain a +5 racial bonus to saving throws against fear. Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks. Small: As a Small creature, you have restrictions in combat. You cannot use a twohanded weapon unless it has the small property. When you use a versatile weapon such as a longsword, you must use it two-handed but you don't gain the normal +1 damage for using it in that manner. Second Chance: You have the second chance power. Luck arul small size combine to work in your J'avor as you dodge your enemy's attack. Encounter Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower. Of all the races, halflings ar e perhap s the most frequently misunderstood. Most dwarve s equat e halflings with rogues an d thieves, though they warily trade with halfling clans an d communities. Elves an d eladrin sometime s regard halflings as little mor e tha n itinerant wanderers, though they listen intently to the rumors and news that halflings bring to their borders. Many human s adopt a paternalistic attitude toward the small folk, but they also know enough to never break a deal with them or double-cross them. Their small size make s halflings an easy race to underestimate . Thoug h they have founded no empire s an d scorn traditional structure s of nobility and rule, they have survived and even flourished wher e othe r folk have risen high and fallen into inevitable ruin.


Halflings set u p tight-knit communities nea r the settlements ofothe r races, usually alongside or on the surfac e of lakes or rivers. Some establish neighborhoods in huma n or dwarve n settlements, wher e they ru n inns or general stores. However, man y halflings ar e wanderers at heart, straying far from their home s to secur e goods, conduc t trade, an d seek new sights a n d experiences. Wanderin g halflings prefer to travel along waterways using skiffs and rafts, setting temporar y camp s and villages along the bank s to trade an d gathe r supplies as they go. Although some halflings travel overland in caravans, most prefe r the relative safety and speed of the water. Time an d again, halflings have escaped the rise of evil by moving on to safer area s an d keeping a low profile. T h e fleeting natur e of most halfling settlements mean s tha t halfling communitie s lack any formal schooling or written history. Instead, halfling lore is collected in countless fables an d tales. Learned scholars an d sages might scoff at such crud e traditions, but the halflings have seen an d remembere d muc h lore long forgotten by othe r races. A fanciful story of a halfling hero's battle against a giant might contain clear details that point to a forgotten rui n or the location of a powerfu l artifact. In the same way they sometime s underestimat e halflings, so too do the othe r races all too casually dismiss the knowledge that the small folk shar e amon g themselves. Most halflings have a desire to avoid notice that ca n sometime s be mistaken for cowardice. However, rathe r tha n revealing weakness, this desir e hide s a halfling s tru e strength. Halflings


rarely amass full-scale armies, preferring instead to form small, elite band s that can take out the toughest foes without notice. Unde r the best circumstances, such attacks ar e rarely traced back to the halflings wh o carried them out. Their enemies, unwilling or unabl e to believe tha t so small a threa t could perpetrat e such a precision assault, tur n against othe r mor e obvious targets. A commo n folk tale unites all halflings, with every child hearin g stories of a wondrou s land of verdant fields an d endless sunshine . This land is said to be a small placc tha t the bigger folk have overlooked, an d that the halflings must find. The y conside r this mythica l land their tru e home—a safe haven wher e the halfling racc ca n finally create a n everlasting kingdom. Whethe r this place truly exists, non e ca n say. I lowever, the dream of its discovery ha s given the halflings the strength to carry on through adversity, an d to persever e in their slow spread throughout the world. Physical Qualities Halflings stand about 4 feet tall an d weigh about 8 0 pounds. They resembl e small human s an d ar e proportioned like huma n adults. Halflings have the same range of complexions as humans, but most halflings have dark hair and eyes. I lalfling males don't have beards, but man y have long, full sideburns. Halflings of both genders often wea r complicated hairstyles, featuring complex braiding and weaving techniques. I lalflings typically dress in clothcs that matc h their surroundings, preferring earth tones and various shade s of green. Their clothing and gear featur e woven textures an d stitching. Birds, river patterns, boats, an d fish ar e commo n images in halfling art and decoration. Halflings have life spans comparabl e to those of humans. Attitudes and Beliefs Halflings ar e an affable, warm, and cheerfu l people. They survive in a world full of larger creature s by avoiding notice or, barrin g that, avoiding offense. The y appea r harmless, and so have manage d to survive for centurie s in the shadow of empire s an d on the edges of wars an d political strife. Halflings ar e practical an d down-to-earth. The y concern themselve s with basic needs and simple pleasures, harborin g few dream s of gold or glory. Adventurers ar e no mor e rar e amon g halflings tha n amon g othe r races, but they usually pursu e the adventurer's life for reasons of community, friendship, wanderlust, or curiosity. I lalfling adventurers ar e brave and faithful companions, relying on stealth and trickery in battle rathe r tha n raw might or magic . I lalflings ar e extremely curious. iMost can't refrain from openin g a door to see what it conceals, or to tur n a corne r or climb a hill just to find out wha t lies beyond. Along with this intens e curiosity, man y halflings seem possessed of a kind of fearlessness-their curiosity and need to experienc e new things overcoming any hesitation brought on by anxiety.


In the absenc e of royalty or nobility, halflings instead look to family elders to guide them. This emphasis on family and communit y ha s enabled halflings to maintai n a consistent cultur e for thousand s of years, unaffected by the rise and fall of empires. According to halfling legend, Melora and Sehanin e created the halflings together, giving the race a love of natur e an d the gift of stealth. Whe n their interest waned , these gods stopped looking after the race, or so the legends go, and halflings mad e their own way in the world. They say Avandra , the god of luck, admire d their resourcefulness and adopted them, favoring them with good fortune. Not all halflings worship Avandra , but nearly all breath e a prayer of thank s to he r whe n fortune favors them. Halfling Communities A halfling communit y typically consists of a ban d of travelers from a dozen to a hundre d strong. Each halfling family ha s its own mod e of conveyance (typically a boat or a wagon, dependin g on the locale). Whe n a halfling couple marries, t h e newlyweds build their own wagon or boat as part of a grand celebration in the community. Wit h their strong tradition of oral history, halflings have catalogued uncounte d ruin s an d ancient roads long forgotten by the races that mad e them. Thoug h they travel freely along well-established trade routes, they also ply these secret roads, paths, an d waterways known only to their kind. Nomadi c halflings travel with the seasons. As winte r approaches, they either move to warme r clime s or settle down alongside the communitie s of human s a n d othe r folk. Their extensive travels mak e halflings excellent traders, selling the goods they have accumulate d throughout the yea r to buy enough food and supplies to last the winter. Some halfling communitie s ar e mor e stable, established along waterways or in neighborhoods within the settlements of othe r races. Thes e halfling quarters typically hous e one or mor e inns, taverns, or trading posts. Some conceal mor e illicit enterprise s such as gambling halls or a thieves' guild. Halfling Adventurers Their wanderin g spirit make s halflings a natura l fit for the adventuring life. Legends and fables told aroun d th e campfir e ignite th e imaginations of young halflings, pushing man y to ventur e into the world in search of lost treasure s and ancient ruins. Whe n these adventurin g halflings return to their people, they become protectors an d guardians—and the sourc e of a new generation of legends. Cleri c Few halfling communitie s have mor e tha n one cleric, inspiring man y young acolytes to strike out on their own . Avandr a command s th e most devotion amon g wanderin g halfling clerics, wh o hope to rea p good fortune in their travels.


Fighter Few halflings use heavy armo r and weapons, preferring instead to rely on stealth and speed in battle. Halflings w h o follow the fighter path favor offense over defense . They wea r leather or hide armo r for a modicum of protection, practicing fast-moving tactics that let them contain monsters while their allies deliver the killing blows. Rogue To man y folk of othe r races, "halfling" an d "rogue" ar e synonymous terms. However, though some halflings do rely on thievery to mak e an easy profit, most take u p this class becaus e they believe in minimizin g risk and maximizin g reward. A halfling would rathe r take on a dragon by stealth an d subterfuge tha n in a straight-up fight. However, an even better option is to slip past it unseen, acquir e its wealth, an d leave in such a way that it has no idea what happened . Wizard Th e nomadi c existence of man y halfling communitie s make s established academie s of knowledge an d study rare. However, the halfling love of fables and forgotten lore ha s created a robust oral tradition of arcan e knowledge. Nearly every halfling clan includes a wise elder wh o can cast a few spells, brew potions, an d use rituals to divine the weather. Young halflings wh o ar e blessed with quick wits an d an inquisitive natur e can study unde r such a master, replacing forma l theory an d book learnin g with stories an d hands-on arcan e experimentation. Such halflings sometime s seek a place in the arcan e academie s of othe r races for mor e formalized training.


Roleplaying a Halfling Whe n creating a halfling adventurer, here ar e a few points to consider. Family is everything. Halflings emphasiz e family for good reason. The members of a halfling family look out for each other, whethe r traveling or in a permanen t settlement. Most halflings can look back on a momen t when the close proximity of family mean t the differenc e between life an d death. Whe n a halfling speak s of family, that concept includes not only close and distant relatives, but all the members of a ban d or tribe. As a n adventuring halfling, you ar e likely far from your family in body, but close in min d and spirit. Unseen is unthreatening. Halflings like to keep a low profile, especially whe n it come s to strangers an d enemies. However, this caution does not mak e you any less reluctant to stand u p for yourself whe n circumstance s deman d it. You might take great pleasur e in your ability to fade into the background in times of crisis. On the othe r hand , your race's occasional reputation for being shirkers and cowards might mak e you mor e likely to be the first one into a fight. Debts and favors. Given the transitory natur e of halfling culture , debts and favors play a n importan t role in building long-term ties between individual halflings an d their families or communities. A halfling ban d that share s its extra food with othe r halflings can count on honest gratitude and favors in return . Myths and legends. Th e oral tradition amon g halflings unite s past generations in the same way that the system of favors an d debts unites halflings of the curren t generation. As you grew up, you hear d countless tales of great heroes and their adventures—not only stories of halflings, but of elves, humans, and othe r folk. Th e details in such legends often point to lost treasure s or important and historic locations. Just as important, th e legends of the great heroes of the past can help define the type of hero you hop e to be. Halflings are good-natured. Most halflings ar e affable and easygoing, slow to ange r an d rarely sad. Every new experienc e is a potential adventure , an d you love to seek out new experience s wheneve r possible. Halfling Characteristics: Brave, curious, determined , down-to-earth, friendly, good-natured, lucky, nimble, optimistic, practical, resourceful, warm Male Names: Ander, Corrin, Dannad , Errich, Finnan, Garret, Lazam, Lindal, Merric, Nebin, Ostran, Perrin, Reed, Shardon, Uldane , Wenne r Female Names: Audrey, Bree, Callie, Chenna , Eida, Kithri, Lidda, Nedda , Paela, Shaena , Tryn, Vani, Verna, Wella


HUMAN Ambitious explorers, driven leaders, eager to master the world Racial Traits Average Height: 5 6-6 ' T Average Weight: 135-220 lb. Ability Scores: +2 to one ability score of your choice Size: Medium Speed: 6 squares Vision: Normal Languages: Common, choice of one other Bonus Feat: You gain a bonus feat at 1st level. You must meet the feats prerequisites. Bonus Skill: You gain training in one additional skill from your class skills list. Human Defense Bonus: You gain a +1 racial bonus to Fortitude, Reflex, and Will. Heroic Effort: You have the heroic effort power. Your grim focus and unbridled energy means that failure is not an option. Encounter No Action Personal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw. More numerou s than elves, dwarves, halflings, and eladrin, the race of human s has been the primar y architect of history for centuries. Whil e members of the other races withdraw to their isolated realms an d strongholds in the face of danger, human s push forward with an everburnin g desire to overcome all challenges. Yet the same ambition and energy that pushe s human s to civilize unsettled lands also make s them covet power an d wealth. Even amon g their own kind, human s are given to conflict, infighting, and great wars. On the borderlands, human s defen d their territorie s against the rise of darkness even as othe r folk fall back to the distant mountain s an d dens e forests. Human s strike out against the unknown , eage r to leave a mar k on the world. However, although human s have reached great heights, they have also become their own worst enemie s time an d again. A huma n realm faces mor e tha n just the threa t of monstrou s incursions. Bickering an d political conflict often push huma n lands to th e brink of civil wars mor e ruinou s tha n any externa l foe. Afte r all, the worst enemy is on e wh o knows you r strength s a n d weaknesses. Ambition an d a sometimes-reckless drive for power combine to push man y human s to seek out fame and fortune through adventur e and exploration.


Amon g adventurers, human s nearly outnumbe r th e othe r races combined . Th e rulers of th e huma n settlements of the borderlands ar e often forme r adventurers. After acquiring enough treasur e and power, they gathered followers to their banners and set to building fortresses, villages, an d towns. Human s ar e mor e likely to put their faith in individuals tha n in institutions or tradition. As a result, a single powerful huma n ha s great potential to unit e and lead others. Physical Qualities Human s come in a wide variety of heights, weights, and colors. Some human s have black or dark brown skin, others ar e as pale as snow, an d they cover the whol e range of tans and brown s in between. Their hair is black, brown , or a range of blonds an d reds. Their eyes ar e most often brown, blue, or hazel. Humans' attire varies wildly, dependin g on th e environmen t an d society in whic h they live. Their clothing can be simple, ostentatious, or anythin g in between. It's not unusua l for several distinct huma n culture s to live side by side in a particula r are a and mingle . As a result, huma n armor, weaponry, an d othe r items incorporat e a variety of designs an d motifs. Human s have average life span s of about seventy-five years, though some venerable members of the race live as long as ninety or mor e years.


Attitudes and Beliefs Human s ar e decisive an d sometime s rash. They explore th e darkest reache s of the world in search of knowledge an d power. They hurl themselve s into danger, dealing with consequence s as they arise. They act first and ponde r later, trusting their will to prevail and their natura l resourcefulness to see them through perilous situations. Human s always look to the horizon, seeking to expan d their influenc e an d their territory. They chas e powe r an d want to chang e the world, for good or for ill. Their settlements ar e amon g the brightest lights in a dark and untame d world, a n d human s constantly seek to explore new lands an d settle new frontiers. Their self-reliance an d bravery incline s human s toward martia l classes such as fighter an d rogue. They often prefer to find hidde n reserves of strength in themselve s rathe r tha n trust to th e magi c of wizard s or clerics. That said, human s tend to be a pious race, worshiping the whol e pantheo n of gods. Their myth s nam e n o god as the creator of their race. Some tales say the gods worked together to create humans, infusing them with the best qualities of each race that had come before. Othe r tales say tha t human s wer e the creation of a god whos e nam e is no longer known—a deity killed in th e wa r against the primordia l or assassinated by Asmodeu s or Zehir. Human s ar e tolerant of othe r races, different beliefs, and foreign cultures. Most huma n settlements consist of diverse enclaves wher e different races live together in relative peace. Th e huma n empir e of Nerath, the last great world power, united man y different peoples an d ruled th e land for mor e tha n five hundre d years before it collapsed about a centur y ago. Most of the huma n settlements that survived the empire's fall now stand as fortified bastions against the encroaching darkness. Whe n elven forests ar e razed or dwarve n mine s overrun, the survivors often flee to the nearest huma n town or city for protection. Despite the far reac h and powe r of Nerath, human s in th e present day ar e a scattered and divided people. Dozens of small baronies, fiefdoms, an d free citystates have arisen from Nerath s ruins, an d man y of thes e realms ar e petty, weak, a n d isolated. Tensions an d misunderstanding s ca n precipitate skirmishes, espionage. betrayal, and even open warfar e betwee n neighboring communities. Human Communities I Iuman s ar e the most adaptabl e of all folk. Their communitie s range from forest villages surrounde d by stockades, to tent cities built aroun d desert oases, to clusters of ice-walled huts in the farthest norther n reaches, to great fortified cities standing at the cente r of widespread realms. Othe r races ar e known for their relationships with specific environments—the dwarve s in their mountai n halls, the elves with their forest realms, and the halflings following the course of river and stream. I Iumans, in contrast, pride themselve s on being able to adapt to any environment, an d to reshape that environmen t to their own needs. As long


as wate r an d sustenanc e ca n be found, human s can mak e a home in any part of the world. Most huma n communitie s ar e centered aroun d a single, powerful individual. Even folk wh o use elections and othe r egalitarian method s of government can point to one person wh o founded, created, an d shepherde d their settlement through its formative years. Of all the civilized peoples, human s ar e the most likely to routinely chang e their metho d ofgovernmen t and organization. On the borderlands, the scions of petty nobles ca n rul e only as long as they display the same strength an d purpos e as their ancestors. Whe n a leader falters, ambitious advisors an d rivals ar e ready to lead a revolt. Most huma n settlements ar e centered on a single dominan t resourc e or feature, including fresh water, arable land, or an easily defended location. Human s lack the unifyin g cultura l ties tha t bind most elves, dwarves, an d halflings. As a result, their clans, tribes, an d societies covet an d hold strategically useful territory, devoting muc h energy to fortifying an d controlling it. In a typical huma n settlement, ther e is no guarante e of distant allies riding to the rescue in time s of dir e need. The Nentir Vale, a portion of the borderlands that onc e belonged to Nerath, feature s a numbe r of human-controlled settlements, including Fallcrest, Winterhaven, and Nenlast. As in man y of th e frontier regions carved out from the fallen empire , these towns an d villages also featur e large contingents of elves, dwarves, halflings, and othe r races. Although human s have developed rich culture s an d styles of their own, they ar e also known for borrowin g from others. Th e advance d construction techniques of the dwarves, the arcan e mastery of the eladrin, an d even the traditions of lost civilizations such as Bael Turath an d Arkhosi a can all be found in the huma n sphere . This leads to great variation in huma n architecture , clothing styles, and even religious iconography. Human Adventurers Some of th e most powerful an d successful adventurers to have ever roame d the world wer e human . Many human s ar e forced into adventurin g by the pressures of life on the borderlands. 1 lovvevcr, just as man y seek out that life as the fastest way to achieve their goals. As they ar e in every enterprise , human s wh o take up adventuring ar e flexible, unpredictable , adaptable, and capabl e of great deeds. Cleric Whethe r trained and indoctrinated in a grand templ e or a lowly shrine , a huma n cleric is a welcome addition to any adventurin g party. Human s ar e draw n to the call of divine magic, and they ar e quick to accept any deity that inspires them. Faith drives a huma n cleric, wh o leads by exampl e an d always has a cause. Human s tur n out mor e clerics tha n othe r races by virtue of their population. Whe n young clerics leave home an d hearth to take u p the adventuring life, they ar e ready to carry the message of their gods into the world.


Fighter All huma n communitie s depen d on stalwart warriors to defend them from the surroundin g darkness. As such, fighters ar e a dominan t part of huma n culture . Some human s take u p th e path of the fighter as a mean s to protect their friends and loved ones. Others see the fighters highly skilled approac h to comba t as the best metho d for slaying powerful monsters and plunderin g treasur e in the aftermath . Whethe r they first pick u p the sword out of dir e nee d or take to the class as an honored profession, huma n fighters place their trust in their weapons, their armor, and their comba t skills above all else. Rogu e Human s become rogues primarily in pursuit of excitement, thrills, an d wealth—though not necessarily in tha t order. Some huma n rogues use their skills to become consummat e explorers and dungconeers. Others fancy themselves as treasure hunters or hope to use their uniqu e abilities to battle evil. Mor e tha n a few embrac e the arts of thievery simply to acquir e wealth an d power. However, most huma n rogue adventurers have at least a modicum of good intentions to back u p their quickness, charm, an d natural cunning . Wizard Although human s wer e not the first folk to maste r arcan e magic, they ar e now amon g its most skilled practitioners. A huma n character's natura l curiosity and ambition ar e well suited to dedicating endless hours to th e study of spells and arcan e theories. I luma n wizards view the invention an d


propagation of new magi c as a sign of their supreme mastery of the arcan e arts, and they wield spells the way members of othe r classes wield blades and bows. They take to the adventuring life to put their theoretical studie s into practice, to locate lost or forgotten arcan e lore, an d to gathe r the fund s necessary to advanci their own research. Adventuring huma n wizard s ar e some of the most powerfu agents of good roamin g th e borderlands in th e aftermat h of Nerath s fall. Roleplaying a Human Whe n creating a huma n adventurer, her e ar c a few points to consider. Fame , fortune , or power ? Human s ar e driven to adventuring by an y num b of reasons. Most human s wh o dwell in the borderlands find their day-to-day life challenging enough. Your homelan d is a harsh realm rife with monsters an d othe r threats, yet somethin g inspires you to seek out even mor e danger. You might adventur e for wealth or glory, seeking the vast fortune s to be looted from dungeon s and the powe r to be gained with increased experience . You might fig for your homeland , striking against the forces of darkness before those forces ca lash out against your people. You might hope to combin e both goals—creating a hero's nam e for yourself as a mean s of gaining the prestige an d fame needed to unit e the commo n folk unde r your rule. Hom e is th e beginnin g of all things. In the absenc e of an overriding huma n culture , you maintai n a strong connection to the land of your birth and the home you grew u p in. Most human s gathe r in villages, towns, an d othe r con munities, though a few prefer a mor e isolated existence. Your early years in sucl a n environmen t shaped you, as did your reasons for leaving tha t home . Did you tur n away from your family unde r a dar k cloud of conflict that now puts you on the run ? Or was your village attacked—and your kin slain—by invading monste r against whic h you swore a dar k oath of vengeance ? Ideals an d dreams. Man y huma n adventurers live by a code of conduct, or they fight for some cause. You might dedicat e yourself to a noble lord, to your faith, or to an organization whos e values you share . Your goals might be entire!) material, driving you to seek wealth or some specific relic or lore important to you. Or, your objectives might be entirely ephemeral, based on a certain philosc phy or state of mind . You might fight only for yourself, seeking the wealth an d powe r that will allow you to mak e a differenc e in the end. Huma n Characteristics: Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic , resourceful, territorial, tolerant Mal e Names: Alain, Alek, Benn, Brandis, Donn , Drew, Erik, Gregg, Jarrcn, Jonn, Kris, Marc, Mikal, Pieter, Quinn , Rcgdar, Samm, Thom, Wil Femal e Names: Ana , Cassi, Gwenn , Jenn , Kat, Keira, Luusi, Mari, Mika, Miri, Shara, Stasi. Zann e


SKILLS I lave you studied ancient tome s that describe the natur e of magi c and the structur e of the universe? Do you have a golden tongue that ca n pass off the most outrageous lies as truth? Do you have a knack for getting information out of people? In the DUNGEONS & DRAGON S game , these questions ar e answered by the skills your characte r has. Adventurers have a basic level of competenc e in every skill. As a characte r advance s in level, his or her level of competenc e improves. A characters ability scores also affect his or her use of skills; a halfling rogue wh o ha s a high Dexterity is better at Acrobatics tha n a clumsy dwarf fighter who has a lower Dexterity. Whe n using a skill in the game , success is measure d with a skill check, a d2 0 roll that determine s whether—and sometime s how well—your characte r accomplishes a skill-based task. This chapte r tells you the basics about skills. For mor e details on this topic, check out Chapte r 4 in the Rules Compendium. Skill Training Having training in a skill mean s that your adventure r has some combination of formal instruction, practical experience , a n d natura l aptitude using that skill. An adventure r wh o has training in a skill gains a +5 bonus to that skill, though he or she can t gain training in a skill mor e tha n once. A characte r class description specifies how man y skills a membe r of tha t class ha s training in an d what skills you ca n choose at 1st level. For example, if you create a lst-level fighter, you can pick thre e skills from the fighter's list of class skills. Some feats, such as Skill Training, give an adventure r training in a skill even if it s not on the class skill list. Key Ability T he Skills table below shows the skills available in the game an d the key ability for each one. A skill's key ability determine s the ability modifie r used whe n calculating your character's modifie r with that skill. Have you studied ancient tomes? Do you have a golden tongue? Can you extract information from people? Your character can, with the right skills.


SKILLS Skill Key Ability Skill Key Ability Acrobatics Dexterity Insight Wisdom Arcana Intelligence Intimidate Charisma Athletics Strength Nature Wisdom Bluff Charisma Perception Wisdom Diplomacy Charisma Religion Intelligence Dungeoneering Wisdom Stealth Dexterity Endurance Constitution Streetwise Charisma Heal Wisdom Thievery Dexterity History Intelligence USING SKILLS T h e Dungeon Master determine s if a skill check is appropriat e in a given situation and directs players to mak e a check if circumstance s call for one. A player often initiates a skill check by asking th e DM if he or she ca n mak e one. Almost always, the DM says yes. Making a skill check is discussed in "Playing the Game, " page 19. See page 41 for how to determin e your character's skill check modifiers. Difficulty Class Whe n makin g skill checks, high results ar e best. You're always trying to mee t or beat a certain number. Tha t numbe r is called a Difficulty Class (DC). A skill's DC depend s on what a characte r is trying to accomplish with the skill check, an d the Dungeon Master sets this number. Typically, your characte r either succeeds or fails at a skill check, meanin g your check result meets or exceeds the D C or else falls below it. Some skill checks have degrees of success or failure tha t depen d on the differenc e between you r check result an d the DC. Unless otherwis e noted, whe n a creatur e fails a skill check, it can try again with a ne w check. Many of th e skill entries in this chapte r give sampl e DCs for commo n uses of the skills. Some DCs ar e fixed, wherea s others scale with level. A fixed DC represents a task that gets easier as your adventure r gains levels. By the time your adventure r reache s epic level, certain tasks become trivial. In contrast, a DC that scales with level represents a task that remain s at least a little challenging throughout your adventurer's career. The Dungeon Master ca n use the suggested DC for a task or set on e using the Difficulty Class by Level table. Th e table provides thre e DCs at each level based on a task's difficulty: easy, moderate , or hard. Whe n choosing a DC from the table, the DM typically picks one at the level of th e characte r performin g the check.


DIFFICULTY CLASS BY LEVEL Level Easy Moderate Hard 1 8 12 19 2 9 13 20 3 9 13 21 4 10 14 21 5 10 15 22 6 11 15 23 11 16 23 8 12 16 24 9 12 17 25 10 13 18 26 11 13 • 19 • 27 12 14 20 28 14 20 29 14 15 21 29 15 15 22 30 Level Easy Moderate Hard I 16 16 22 31 17 16 23 31 18 17 23 32 19 17 24 33 20 18 25 34 21 19 26 35 22 20 27 36 23 20 27 37 24 • • • ••2 8 • 37 25 21 29 38 26 22 29 39 27 22 30 39 28 23 3 0 H 40 H i 29 23 31 41 30 24 32 42 T h e following definitions ar e used by the Dungeo n Maste r to predict which of the thre e DCs is appropriat e for a particula r check. Easy : An easy DC is a reasonabl e challenge for characters wh o do not have training in a particula r skill. Such characters have about a 6 5 percent chanc e of meeting an easy DC of their level. An easy DC is a minima l challenge for a characte r wh o has training in the skill an d is almost a guarantee d success for a characte r wh o has a high bonus with the skill. In group checks (page 283) or whe n every adventure r in a party is expected to attempt a given skill check, particularly whe n n o one necessarily ha s training, the DM typically chooses an easy DC. Moderate : A moderat e DC is a reasonable challenge for characters who have training in a particula r skill as well as for characters tha t don't have training but have a high ability score (18 or higher) in the skills key ability. Such characters have about a 6 5 percent chanc e of meetin g a moderat e DC of their level. In a skill challenge (page 283), th e DM typically choose s a moderat e DC lor a skill check tha t a single adventure r is expected to make . Hard : A har d DC is a reasonable challenge for characters who have training in a particula r skill an d also have a high ability score (18 or higher) in the skill's key ability. Such characters have about a 6 5 percent chanc e of meeting a hard DC of their level. Th e DM typically choose s a hard DC for a skill check that only an expert is expected to pass consistently.


Opposed Checks Sometime s a characte r make s a skill check tha t tests his or he r ability against that of anothe r creatur e tha t uses either the same skill or a different one. Using the Stealth skill, for example , tests a characters ability to hide against anothe r creatur e s ability to spot him or her using the Perception skill. Thes e skill contests ar e called opposed checks. To mak e an opposed check, two creature s mak e checks, and the higher result wins. If there's a tie, the creatur e with the highe r check modifie r wins. If it's still a tie, both sides roll again to brea k the tie. Checks without Rolls In some situations, luck docs not affect whethe r a skill check succeeds or fails. Two special types of checks reflect this fact: taking 10 an d passive checks. Taking 10 Whe n characters ar e not in a rush or involved in a n encounter, they can choose to take 10 on skill checks. Whe n you take 10, you don't roll a d 2 0 for the skill check. Instead,yo u determin e th e check result as ifyo u had rolled a 10, meanin g the result equals 10 + the adventurer's skill check modifier. For mundan e tasks, taking 10 usually results in a success. Passive Checks Whe n characters aren't actively using a skill, they're assume d to be taking 10 for any opposed checks using that skill. Doing so is called makin g a passive check. For example , a group of adventurers is walking through an are a without makin g Perception check s to look for danger, so they ar e assume d to be using their passive Perceptions to notice hidde n objects an d creatures. If an adventurer's passive Perception beats a creature's Stealth check, the adventure r notices the creatur e without having to mak e a Perception check. Aid Another In some situations, characters ca n work togethe r to us e a skill or an ability. An adventure r ca n help anothe r mak e a skill or an ability check by taking the aid anothe r action. Given a choice, a grou p of adventurers should have the characte r who has the highest skill or ability check modifie r take the lead, while the othe r characters cooperat e to provide assistance. Aid Another • Action : Standard action. Whe n a n adventure r takes this action, he or she chooses a target adjacent to him or her. • DC: Th e adventure r make s a skill check or an ability check with a DC equa l to 10 + one-half his or her level.


• Success: Th e target gains a +2 bonu s to the next check using the same skill or ability before the end of the assisting adventurers next turn . • Failure: Th e target take s a -1 penalty to the next check using the same skill or ability before th e end ofth e assisting adventurers next turn . This penalty represents the distraction or interferenc e caused by th e failed assistance. An adventure r can affect a particula r chec k only onc e using the aid anothe r action. However, u p to four adventurers can use aid anothe r to affect a single check. In certain circumstances, the DM might decide that only one, two, or thre e adventurers can try to aid a check. For example , it is unlikely that four characters can assist in picking a lock. Group Checks T h e Dungeo n Master sometime s asks the adventurers to mak e a check as a group. This is called makin g a grou p check. In such a situation, the characters w h o ar e skilled at a particula r task help cover thos e wh o aren't. To mak e a grou p check, everyone in the group make s a skill check or an ability chec k specified by the DM. A grou p chec k is almost always against an easy DC. I fa t least half the grou p succeeds, the whole group succeeds. Otherwise, the grou p fails. Grou p checks might come u p in a variety of situations: whe n the adventurers try to sneak past some sentries (using Stealth), try to scale a shee r cliff together (using Athletics), use disguises to pass as a grou p of ore soldiers (using Bluff), an d so on. Such checks ar e particularly commo n in skill challenge s (see below). Skill Challenges A skill challenge represents a series of tests that adventurers must face. To deal with a typical skill challenge, a group of adventurers make s a scries of skill checks, sometime s spread over a few round s an d sometime s spread over days. T h e skill challenge is completed either whe n a specified numbe r of successful skill checks is reached or whe n thre e failures ar e reached. An audienc e with the duke , a mysterious set of sigils in a hidden chamber, finding a safe path through a haunte d forest-all of these situations present opportunitie s for skill challenges, becaus e they take time an d a variety of skills to overcome. A skill challenge takes complex activities an d structure s them into a series of skill checks. A skill challenge should not replace the roleplaying, the puzzling, an d the ingenuity that players put into handlin g those situations. Instead, it allows the Dungeo n Master to defin e the players' efforts within the rules structur e so that the players understan d their options and th e DM can mor e easily adjudicat e the outcome .


A skill challenge can stand on its own as a noncomba t encounter. For example, a group might have a n encounte r in which it tries to extract a secret from a stubborn cultist. In anothe r skill challenge, the group might use Natur e checks an d Perception checks to track the cultists through a jungle, a Religion check to predict a likely spot for their hidden temple, an d an Enduranc e check to fight off the effects of illness an d exhaustion over the course of days in the jungle. Alternatively, a skill challenge can be integrated into a comba t encounter. Whil e fighting the cult's leader, some of the adventurers might use a series of Arcana checks an d Religion checks to disrupt a dark ritual that is in progress. For mor e about skill challenges, see the Rules Compendium. KNOWLEDGE SKILLS Your character's skill in Arcana , Dungeoneering, History. Nature, and Religion helps determin e wha t knowledge he or she has about particula r topics. A character can use these skills to remembe r a useful bit of information or to recognize a clue related to one of these topics. Using a skill in this way is called makin g a knowledge check. Wit h the exception of History, these skills can also be used to identify certain kinds of monsters, as noted in a skill's description. Knowledge Checks Refer to these rules wheneve r your characte r make s a knowledge check, regardless of the skill he or she is using. 4- Action : No action. You either know or don't know the information. • DC: Sec the Knowledge Checks table. Th e check DC increases based o n the topic an d how commo n the knowledge is. A Dungeon Master might decide that certain information is available only to adventurers who have training in the appropriat e knowledge skill. • Success: You recall a relevant piece of lore in the field of knowledge or recognize a clue related to it. • Failure : You don't recall any pertinent information. The Dungeon Master might allow a new check if furthe r information come s to light. KNOWLEDG E CHECKS Information DC General Easy Specialized Moderate Esoteric SB H i M


Monster Knowledge Checks Refer to these rules wheneve r your characte r make s a check to identify a monster, regardless of the knowledge skill he or she is using. Th e DM typically tells a player which skill to use, based on the creature's origin or relevant keyword. If a monster's origin and keyword suggest the use of two different skills, the DM decides which skill can be used to identify the monster, and might allow the use of either skill. • Action : No action. You either know or don't know the information. • DC: The DM sets the DC using the Difficulty Class by Level table (page 281), selecting the moderat e DC for the monster's level instead of your level. • Success: You identify the monste r and know its origin, type, typical temperament, an d keywords. Ifyo u meet or exceed the hard D C for the monster's level, he or she also knows the monsters resistances an d vulnerabilities, as well as wha t its powers do. • Failure : You don't recall any pertinent information about the monster. T h e Dungeon Master might allow a new check if furthe r information comes to light. MONSTER ORIGINS AND KEYWORDS SKILL DESCRIPTIONS T h e game's skills have man y different uses—as man y as you can imagine. Each skill is presented in the following format. Key Ability : Th e first line of a skill description after the name of the skill shows the key ability for that skill. Use the ability modifier of a skills key ability to help determin e your skill check modifie r for that skill. Armo r Chec k Penalty : For skills based on Strength, Constitution, an d Dexterity, the line containing the key ability also includes a reminde r that an armo r check penalty (page 326) applies to that skill. Typica l Uses: A skill description describes typical ways that the skill is used. Each description specifies the kind of action that is usually required to use the skill. Some of the descriptions specify the consequence s of success or failure. See the Rules Compendium for sampl e DCs an d additional information. Monster Origin or Keyword Skill Aberrant Dungeoneering Construct Arcana Elemental Arcana Fey Arcana Monster Origin or Keyword Skill Immortal Religion Natural Nature Shadow Arcana Undead Religion


A few skill uses ar e marke d as 4 Trained Only," whic h mean s a creatur e must have trainin g in th e skill to use it in tha t particula r way. For instance , a creatur e must have trainin g in Acrobatics to mak e a check to reduc e falling damag e whe n it falls. Improvisatio n Suggestions: In addition to providing rules for the typical uses of a skill, some skill descriptions include suggestions in sidebars for how your characte r might use the skill as h e or she improvises various actions in the game . Skills ar e mean t to be open-ended , an d players ar e encourage d to us e them creatively. Just as for regula r uses of a skill, the DM sets the DCs for improvisationa l uses, decide s wha t sort of action is require d for the checks, a n d determine s th e consequence s of success or failure. Th e DM also ha s the final say on wha t a skill s possible uses are . Acrobatics Dexterity (Armor Check Penalty) Adventurers typically use the Acrobatics skill to maintai n their balanc e whil e walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damag e from a fall. Moving across a surface that is slippery doesn't usually requir e an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might requir e an Acrobatics check to cross it. Balance Make an Acrobatics check (with at least a moderat e DC) to be able to move across a surface less tha n 1 foot wide (such as a ledge or a tightrope) or across an unstable surface (such as a wind-tossed rope bridge or a rocking log). This check is usually part of a move action, but it ca n be part of any ofyou r characters actions that involve him or her moving. Success: You can move on the surfac e for the rest of the action, using square s of movement from the action. You must spend 1 extra squar e of movement for each squar e you ente r on the surface. Whil e on the surface, you grant combat advantage and might fall ifyou take damag e (see below). Failur e by 4 o r Less: You can't move any farthe r on the surfac e as part of your current action, but you don't fall. Failur e b y 5 o r More : You can't move any farthe r as part of the current move action. Ifyou are on a narrow surface, you fall off it. Ifyou ar e trying to move across an unstabl e surfac e that isn't narrow, you instead fall prone. Takin g Damag e whil e Balancin g Whil e on a narrow or unstabl e surface, your characte r must mak e a new Acrobatics check (usually against the original DC) wheneve r he or she takes any damage . This use is a fre e action.


Ifyo u succeed, you maintai n your balance. Ifyo u fail, you fall or fall prone, dependin g on the surface upo n which you ar e balancing. Escape from a Grab T he escape action allows the use of an Acrobatics check to wriggle out of a grab. Escape from Restraints Mak e a n Acrobatics check (hard DC) to slip free of physical restraints such as manacles. Th e check takes 5 minute s of uninterrupte d effort. Alternatively, you can mak e the check as a standar d action, but doing so increases the DC by 5. Success: You slip free of the restraint. Failure : You can try again only if someone else provides assistance, most often by using the aid anothe r action. Hop Down Make a DC 15 Acrobatics check to hop down n o mor e tha n 10 feet an d land standing. Th e check is usually part of a move action, but it can be part of any of your character's actions that involve him or her moving. Success: You land standing an d take no falling damage . The downwar d move uses no movement from the action. Failure : You fall. Reduce Falling Damage (Trained Only) If an adventure r who has training in Acrobatics falls, he or she can mak e an Acrobatics check to reduc e the amoun t of falling damag e he or she takes. Your characte r can mak e this check whethe r or not the fall is intentional. It is a free action in response to falling. T he amoun t of falling damag e that you take is reduced by one-half the check result (rounded down). If the falling damag e is reduced to 0. you land standing. IMPROVISING WITH ACROBATICS • Slide down a staircase on a shield while standing (hard DC) 4- Somersault over a creature of th e same size (hard DC) 4- Swing from a chandelier (moderat e DC) Impress onlookers with an acrobatic performanc e (moderat e DC) Arcana Intelligence T h e Arcana skill encompasse s knowledge about magic-related lore and magical effects. Training in this skill represents academi c study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane , divine, primal, or anothe r one-an d extends to information about the


following planes of existence, including the creature s native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those wh o have training in Arcana also have a chanc e to know something about the mysterious Far Realm, but not about its creature s (such knowledge falls unde r the Dungeoneerin g skill) A characte r can sometime s use his or her knowledge of magic to interact with or manipulat e magical phenomena . Arcana Knowledge Make an Arcana check to recall a relevant piece of magic-related lore or to recog nize a magic-related clue (see "Knowledge Checks," page 284). You must have training in Arcana to know information about the Far Realm. Monster Knowledge Construct, Elemental, Fey, and Shadow Make an Arcana check to identify a creatur e that is a construct or tha t ha s the elemental, the fey, or the shadow origin (see "Monster Knowledge Checks," page 285). Detect Magic (Trained Only) Characters who have training in Arcan a can use the skill to identify magical effects an d to sense the presence of magic. Identif y Conjuratio n o r Zon e Mak e an Arcan a check (moderat e DC ofth e effects level) to identify a conjuration or a zone. This is a mino r action. You mu s be able to perceive the conjuration or the zone. Success: You identify the power used to create the conjuration or the zone and know the effects an d keywords ofth e conjuration or the zone. Failure : You can't try to identify the effect again until afte r a short rest. Identif y Magica l Phenomeno n Mak e an Arcan a check (hard DC) to identify a magical phenomeno n tha t wa s created by a magical ritual or that is part of the environment, such as glowing rune s on a cavern wall, an eldritch sign glimmerin g on an altar, a waterfall that flows upward, or a piece of eart h floating in the air. This use of the skill is not normally used to identify powers, magic items, or their effects. This is a standar d action, an d you must b e able to perceive the phenomenon . Success: You identify the phenomenon's power source an d othe r keywords, if any, as well as the phenomenon's basic purpose , if it's not obvious. If a magical ritual created the phenomenon , you identify the ritual an d are familia r with its effects. Failure : You can't try to identify the phenomeno n again until afte r an extended rest.


Sens e th e Presenc e of Magi c Mak e an Arcan a check (hard DC) to sense the presenc e of magic in an area . Typically characters use the skill in this way whe n no magic is observable, but they suspec t it is present. This is a standard action. You attempt to detect each source of magical energy within a numbe r of square s equa l to 5 + your level, ignoring all barriers. You automatically succeed in detecting any source of magical energy within range that is 5 or mor e levels lower tha n you. Success: You detect each source of magical energy within range and learn its power sources, if any. If a source of magical energy is within line of sight, you pinpoint its location. If its not within line of sight, you know the direction from which the magical energy emanate s but d o not know how far away it is. Failure : You detect nothing, or nothing is within range to detect. You can't try again until afte r a short rest. IMPROVISING WITH ARCANA 4- Change the visible or audible qualities of one's magical powers whe n using them (moderat e DC) 4- Control a phenomeno n by manipulating its magical energy (hard DC) 4- Contribute to a negotiation with an elemental, fey, or shadow creature by exploiting knowledge of its behavior or culture (hard DC) Athletics Strength (Armor Check Penalty) Adventurers use the Athletics skill to attempt physical activities that rely on muscula r strength, including climbing, escaping from a grab, jumping, and swimming . Climb Make an Athletics check to climb up or down a surface (the surface helps determin e the DC). A characte r wh o has a climb speed doesn't have to mak e Athletics checks to climb. A climb check is usually part of a move action, but it can be part of any of the character's actions that involve him or her moving. Success: You can climb on the surface for the rest of the action, using square s of movement from the action. You must spend 1 extra squar e of movement for each squar e you enter on the surface. Whil e climbing, you grant combat advantage an d might fall if you take damag e (see below). Whe n you move from a vertical surface to a horizontal surface, such as when climbing out of a pit, you choose to arrive either standin g or prone. Failur e by 4 o r Less: If you were already climbing, you don't fall. Ifyo u were trying to start climbing, you fail to do so. Either way, you can't move any farthe r as part of the curren t action.


Failure by 5 or More: Ifyo u wer e already climbing, you fall but can try to catcb hold (see below). Ifyo u wer e trying to start climbing, you fail to do so. Either way, you can't move any farthe r as part of the curren t action. Takin g Damag e whil e Climbin g Whil e climbing,yo u must mak e a new Athletics check if you take damage . This is a fre e action. Th e check is a respons e to taking damage . Success: You hold on. Failure: You fall but ca n try to catch hold. Catchin g Hol d Ifyo u fall whil e climbing, you can mak e an Athletics check ( DC of the climb plus 5) to catch hold of somethin g to stop the fall immediately. This is a fre e action. Th e check is a respons e to falling. Success: You don't fall. Failure: You fall an d can't try to catch hold again as part of this fall. Escape from a Grab T h e escape action allows the use of an Athletics check to muscl e out of a grab. Jump Make an Athletics check to jum p vertically to reach a dangling rope or a high ledge or to jum p horizontally to leap over a pit, a patch of difficult terrain, a low wall, or some othe r obstacle. Simply scrambling onto a terrain featur e such as a table or a chair doesn't requir e an Athletics check, becaus e such terrain features ar e usually treated as difficult terrain. Hig h Jum p Mak e an Athletic s chec k to mak e a high jump , usually to reach or gra b hold of somethin g overhead. Th e chec k is usually part of a move action, but it ca n be part of any of you r character's actions tha t involve him or h e r moving. Divide the check result by 10 (round down). This value is the numbe r of feet you jum p up, or in othe r words, the height that your feet clear. All the square s of the jump , if any, use square s of movemen t from the action. The High Jump table summarize s the total distance s of various high jump s based on Athletics check results. Ifyo u ru n out of movemen t before landing on something or grabbing onto something, you fall. However, if the jum p was part of a move action, you can continue the jum p as part of a double move, endin g the first move action in midair and continuing the jum p as part of the second move action. You mak e a single Athletics check for the jum p but can use square s of movement from both actions for it. Running Start: If you move at least 2 square s as part of the action an d the n jump , double the result before dividing by 10 (or simply divide the result by 5).


Reaching Something: To determin e whethe r you ca n reach something while jumping, calculate wha t one-third of your height is (round down to the nearest inch). This extra one-third represents the length of your arms. Add that numbe r to your height and the distanc e cleared based on your Athletics check. HIGH JUMP Lon g Jum p Mak e an Athletics check to mak e a long jump . Th e check is usually part of a move action, bu t it ca n be part of any of your character's actions that involve him or he r moving. Divide your Athletics check result by 10 (rounded down). This determine s the numbe r of square s you clear with the jump . You land 1 squar e beyond the squar e you clear. All the square s of the jump , including th e landing square , use square s of movemen t from the action. Th e Long Jum p table summarize s the total distance s of various long jumps, including the landing square . Ifyo u end your movemen t over a drop, you fall and can't move any farthe r as part of the curren t action. Ifyo u ru n out of movemen t before landing, you also fall. However, if the jum p was part of a move action, you ca n continue the jum p as part of a double move, endin g the first move action in midair and continuing t h e jum p as part of the second move action. You mak e a single Athletics check for th e jum p but ca n use square s of movemen t from both actions for it. Running Start: If you move at least 2 square s as part of the action an d then jump , doubl e the result before dividing by 10 (or simply divide the result by 5). Distance Cleared Vertically: To determin e th e numbe r of feet tha t you clear vertically durin g the long jump , divide your check result by 10 an d then add 2 if the result is at least 1. If you don't jum p high enoug h to clear an obstacle along the way, you hit the obstacle, fall prone, an d can't move any farthe r as part of the curren t action. LONG JUMP Athletics Result Distance Cleared 9 or lower 0 feet 10-19 1 foot 20-29 2 feet 30-39 3 feet 40-4 9 ••• • 4 feet And so on .. . Athletics Result Distance Cleared Total Move 9 or lower 0 squares 0 squares 10-19 ••• • 1 square (3 feet up) 2 squares 20-29 ^HlH i 2 squares (4 feet up) 3 squares 30-39 3 squares (S feet up) 4 squares 40-4 9 ••• • 4 squares (6 feet up) S squares And so on .. .


Swim Make ail Athletics check to swim (the water conditions help determin e the DC), which includes treading water. An adventure r wh o has a swim speed doesn't have to make Athletics checks to swim or tread water. Characters who hold their breath for mor e than 3 minute s or who take damage while holding their breath risk suffocation. See the Enduranc e skill for information on swimmin g or treading water for an hou r or more. The check is usually part of a move action, but it can be part of any of your character's actions that involve hi m or her moving. Success: You can swim for the rest of the action, using square s of movement from the action. You must spend 1 extra squar e of movement for each squar e you enter while swimming . Alternatively, you simply stay afloat, treading water. Failur e b y 4 o r Less: You can't move any farthe r as part of the current action, but you tread water. Failur e by 5 o r More : You can't move any farthe r as part of the curren t action, and you sink 1 square . IMPROVISING WITH ATHLETICS • Hang onto a wagon while being dragged behind it (hard DC) • Force your way through an earthen tunnel tha t is too small for you (hard DC) • Move into a strong headwind while flying (moderat e DC) Bluff Charisma Characters use the Bluff skill to mak e what's false seem true, what's outrageous seem plausible, an d what's suspicious seem ordinary. A characte r make s a Bluff check to fast-talk a guard , con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some othe r way. A Bluff check is usually a standar d action. Th e Dungeon Master might allow you to mak e a Bluff check as part of anothe r action, dependin g on what you want to do. T he check is an opposed check against a target's passive Insight, or against the target's Insight check if it is actively trying to see through your deception. You can mak e the check against multiple targets at oncc, opposing the passive Insight of each target with a single Bluff check. Success: Your deception is successful against the target that opposed the check. Failure : Th e target doesn't believe your deception.


Gain Combat Advantage Make a Bluff check to gain comba t advantage against an enemy by feinting. This is a standard action. You ca n take this action only once pe r encounter. T he check is an opposed check against a n adjacent target's passive Insight. Success: You gain combat advantage against the target until the end of your next turn . Create a Diversion to Hide Make a Bluff check to create a diversion an d become hidden using the Stealth skill. This is a standar d action. You can take this action only once per encounter. T h e check is an opposed check against a target's passive Insight. Th e target must be able to see you. You can mak e the check against multiple targets at once, opposing the passive Insight of each target with a single Bluff check. Success: You ca n immediately mak e a Stealth check opposed by the passive Perception of any target that failed the opposed Bluff check. Ifyou r Stealth check succeeds against a target, you become hidden from that target until the end of your curren t tur n or until immediately afte r you mak e an attack. IMPROVISING WITH BLUFF • Entice a guard into leaving its post (hard DC) • Impersonate someone's voice convincingly (hard DC) • Entertain a crowd with a tall tale (moderat e DC) Diplomacy Charisma Adventurers use the Diplomacy skill to influenc e others using tact, subtlety, and social grace. Make a Diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrat e prope r etiquette and decorum, or negotiate a deal in good faith (a target's attitude helps determin e the DC). This is usually a standard action. Th e Dungeon Master might allow you to mak e a Diplomacy check as a free action. Success: You achieve the desired influence. This might be the first of several successes required—perhaps as part of a skill challenge-t o fully influence a target.


IMPROVISING WITH DIPLOMACY • Comfort a distraught person (moderat e DC) • Display proper etiquett e at a formal event (moderat e DC) • Give a pleasing speech (easy DC) • Give an inspiring speech (hard DC) Dungeoneering Wisdom The Dungeoneering skill represents knowledge an d skills related to dungeon exploration, including finding your way through undergroun d complexes, navigating winding caverns, recognizing subterranea n hazards, and foraging for food in the Underdark. Training in this skill represents formalized study or extensive experience. Adventurers wh o have training in the skill can also identify creature s of the Far Realm. Dungeoneering Knowledge Make a Dungeoneering check to recall a relevant piece of lore about an underground environment or to recognize an undergroun d hazard or clue (see "Knowledge Checks," page 284). Examples of dungeoneerin g knowledge include determinin g cardina l directions while underground (hard DC), recognizing a dangerous undergroun d plant (moderate DC), spotting new carvings or construction (moderate DC), and noticing a change in depth while exploring an are a (moderat e DC). Monster Knowledge Aberrant Make a Dungeoneering check to identify a creatur e that has the aberrant origin (see "Monster Knowledge Checks," page 285). Forage Make a Dungeoneering check to locate an d gathe r food an d water in an underground environmen t that includes pools of water, edible fungi or lichen, small vermin, or the like. T he check takes 1 hou r of effort. Success: You find enough food an d water for 2 4 hours. Failure: You find no food or water. You must wait 2 4 hours to try again in the same area.


IMPROVISING WITH DUNGEONEERING • Determine how to cause part of a tunnel to collapse (hard DC) 4- Figure out the direction to a source of moving air while underground (moderate DC) 4- Leave well-placed marks to avoid getting lost underground (easy DC) Endurance Constitution (Armor Check Penalty) T he Enduranc e skill is used to stave ofTill effects and to push beyond norma l physical limits. An adventure r wh o has training in Enduranc e can hold his or her breath for long periods of time, forestall the debilitating effects of hunge r and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, an d diseases-requir e characters to mak e Enduranc e checks to resist or delay debilitating effects. Characters rarely us e Enduranc e actively; the DM directs players to use it in respons e to certain hazards. Using the skill in that way require s no action, unless otherwis e noted. Swimming for an Hour or More A characte r who does not have a swim speed and swims for mor e tha n an hour must mak e an Enduranc e check (DC of the swim plus 2 for each hour of swimming). This is a fre e action. You mak e the check at the end of each hou r of swimming . Success: You can continue makin g Athletics checks to swim. Failure: You can't mak e any furthe r Athletics checks to swim until after an extended rest. In addition, you sink 1 squar e an d risk suffocation. IMPROVISING WITH ENDURANCE Quaff an entire stein of ale in one go (moderat e DC) 4- Roll down a steep slope without taking damage (moderat e DC) • Sustain a swift rowing pace for an extended period (hard DC) Heal Wisdom T he Hea l skill is used to help others recover from wound s or debilitating conditions, including disease.


First Aid Make a I leal check to administe r first aid to a subject. This is a standar d action, and the subject must be adjacent to you. You can attempt thre e different tasks with this skill. Gran t Secon d Win d (D C 10): The subject can use his or her second wind (page 28), if available, without taking an action. The subject doesn't gain the defense bonus normally granted by second wind, but still gains any other benefits associated with second wind, such as a benefit granted by a class feature or a feat. Gran t a Savin g Thro w (D C 15): The subject ca n either mak e a saving throw immediately or gain a +2 bonus to a saving throw at the end of his or her next turn. Stabiliz e th e Dyin g (D C 15): If the subject is dying, the subject stops makin g death saving throws until he or she takes damage . Being stabilized does not change the subject's curren t hit point total. Treat Disease Make a Heal check to treat a subject infected by a disease. Rather than taking a particular action, you must attend the subject periodically throughout an extended rest taken by the subject an d mak e a Heal check when the rest ends. You ca n take an extended rest at the same time. The check result determine s the disease's effects if the result is higher tha n the result of the Enduranc e check (or other check) that the subject make s against the disease. IMPROVISING WITH HEAL • Ascertain whethe r a creature is dead (easy DC) 4 Discern whethe r a seemingly dead or living creature is undead (opposed by Bluff) 4 Deduce wha t kind of weapo n caused an injury (moderat e DC) 4 Diagnose a disease affecting a creature (hard DC of the disease s level) History Intelligence T he History skill encompasse s knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and othe r leaders, wars, legends, important personalities, laws, customs, traditions. and memorabl e events. Training in this skill represents academi c study, either formalized or as a hobby. Adventurers who have training in the skill ar e likely to know esoteric historical information. Make a History check to remembe r a relevant piece of historical lore or to recognize a historical clue (see "Knowledge Cheeks." page 284).


IMPROVISING WITH HISTORY • Inspire a receptive militia with tales of its heroic ancestors (moderat e DC) • Locate the secret tomb of a bandit prince by interpreting the chronicles of his final days (hard DC) • Recite a canto from on e of the epic poems of old (hard DC) Win a game such as chess using historic strategies (hard DC) Insight Wisdom T he Insight skill is used to discern intent an d deciphe r body language during social interactions. Adventurers use the skill to comprehen d motives, to read betwee n the lines, to get a sense of mood s and attitudes, an d to determin e how truthfu l someone is being. Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, an d to determin e if someone is unde r the influence of an outside force. Whe n you use Insight, you are makin g a best guess about anothe r creature s motives an d truthfulness. Insight is not a n exact science or a supernatura l power; it represents the ability to get a sense of how a person is behaving. T h e use of this skill is usually a mino r action. No action is required when opposing a Bluff check. You need some amoun t of interaction with a target to interpret its words or behavior. Success: You counte r a Bluff check, gain a clue about a social situation, or sense an outside influence on someone . Failure : You can't try again until circumstance s change . IMPROVISING WITH INSIGHT 4- Read the mood of a crowd (easy DC) • Discern wh o amon g a cagey group is the leader (moderat e DC) 4- Interpret enemies' hand signs (hard DC) • Recognize a creature as illusory (moderat e DC of the effect's level) Intimidate Charisma An adventure r can mak e a n Intimidat e check to influence others through hostile actions, overt threats, or deadly persuasion. This is usually a standar d action. Outside combat, the DM might allow you to mak e the check as part of anothe r action.


You mak e an opposed check against a target's Will (modified by the target's attitude). Ifyo u attempt to intimidat e multiple creature s at once, mak e a separat e Intimidat e check against each creature's Will. Each creatur e must be able to see and hea r you. Whethe r or not the check succeeds, using this skill against a monste r usually make s it unfriendl y or hostile toward you. Success: You force a bloodied creatur e to surrender, get a monste r to reveal a secret, or cow a monste r into taking some othe r action. This skill is not min d control, so a cowed monste r is unlikely to take any action tha t would cause immediat e harm to itself. Failure : In combat, you can't try again against the creatur e durin g the same encounter. IMPROVISING WITH INTIMIDATE 4 Get an unruly crowd to move out of th e way (hard DC) 4 Badger allied soldiers into a fighting mood (moderat e DC) 4 Goad a person into action (hard DC) Nature Wisdom T h e Natur e skill encompasse s knowledge and skills related to nature , including finding ways through wilderness, recognizing natura l hazards, dealing with an d identifying natura l creatures, and living off the land. Training in this skill represents formalized study or extensive experience . Adventurers who have training in th e skill ar e likely to know esoteric information in the field of study. Nature Knowledge Mak e a Natur e check to recall a relevant piece of lore about th e natura l world - terrain, climate, weather, plants, or seasons—or to recogniz e a nature-related clue (see "Knowledge Checks,' ' page 284). Examples of Natur e knowledge include determinin g cardina l directions or finding a path (easy DC), recognizing a dangerou s plant or anothe r natura l hazard (moderat e DC), or predicting a comin g chang e in the weathe r (moderat e DC). Monster Knowledge Natural Make a Natur e check to identify a creatur e that ha s the natura l origin (see "Monster Knowledge Checks," page 285). Forage Mak e a Natur e check to locate and gathe r food an d wate r in th e wilderness.


This check take s 1 hou r of effort. Success: You find enough food an d water for 2 4 hours. Failure: You find no food or water. You must wait 2 4 hours to try again in the same area. Calm Animal Mak e a Natur e check to calm a natura l beast (hard D C of the beast's level). For instance, you might use this check to get a wild horse to let you ride it. This is a standar d action. You can't try to calm a creatur e you ar e fighting. Success: Th e beast is calmed . Train Animal Mak e a Natur e check to teach a natura l beast a simple trick (come, fetch, heel, stay, and so forth). This use of the skill is usually part of a skill challenge, which might take muc h longer tha n an encounte r to complete. IMPROVISING WITH NATURE • Camouflage a trap or some othe r construction in a natural setting (opposed by Perception) • Build a shelte r tha t provide s some protection against harsh weathe r (moderat e DC) Perception Wisdom T h e Perception skill encompasse s perceiving things, most often by sight or sound. Mak e a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sound s behin d a closed door, or locate a hidde n object. In most situations, the DM uses passive Perception to determin e if a creatur e notices things. A creatur e tha t has fallen asleep naturally (as opposed to being knocked unconscious by a powe r or othe r effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hea r things, but with a - 5 penalty. Perceive Something Mak e a Perception check to perceive something, such as a hidden door, a concealed object, a group of creature s talking, or a monster's tracks. This is usually a mino r action. No action is required whe n the DM is using your passive Perception. Carefully searching an are a (your space and square s adjacent to it) require s 1 minut e or more . Success: You perceive something. If you ar e carefully searching an area, you find something, assumin g there's somethin g to find.


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