remains of a paladin slain in the Baatorian realm of Tiamat Average Height and Weight: 'Rumpet archons stand 75/70 +
(mother of evil dragons). 3d6 inches tall and weigh 180/160 + 5d10 pounds. The
Trumpe? Archons number before the slash refers to males; the one after it to
females.
When swod archonsreach the pinnacle of their existenceby
earningtheirplatinum collars, leg greaves, and breastplates, Hit Dice: All trumpet archons have 11 Hit Dice. Those with
the powers detenninewhether they are worthy of pmmotion.
Any sword can, of c o w , r e h e ascension to trumpet archon, exceptionalConstitutionscores add bonus hit pointsto their
but fewcan resist thecall. After all, the gods rarely make this totals according to the table below. A trumpet's hit points do
not change with the quality of his or her metal fittings.
offer more thanonce in a sword archon's immortallife.
CONSTITUTION EXTRAHrr Poms
Physically, trumpet archons appear as tall, radiant, winged 15 6
elves wearing metal collars and breastplates and carrying 16 12
silver trumpets. Those who have seen both insist that these 17 18
archons are even more beautiful than avariel. Trumpet 18 24
archons blow their horns to announcetheir arrival at any des-
tination-and they travel quite a bit. In addition to serving as Alignment: All trumpet archonsare lawful good.
messengers of higher archons and powers, trumpets have the
vital task of escorting thespirits of the newly dead back to Armor Class: The natural Armor Class of a trumpet is -3.
their raised or resurrecfedbodies. Because of this,they alone of
Languages: Trumpet archonscan converse telepathicallywith
all archons are free to leave Mount Celestia without permis- all sentient creatures of animal Intelligenceor higher.They
have an innate understanding of all languagesthey hear.
sion from their superiors.Thus, lantern, hound, warden, and
sword archons all hold the trumpets in awe. hficiencies: h p e t archons can wield any weapon profi-
ciently However, they rarely attack with any weapons other
'Rumpets differ from lesser archons in another respect,
too-they all take orders from one of their own kind, a plat- thantheir trumpets (see"Special Benefits" below). Like other
inum-fitted trumpet named Israfel, who is the appointed lord archons,they need not study or practice to gain nonweapon
of heralds. It seems that this being turned down a promotion proficienaes. They make all profiaency checks at a +3 bonus.
to the station of throne archon so that he might accept this
distinguishedposition. Player character trumpets also report Advancement: Beginningtrumpet archonsretain the experi-
to Israfel, performing tasks at his command. ence points they had as swords,but they start theirnew
careers with lead collars and bmtplates. Those PC swords
Unless the DM plans to run a celestial campaign in which who perform particularly valorous, noble, or selflessacts gain
player characters am the rulers and lawmakers of Mount "experience" that not only increasestheir status, but also trans-
Celestia, the station of trumpet archon is the highest any PC formstheir fittingsinto metalof greater purity, accordingto the
can ever achieve. If a trumpet player character earns enough table below. A trumpet archonwhose accoutrementsbecome
experience points to gain platinum accoutrementsand platinum is eligiblefor promotion to throne archonstatus.
acceptspromotion to the rank of throne archon, retirement or
relegation to "Cstatus is the next logical step. (Thmne METAL
archonsare not adventurous and seldom leave their realms. Lead
Besides, they're so virtuous and perfect that few players
would be able to run them effectively.) Tm
Brass
Ability Scores: Trumpet archonsgain a +1bonus to Intelli- Bronze
gence, a +2 bonus to Wisdom, and a +3bonus to Charisma. Silver
Gold
Their finalability scoresmust fall within the following ranges: Platinum
ABILITY MINIMUM MAXIMUM Special Benefits:Trumpet archons have all the innate spell-
Strength 9 like abilities common to their race. In addition, they can use
Dexterity 9 18 spellsfrom all priest spheres as if they were 17th-levelcasters.
Constitution 9 Trumpets generally disdain combat, but when they must
Intelligence 12 18 fight, they do so fiercely.
Wisdom 18
charisma 12 19 These noble beings have 40% magic resistance, and only
20 magical weapons of +3 or better enchantment can hit them.
16 21 They can fly at a rate of 21 (maneuverabilityclass B).
Class Restrictions: Like other archons,trumpets have no
character classes. They all share the same abilities and judge
thek prowess not by the powers they possess but by how
they use them.
50
A trumpet archon‘s silver horn emits a sound of heavenly In addition to escorting and rescuingmortal spirits, trum-
beauty and utter clarity when blown. All nonarchons who pet archon Pcs sometimeshunt down fallen archons and per-
hear it must make a successfulsaving throw vs. spell or stand suade them to return and face the CelestialTribunal. In such
awestruck and motionless for ld4 rounds. The instruments cases, trumpetsmust also undo any damagethe fallen celes-
serve another purpose as well-at their users’ commands, tial’s questionable actions may have caused. However, since
they instantly transform into silver swords +3. h p e t fallen archonsare few in number, trumpets can go a long time
archons can attack twice per round with these weapons, between suchmissions.
inflicting ldlO points of damage per hit (plus Strength modi-
fiers). A trumpet archon receives only one trumpet in his of Often, higher archons and deities send trumpet archons on
her immortal lifetime. Should anyone ever steal thishorn, it specialerrands. For example, a trumpet mighthave to wrest a
transforms into a useless chunk of lead until its rightful mortal’s captured spirit from the clutches of a succubusor
owner reclaimsit. convey a warning from an upper-planar power to an Abyssal
lord planning an attack on a paladin’s stronghold on the Out-
As noted above, trumpet archons may come and go from lands. In such cases, the deities of Mount Celestia might dis-
Mount Celestia as they please, though they rarely leave their patch one or more fearless trumpet archons to the Lower
home plane without purpose. Wherever they go, they always Planes to ensure that the message reaches the fiend in the
sound their arrival with their trumpets. very heart of its domain.
SpecialHindrances:Trumpet archonsnever wear armor or In fact, fiendspose constant problems for the archons-
carry shields, though with their impressiveAnnor Class and for all celestials. The Lords of the Nine (the rulers of
values and transforming trumpets, they don’t really need Baator) and the uncountable Abyssal lords (the tyrantsof the
a d d i t i d protection.A bit shorter than the warden and Abyss) view the worlds of the Prime Material Plane as ripe
sword archons, trumpets stand only 7 feet tall. Nevertheless, for conquering. Were it not for celestialintervention, many of
they still suffer the extra damage appropriateto Large-sized these worlds would long since have fallen to the hordes of
targetsfrom weapon attacks. Like sword archons, trumpets evil. Trumpet archonsprovide much of that interventionby
avoid combat whenever possible and never attack weak or expelling fiends from prime-material worlds and destroying
defenselessfoes. their gateways. The efforts of these shiningbeings keep the
greedy, grasping hordes and the Blood War itself from
Interestingly, while trumpets often visit other planes to spillingout of the Lower Planes.Indeed, trumpet ZlIchOns
conduct business on behalf of their superiors, they are forbid- often find themselvesface-to-face with some of the most
den to meddle in the affairs of mortals. What’s more, they hideous lower-planar c r e a m imaginable.
must try to inspire goodness in others using as few magical
abilitiesas possible. Trumpet archons can’t go around resur- Since they cannot meddle in mortal affairs,tnunpets strug-
recting champions of good and destroyingvillains‘ castles gle to perform their task while keeping their very existences
with earthquake+the gods of Mount Celestia consider such secret from those whose worlds they’redefending. Some-
uses of power gratuitous and inappropriate. Even something times, though, a mission requiresthat they interact with the
as benign as healing an injured person with a cure serious locals.They typically accomplish thisby servingas busted
wounds spell might constitute ”inappropriateintervention,” aides and companions, offering insightsand words of
especially if it happened frequently and indiscriminately. wisdom rather than interveningdirectly.Even then, they offer
Trumpets who meddle in mortal affairs or abuse their powers aid for only a short time.
receive immediate recalls to Mount Celestia, where the
powers or their emissariesreview the situation and apply E d e n Archons
appropriate penalties (as described in “FallenArchons,”
below). Not every archon is perfect, and not all of thesebeings can
handle the rigors of being good, p w , virtuous, and merciful
Roleplaying Notes: When the spirit of a newly deceased all the time. Sometimes,an archon chocwes to reject the ways
lawful good mortal arrives on Mount Celestia, it takes the of the race, earning expulsion from the hierarchy. Punishment
form of a lantern archon if the powers deem it worthy. If in such cases depends on the magnitude of the transgression.
someone rubes or resurrects that mortal before he or she can Since archons are naturally forgiving creatures, it takes a dis-
advance to the rank of hound, someone must escort the spirit play of incredible foolishnessfor an archon to fall from grace
back across the planes to its awaitingbody. This job falls to and lose all hope of redemption.
the trumpet archons, who ensure the safe passage of spirits
back to the mortal world. Archons who demonstratemalevolent intent, ignore
orders fromtheir superiors, use their powers to aid or influ-
Occasionally,an evil being snares a lawful good mortal ence mortals directly, indulge in wanton behavior, shirk
spirit for its own dark gratification,often hoping to use that responsibility, or decline to show mercy to their enemiea are
life forceto fuel some loathsome magical item. Trumpet ripe candidates for what celestialscall descendance. In such
archons find and liberate such captive spirits, then bring cases, the celestial’s superiorsreview the evidence and decide
them to the safety of the Mount. whether the offender is worthy of his or her current statim.
Those whose actions are unacceptable lose p u n d within the
51
hierarchical structure. For archons, descendance means a Neutral good
d u c t i o n in the purity of their metal fittings, or even demo-
tion to a lower station. An archon who believes that the end justifies themeans and
If an offender flees Mount Celestia to escape judgment or is willingto break the law for the "greater good" has suffered
commits a crime while on another plane, an archon of an alignment shift from lawful good to neutral good. There
higher station locates the transgressor and requests that he are three forms of punishment for such behavior:
or she return to the Mount voluntarily.The higher-ranked
celestial never tries to force the other to come back; the As with chaotic good archons,a neutral good archon
request is just that. Offenders who refuse to comply, how- who seeks redemptton loses metal purity for a small
ever, can never return to their home plane without facing offense or drops by one station @epinningagain with
their superiors' wrath. Such beings are known as fallen lead fittingsat thenew one)for a more serious crime.
archons. As with chaoticgoodarchons,neutralgood archonswho
wish to leave their home plane canask the gods to tum
Fallen archons often feel they can justify their offenses.No t h e r n i f l t o o t h e r a P a t~hiscase,1st-levelg L w d h l 5 .
matter the intent, however, an archon's fall alwayshappens Neutral good archonswho flee the Mount or refuseto
because of some alignment shift away from lawful goodness. become guardinahare expelled from the Mount in their
Usually, the transgressors move toward one of the following
alignments. (Perhapsbecause of their strong beliefs, archons current forms.
rarely fall toward true neutrality.)
evil
chaotic good
Two options for punishment are available for d o n s who
An archon who has good intentionsbut fails to follow the
rulesset down by higher-order archons undergoes an align- commit lawful evil,neutral evil,or chaotic evil acts. The gods
ment shift from lawful good to chaotic good. These impulsive
celestials face one of three forms of punishment. may reduce them to lantern status and give them the opportu-
Chaotic good archonswho seek redemptionfor minor Nty to redeemthemselves, or they may simply destroy them
grievancessuffer one-step reductions in the purity of
their metal fittings, along with a corresponding loss of utterly to prevent their abhorrent natures from contaminating
experience points. For example, the metal fittings of a
sword archon who merited such Punishment might the rest of Mount Celestia. Evil-minded archonsusually by to
revert from bronze back to brass.
flee theplane to escape such "tyranny." Those who do 80 a~
Particularly egregious offensesresult in a one-level reduc-
tion in station, plus reversion of the offender's fittings to banished to thePrimeMaterial Plane, SI@, or elsewhere.
lead-again, with the appropriate loss of experience.Thus,a
sword archon with bronze fittings would become a warden Evil archons lose all connection to theirhome plane. Within
archon with lead fittings for such a transgression.
days of leavingMount Celestia, they begin an excruciatingly
A chaotic good archon who desires to leave Mount
Celestia can petition the powers to transform him into a painful physical trardomation that ends with transformation
1st-levelasuras. The gods grant thisrequest only if the
archon's intentions or offenses have not been evil or into lemures (lawful evil), manes (chaotic evil), or larvae (neu-
malicious in natwe-and only if it suitsthem to do so.
Unrepentant archons who flee Mount Celestia or make it tral evil), depending the they fell.ThoseWho SW-
clear that they don't wish to become asuras are ousted
from the Mount in their present forms. Such fallen celes- vive thetransfomth and subsequent enslavementto
ti& retain their attack capabilities,but lose all mystical
powers that connectionwith theplane afforded. Thus, hi~erfiendsmightMnnedayripetobecomepowerful
fallenhound archons would keep their appearancesand
natural attacks,but lose the ability to shupechunge or fiends themselves. More often, however, the fiends simply
summon lantern archons. Warden and sword archons
would retain their appearancesand natural attacks,but destroy these former archons utterly.
lose their priest spells. Trumpet archons would lose not
only their priest spells, but their silver trumpetsas well. ASUfQS
Asuras arenoble avengers and righteouswarriors. They
travel throughout the Upper planes,serving the powers as
messengers and heralds. Asuras are voices of howledge,
bringing wisdom to mortal priests and seers. They also carry
messages of revenge, punishment, and death to thosewho
have angemd the gods.
Asuras appear as wiUowy, fairdu* md humanoidswith
birdlike talons for feet and wings of brightly burningflame.
They have fieryeyes and hair of flaming copper or gold. The
maleswear feather-ted h e h of bronze.
Their powers
An asuras can make two talonattacks(ld10points of damage
each) and one weapon attack (weapon of choice, typically a
scimitaror huge spear)each round. Both claw attacks must
be against the same target; the weapon attack may be against
the same opponent or a different one.
52
Asuras sometimesfight in groups called flights.Members Their virtues
of a flight blow mighty trumpets as they enter battle, and the
sound of those horns causes rampant fear among evil crea- More thanany other celestial race, asuras are prone to certain
tures. Even if they are not yet engaged in conflict, evil-aligned vices-most of which are attributableto their chaotic nature.
beings with 3 Hit Dice or less must make morale checks upon Jealousyand envy are common among thesebeings, P ~ C U -
hearing these trumpets. larly when it comes to competingfor the attentionof their
gods. Although they always mean well, they can be abrasive,
Three or more asuras of any level working together can judgmental, impulsive, intolerant, and stubborn. However,
create a buming wind with their wings. Each round, thishot asurasdo not recant on deals, and they never fail in theirduty,
blast of air inflicts 2d10 points of damage (no saving throw) though how they go about achieving success is often a matter
upon all evilbeings within a 60-foot radius. Only evil crea- of personal prefeence. They smiteevil without giving it a
tures can feel the burning wind; it inflictsno injury upon second thought and never negotiate with fiendsor uleir ilk.
good or neutral beings. Asuras engaged in creating a burning
wind cannot otherwiseparticipate in combat. Asuras are just about the most passionatecelestialsimagi-
nable. They are quick to love, quick to anger, impatient with
As asurasgain levels and increase their power, they delay, and eager to serve. All asuras crave conflict, and they
become more radiant. This luminescence increases their prefer to resolve their disputes directly and immediately.
Charisma scoresby 1point each level. Although these beings
lack the highly-structured hierarchy of the archons,particu- Their Role in the planes
larly radiant asuras can easily assume leadershiproles. Their
innate magnetism ensures the loyalty of the lower-level These celestialsfunction in loose groups called hosts. An
asuraswho serve under them. asuras may freely leave one host and join another, as all host
leaders welcome the servicesof gifted individuals.Such lead-
Asuras also gain other abilities as they increase in level ers are typically high-level asuras with high Constitutionand
(see“Special Benefits,” below). Wisdom scores.
Their Realms Their Relationships
wi*h other celestmls
Asuras roam the Upper Planes freely,When not carrying mes-
sages for the powers or crushing some heinous evil, they go huras dislikebothaasimon and archorass,eeing them as rivals
where they please.
for the attention of the good powm. Asuras frequently find
I.
themselves at odds with aasimon. Sincebothraces roam the
.I
Upper planesMy,they have plenty of opportrmitiesfor con-
tact. conflictswith archonsare farless common,sincethe
latterare good enough to confine themselvestoMount Celes-
tia. Asuras rarely let theirrivalrieswith membersof otherraces
degenerateinto blows, and they never mortto double-dealing
or underhanded meamms. Instead, theymaintainOPenEy con-
temptuousattitudes towardboth aasimonand axhons.
b y asuras enjoy spendingl & m time on the plane of
Arborea. They adore and respect the eladrin who are, in
many ways, theirkindred spirits.Both racesare extmnely
passionate in theirdedicationto presening goodness and
stamping out evil.Whenever thereis a dispute between the
adtons and the eladrin, theasuras are quick to take the
latter’s side, even when logic might dictate otherwise.
The asuras also like and respect Who
seemutterly peaceful at home and yet fresuenuy mount light-
ning raids against evil stmngholds in the Lower Planes. Asuras
count on glladdstohelp maintainpeacebetweentheir
people and the aasimon,but they oftenbecomeannoyed when
theglladdsfail to taketheir si& in a givendisagreement.
The general of the Grand CelestialHost is a 25th-levelasuras
warrior named Absalom. This luminousbeing commandsan
53
vembra Moonflame, 1 :Talons of venyeance
rembra has ruby-tipped talons for feet and wings of burning special Abilities
h.Her cropped hair is red with copper highlights, and a Vembra can cast priest spells as a 5th-level priest with 20
Wisdom. In addition, she can use each of her innate abilities
ight dusting of freckles coversher neck and shoulders.She
(detect lie and true seeing)three times per day as a 5th-level
ypically wears a gold-trimmed toga of snow white.
caster. Like all asuras, Vembra requiresno sleep, food, or air.
Vembra serves Soma, Indian god of the moon. When not
special Attacks
tand ding watch outside the Gates of the Moon in Ysgard, she
The sound of Vembra’s trumpet causes fear in evil creahes
.oursthe planes of Ysgard and Arborea looking for lost trav-
who hear it (saving throw vs. spell to negate); evil beings
$ers to rescue and evil to stamp out. with 3 Hit Dice or less must make successfulMorale checks
or flee immediately. She can combine her effortswith at leasi
This asuras is a impetuous,spirited avenger. She doesn’t two other asuras to create a burning wind that inflicts2d10
mow how to back down in a fight and shows utter con- points of damage to all evil creatures within a @foot radius
(no saving throw).
empt for anyone who does not wish to stand toe-to-toe with
special Defenses
?dH.er zealous devotion to good makes her intolerantof
Vembra’s 20 Wisdom grants her immunity to musefear,
?vi1in any form, 80 it is a simple matter for fiends and other charm person, command,forget, friends, hold person, hypnotism,
ray of enjeeblement,and scare spells.
!vil beings to provoke her. Vembra does not understand why
proficiencies
he asuras have not led more strikes into the Lower Planes,
Vembra is specialized in scimitarand proficient with long
md she dislikes celestials who oppose her views on how sword, spear, and long bow. Her nonweapon proficiencies
are Blind-fightingBowyer/Flet&er (14),Charioteering (In,
pest to deal with the fiends. Planar Direction Sense ( X ) ,Planar Sense (19),Planar Sur-
vival (Arborea, 17and Ysgard, 17), and Tracking (20).
Her greatest wishis tojoin the CelesM Grand Host under
special Equipment
bcommand of GeneralAbsalom and follow him intobattle
Vembra wields an intelligent scimitar +2 named Night-
lgainst theh d s . ’zhemthis, however, that her lack of self- cent (AL CG; IhT 16; Ego 13).It can communicatewith her
telepathicallyand cast starshine once per day.In addition,
mntrolin combat situationsposesrisksto herself andthosein N i g h t m e n t allowsits wielder to use negative plane protec-
ler company. “hdom,her superiosfeel that shehas a lot to tion three times per day.Vembra alsowears a nephilus of spell
earnbeforeshe is ready for such outings.They do, however, immunity with four feathers. “hisnecklace proteas her from
enemation,firebull,lightning bolt, and polymorph other spells.
ecogniz Vembra’s desireto spread her wings, 80 they fre-
powers
luentlysendher on missionsto theOutlands. Though waiting
Primary Powec Soma (Intermediate/CG/Ysgard).
or her hearysdesiremakesher despondent,she- S e c o n d q Power: None
&es out these with characterbliczeal. With her personality
lnerringsenseof direction, she has guided countlesstravelers Condemning, despondent, impetuous, zealous
h g hd i E d t or hostile terrainto their intended desthatim. race. However, they do possem(pellcasting ability,
statistics Ability ScoreAdjustments:Asuras PCs receive a +3bonus to
Wisdom, a +2bonus to Intelligence, and a -1 penalty to Con-
‘kmbra Moonflame, female aswasF4: AC -3 (Dex bonus); stitution. The adjusted scoresof a beginning asuras character
Yn 12, fly 33 (C); HD 4; hp 29; THACO 17(15 with scimitar must fall within the followingranges:
-2); #AT 3; h g ld10+1/ld10+1/ld8+3; SA trumpetb h ,
wning wind; SD spell immunities; MR 20%; SZ M (5’7”
all); ML fearless (19); Str 16, Dex 15, Con 11,Int 18,Wis 20,
:ha 15;AL CG; XP 3,000.
Spells h4emorized (61613):lst-command, cure light wounds
x 2), detect evil, fuerie fire, protectionfrom evil; 2nd-uid,
augury, hold person, resist firelresist cold, wound transfer: silence
15’ rudius; 3rddivine weakness“,prayer, remove purulysis.
*Indicatesspells detailed in the “Celestial Magic” section
if thisbook.
-_.
army of thousands, and thosewho have served with him in
campaignsagainst thebaatezu, tanar’ri, and yugolothsbelieve
they have foundthe truepurposeof theirexistences.
A S U ~ a~sSplayer characters
All PC asuras begin the game as 1st-levelwarriors. Asuras
(singular and plural) e,much like the agathinon, a warrior
54
ABILITY lllINIMuM lMAxrMuM At 8th level, asuras can polymorph self twice per day, with
9 18
strength 9 18 the same restrictionsnoted above.
Dexterity 3 17 At 9thlevel, an asuras warrior automatidy attracts a
COnStitution 12 host of followers (2d4 asuras wardom of lst4th level).
Intelligence 20 These auras are fervent, loyal warriors, although they
Wisdom 15 21
18 are by no means subsenient If treated w d , they serve
9 the character for an indetermhte timeuntil another host
lures them away. This does not diminishthePC’s follow-
Class Restrictions:All asuras are fighters. There is no limit to in& however, as new &ts arrive to taketheplaces of
the level they can achieve. thosewho have moved on. Asuras who are hated poor-
ly leave for another host immediately and are not
Average Height and Weighk Asuras stand M)/55 + 3d4 m p l a d until the leader’s reputation has impwed.
At 9thlevel, any asuras who has not yet obtained a mag-
inchestall and weigh 120/100 + 5d10 pounds. The number ical weapon of choice receives a szuord +1, tongue as
before the slash der6 to males; the one after it to females. a special award.
At 12thlevel, an asuras warrior may become a trusted
Hit Dice: Asuras gain Hit Dice as do other PC fighters. They lieutenant of a 16th-levelasurascommander. Each year
are entitled to bonus hit points for high Constitution scores. of service guarantees the character u0,oOO XF’,regardless
of how much combat occurs. Lieutenants continue to
Alignment: Most asuras are chaotic good, although neutral attract lowerlevel asuras as followers, inmasing their
good individuals do exist.
hosts to 4d4 warriors of 1st-11th level.
Armor Class:These radiant beings are Armor Class -2 (base). At 16th level, asuras warriors advance to the rank of
Commander and report directly to GeneralAbsalom. At
Languages: Asuras speak their ownlanguage, plus such
additionallanguages as their individual Intelligence scores this point, they gain a permanent entourage of 2d4 8th-
allow (player‘s choice). level fanaticallyloyal asuras who obey theirevery
order-even sacrificing themselves upon command. In
Proficienaes: Asuras gain weapon proficienaes, nonweapon addition to these lieutenants, the Commander leads a
profiaencies, and weapon specializationsin the same manner wing of lodl0 asuras warriors of 1st-12th level. unlike
as do fighters. Most asuras include Blind-fighting, Planar the entourage, these troops constantly shift from host to
Direction Sense, Planar Sum’ml(UpperPlanes),and Planar Sense host and commander to commander.
among their nonweapon proficienaes.
SpecialHindrances: Asuras are chaotic CreaturetcaS incon-
SpecialBenefits Asuras draw their sustenance from the Pos- stant as a blazing -ut they take their roles asstaunch
itive Material Plane, so they q u i r e no food, air, or sleep. enforcers of good seriously. They live by a stria moral code
They fly at a rate of 33 (maneuverabilityclassC).In addition that forbids lying, cheating, stealing, associatingwith or
to theirnatural attacks and theirspecial group attack (bum-
capitulatingto evil beinga, and allowing evil deeds to go
ingwind), they can cast priest spells from any sphere at one
level higher than their own.Thus,an 8th-level asuras casts unpunished. An asuras who confmnts an evil papetrator will
spells as a %-level priest. Like priests, they gainbonus spells
and spell immunities for high Wisdom. fight tirelessly until one or theother of them perishes.
By means of their innate abilities, asuras can see the truth The code of the asuras also prohibits withdrawal from
behind iuusionsand veils of deceit. They can cast detect lie at
will and hue seeing threetimes per day.All their innate spell- battle and surrender. Those who show such cowardice lose
like abilitiesfunction at one level higher thantheir own.
part of their “life fire,” incurrjng -4 penalties on a l l attack
Asuras have magic resistance equal to five times their own
experience levels, up to a maximum of 80%. Thus,a 1st-level rolls, saving throws, ability checks and profiamcy checks.If
asuras has 5% magic resistance, an 8th-level asurashas Who,
and an 18th-levelasuras has 80%. a host leader commits such a cowardly act, the host dis-
These shining warriors also gain additional abilities as bands and no new recruitsreplace its members. The punish-
they rise in level
ment for cowardly lieutenants or commanders is discharge
from the host and loss of rank All these penalties remainin
place until the offenders can redeem themselves by defeat-
ing those same enemies to whom they surrendered or from
whom they withdrew.
Asurasnever wear armor,but they may employ shields
and magicalprotective devices.
At 7th level, an asuras CM use polvmorph self once per Asuras who are not high enough in level to cast plane shift
day to become a human or demihuman of pleasing
appearance. All asuras retaintheirfighting prowess, or some similar spell must use portals to travel from one
spellcastingabilities, and special defenses regardlessof
their outward appearance. plane to the next. Thus,low-level asuras tend to confine
themselves to the Upper Planes.
55
Roleplaying Note%When not engagedin battle a g d fiends dadrins
and other vile creatures, asurascan do as theyplease withinthe
confinesof the upper Planes.They are, in thetruest sense, free Eladrins are spectacular and passionate beings native to the
spirits-wandering from place to place, looking forsignsof plane of Arborea-a wilderness of violent moods and deep
trouble, and rootingout evildcers.Other ways of lifefascinate affections.Somebelieve that elves who age beyond their
them,and they oftenattach themselvesfor a time to other beings mortal liiespansbecome eladrins in the elven equivalent of
who seem wildly different.It isnot uncommon for an asuras to the afterlife.Others have suggested that the spiritsof slain
keep company with an &drin traveler or a p u p of human chaotic good elves reappear in Arborea as newly forrned
phewaUcers, or to serveas a guardian for a caravan of planar eladrins. The eladrins themselves are silent about theissue,
but in factneither of these suppositionsis true. Though some
merchants.Asuras alsomake excellent and willing mercararie6. of these faerie beings could pass for elves, and the race as a
whole is on good terms with the elven pantheon, eladxins are
,- asurasccmumdm callu p theirlowel4evel
born on Arborea to eladrin parents, not created fnnnother
followersto avenge a death,particularlyif the victim’s friends
and familyare unable or unwilljngto exact vengeance them- mortal beings. They are mirror reflectionsof the land they
selves. otfier missions appropxiatefor a PC asurasmight involve inhabit: stunninglybeautiful, seeminglydelicate, surprisingly
trackingdown and destroyingfiendishinfiltrakm, rrtakinga hearty, and deeply magical.
keep on theupper planesor outlandsthat has fallentoevilwar-
mongers, accompanyingan eladrinsage ma missionto recover Lesser eladrim-bralani, coures, novieres, and s h i m
vitalherbsandmedicinesto CUE m e p l a w plague, discourag- normally confine themselves to their home plane. Greater
ing a self-rightmm aasimonfromenforcinglawinachaoticburg eladrim-firres, ghaeles, and tulani-can wandex the multi-
onArbom,stoppinga group of evil hunismmtemrhhgthe verse servingthe cause of good as they desire.
Beastlands,or deliveringan importantmessage froma planar
power to a templein Si@ or the Outlands.Asuras canalso leave Planewalkerswho encounter eladrins often descrii them
theupper Planes and liveas aswas,$desired. as wild, and indeed they are the most unabashed of the celes-
tial races. They exult in their own existence, aiding the good-
Rogue A S U ~ a~ sSplayer hearted against the tyranny of evil through individual acts of
characters kindnessand heroism. Eladrins are fervently independent,
moving from plane to plane seemingly on a whim, defending
As creaturesborn of chaos,asurassometimeslosetheir way. goodness and freedom wherever anything threatens it.
For whatever reason, such an asurasmight end up without a
power to serve. Such beings typically roam the planes, commit- Unlike archons and aasimon, eladrins are not truly immor-
ting random acts of charity and good will. They defend the tal. Like elves, they age very slowly--too slowly, even, to
measure in years or centuries. They spend theirlong, happy
downtrodden, rescue the oppressed,and provide for the needy, childhoodsin the twilight courts of Arborea, which drift
These asuras often become so namwly focused that they will through the plane like clouds of ether, both invisibleand
do anything to achieve thedesired end, sometimeseven get- impenetrable to outsiders.When they reach maturity and feel
ting carriedaway in violence and misusing their powers. ready to leave the courts, they may strike out on their own to
fillwhatever niches the gods intend for them.
Somebelieve that asuras who spend too much time away
from the Upper Planes begin to go a little crazy and lose per- Their powers
spective on thewhole good vs. evil issue. Such an asuras
might attack a hunter who killed a deer to feed the hungry or All eladrins can use the followingspell-like powers once per
maul a wizard accused of givingan apprenticetoo much round, at will:alter self, comprehend languages, cure light
homework. Few asuras stray thisfar from the true path, how-
ever, as most feel the call of the Upper Planes often enough to wounds, detect eml, and phantasmalfmce. Any effects dependent
prevent such lapses.
on caster level functionat 9th level.
Occasionally,a rogue asuras succumbsto the charmsof a
Eladrinshave natural resistance to many kinds of attacks.
particularly pious or righteoushuman or demihuman. The Lesser eladrins are immune to electricityand suffer only half
offspring of such a union is an aasimar-usually with fair damage from cold, fk,and gas. They suffer double damage
skin, piercing eyes, and the innate ability to detect lie in the from weapons of cold-wrought iron;however, if such
same manner as his or her asuras parent. weapons are also enchanted, they inflict only normal damage.
(The magic spoils the baneful properties of the iron.) Greater
Player characters wishing to serve the cause of good
beyond the shapeless confines of the vaunted Upper Planes eladrins are immune to cold and elechiaty and suffer only
may become rogue asuras. As such,they retain all of their halfdamage from fke, gas, and poison. They suffer normal
powers and inhibitions,but suffer only the penalties that all damage from all cold-wrought iron weapons, even though
celestials do for extended absences from the Upper Planes. they are immune to other nonmagical weapons. Finally, all
Adventuringpossibilities are endless, as rogue asmas often eladrins suffer normal damage from silver weapons
find themselves keeping company with all manner of well- enchanted sufficientlyto hit.
intentioned ruffians and foolhardy crusaders.
Any eladrin can travel to any Upper Plane, the Outlands,
and the Astral Plane. Greater eladrinsalso canjourney to any
56
Outer or InnerPlane, the EtherealPlane, or any primematwial sudden, ephemeral awareness of their departue and, for
those who cared about them, an overwhelming sense of loss.
re&. They canfreely enter any world they can reach; waiting This sensation doesn’t reveal precisely where or how the
deaths occurred, although folk talesclaim that if they
for a native to sunurum them is not.-n However, involved violence, other eladrins can subsequently identify
the slayers simplyby looking into their eyes.
eladrins must magically veil themselveswhen on the Prime.
Their Realms
Veiled eladrin assume the guises of beings native to the
Eladrins inhabit the plane of Arborea, which has threelayers:
world in which they are traveling. They usually take human Olympus (the first), Ossa (thesecond),and Pelion (thethird).
or demihumanfan,pretending to be adventurers, p e w @ , The bralani reside in Pelion, a dusty realm of blowing white
sand that is home to the Egyptian goddess Nephythys. The
or wandering bards. Once committed to their veils, they coures, firres,and ghaelesroam throughout all three layers of
the plane, although they spend most of their time in Olym-
cannot reveal their true natures except under the direst cir- pus. The shieres and the noble tulani also prefer thislayer to
the others. The beautiful, seaborne novieres are most preva-
cumstances. This means that while in the presence of mortals, lent in Ossa, thewatery layer.
the veiled eladrins cannot do anything that their assumed Their virtues
identitiescouldn’t do. (They don’t lose their eladrin powers; Eladrins believe that actions speaklouder than words. They
are willing to takeextreme risks and employ unorthodox tac-
they are simply forbidden to use them where prime-material tics in their continuousefforts to destroy evil wherever it
rears its ugly head. Among their greatest virtues is theirper-
mortals can see.)Any eladrim who violate their veils are severance.Eladrins regularly fight against tremendous odds
recalled to Arborea, where they must stay for 1,001years
beforethey may walk the Prime Material Plane again. Usu-
dy,the gods grant the offending eladrins a brief period-a
few minutes, or a n hour at most-to attend to any business
they must finishbefore returning.
When eladrins die beyond the borders of Arborea, their
spirits, unless captured, return to their home plane, where
they are eventually reborn as other eladrii. When eladrins die
on Arborea, the pain (or, in some cases, glory) of their deaths
can be felt by all who knew them, regardless of the interven-
ing distance. The sensation is nothing
virtue, charity, kindness, and the like. But the inherentlygood and relenting, while the archons claim that the eladrins are
too eager to invite full-scale wars against the baatezu and
eladrins allow themselves to be guided more by instinct than tanar‘ri. This difference has led to conflictsbetween the two
races, but the timely interventionof mediating guardinals or
rules. These beings don’t quibble over whether their actions the powers themselves usually quells such feuds quickly.
serve the greater good or inspire goodness in others. Instead, Eladrinsfind the asuras amusing. The lattergladly assume
part of the responsibility for defendingArborea against fiedish
they follow their hearts and do what must be done. More
i n d o n s , but while the eladrinsare gratefulfor the assistance,
often than not, their actions aid rather thaninhibit the cause they considerArbomtheir plane and sometimes resent the
presenceoftheircelestialauies.conflictsbetweeneladrinsand
of good. Sometimes their deeds might seem rash, but asking asuras rarely escalatebeyond disparagingglances and a few
eladrinsnot to follow their hearts is like asking archons to choicewolds and both sides aw quick to forget such altexa-
tions. Small eladrinand asuras sects havebeen known to fight
stop sounding their trumpets. each other and in suchcasesneither side is willing to admit
how much the two races are alike.
Eladrinsdo not lie, cheat, or steal-unless compelling cir-
Althoughtheyhave little contact with the gwdhds,
cumstances dictate otherwise.For example, an eladrin might
eladrins get along well with them. Infact, eladrinsand guardi-
steal a ranger’s sword to compel the reluctant woodsman into nals often conductjoint operations against the forcesof evil.
These usually take the form of covert strikes into the upper-
aiding with the completionof an important quest. Similarly, most layers of the Lower planesor c a d d y calculatedraids on
ficmdish strongholds.Truly,eladrins and guardinalshave much
an eladrin who rescuesa child of destiny from evil,unscrupu- in common-both are fiercelyproteaive of theirhomelands
and view evil an infectionto be destroyed Utterly and with-
lous parents might lie about their to ensum that the out hesitation. If the eladrinshave any m p l a i n t about the
youngster neither despisesnor emulates them later in life. gwdhds, it would be that the latter are too shy and in-
spective.Onthe whole, though, eladrinshave come to mpxt
Their Role on the planes g u a d i d s , both on the field of battle and in diplomacy
Eladrins have no predefined roles in the multiverse. They do Notable dadrins
as they please, relying on the archonsand the aasimon to be
the upholders of truth and virtue and countingon the guardi- The most powerful and influential eladrin in Arborea is
nals and asuras to destroy the greater evils of the cosmos.
Eladrins believe in individual freedom of choice, and as such, Queen Monvel, Lady of Stars,Sovereign of the “Might
they may not interfere in the lives of mortals. Queen Morwel
(see“Notable Eladrins,” below) does not impose order on her Realm. Surroundedby the most radiant eladrins, Morwel
people, provided that their actions do not endanger the
eladrins’very existence. desfrom the Court of Stars, which moves from place to
where the archonsare the angelic symbolsof all that is good place within Arborea, existing only where night falls over the
and pure, and the aasimonare the self-proclaimed guardians of realm. (The queen’s spired palace phases in and out of the
the greater good, the eladrinstakea more direct role in dealing Border Ethereal.)The Court is not the government of the
with the forcesof wickedness. If they can’t manipulateevil into eladrins as much as it is the heart and spirit of the race.
destroyingitself,they’re willingto risk theirown lives to ensure
that it gains no foothold,making whatever sacrifices are needed Morwel, a beautiful and benevolent tulanieladrin, is a
to deal with the immediateproblem. 25th-level fighter and 25th-level wizard. Vaems, an 18th-level
fighter and 19th-levelpriest, is her sly tulaniconsort. He pro-
Dealinp- with other c e l e s h l s vides guidance and assistance as needed with delicate mat-
ters of state. The two have a lasting peace with the elven
Eladrins regard the aasimon with tremendousawe, firmly pantheon and consult with them periodically in mattem that
acknowledgingthe purity and might of such beings as devas, affect elves and eladrins on specificprimematerial worlds.
phetam, and s o b . The eladrins make it clear by their
actions, however, that the aasimon had best not flaunt their Vaems and Morwel adore each other increasinglywith
status. To keep things simple, they usually try to keep a
respectfuldistance from the aasimon and are careful not to each passing night. Though it is more of a faerie tale thanan
step on the latters’ toes. As far as the eladrins are concerned, actual belief, some eladrins thinkthat without their mutual
there’s plenty of mom on the Upper Planesfor the aasimon
and eladrin races to coexist harmoniously. love, the eladrins would lose their magical powers.
Eladrins and archons are opposites. While the archonsare dadrins as player characters
content to stay at home and uphold the virtues of Mount
Celestia, the eladrins roamthe planes, defiantly blocking the Like standard AD&D player characters, eladrin P C s gain
machinationsof fiendsbent on planar conquest. Where the experience points for their heroic endeavors and advance in
&om are content to inspire goodness by example, the
eladrins are more interested in smiting evil where it stands. their chosen character classes. Whereas the immortal celes-
By such deeds, they give the cause of good a much-needed tial races-the aasimon and the archons-actually change
foothold in places that more lawful celestialsfear to tread.
Eladrins have often accused the archonsof being too passive
58
srieme, the Triton's co
Brieme's natural form is that of a lithe, blue-scaled human special Awacks
femalewith deep blue-green hair and bright, silvery eyes.
Once per day, Briem
Her elongated ears are pointed, but she has no webbing
between her &gem and toes. Shenever appears in her true feet.This attack infli
form on the Prime Material Plane unless she's alone.
within a 5-foot-wide path. A successful saving throw vs.
Brieme's patron deity is Ahto, a greater god who resides
on the Elemental Plane of Water. This god has been court- spell halves the damage.
ing the elusive triton goddess P e r ~ aw~h,o has so far
spurned most of his blatant advances. However, she is con- The eladrin can throwher net up to 30feet underwater
cerned for the well-being of her loyal triton worshipers on
Toril, for sahuagin have posed a constant threat to them, and 60feet on land.The victim must make a successful
and an evil demipower known as the Taker has driven
countless others from their homes. She is particularly con- saving yzation or be entangled for ld6
cerned about a triton king named Mirentos for whom she rounds
has a special, secret fondness,and she believes he needs
guidance. Brieme can alsoassume the shape of a watery d
To gain Persana's favor, Ahto agreed to send one of his thisform, her AC is -3 and she a n ram opponents
novia worshipers to serve as advisor to King Mirentos.
Cleverly,he chose the beautiful Brieme. She appeared in points of damage per successfulhit. On a ~ t ~ r1 a l
the king's palace, claiming to be the sole survivor of
another triton community the sahuagin had ravaged, and attack roll, she envelops and holds her foe, who must
quickly won the ruler's heart. Brieme now advises Miren-
tos in all matters, offering him ways to counter the sahua- make a successful Bend Bars/Lift Gates check to break h.
gin threats and the Taker's evil machinations, using her
magic subtly to aid his cause, and helping him protect his Brieme can use the followingspell-likepowers, once per
community. The shell necklace she wears is a gift from
Mirentos for the help she has already given. - mund at will:alter seZf, charm person, comprehend languages,
Brieme's fine work has rather angered the goddess Per- continual light, cure light wounds, detect evil, impwved p h a n k
sana,who views her as a rival for the triton king's affec-
tions. Persana has not informed Ahto of her displeasure, ma1 force, m i m r image, phantusmal @e, and s l m . All her
not wishing to offend the greater god, but she has sent her
own ag-ents to thwart the noviere's efforts. spell-likepowers function at 9th level. Once per day, she
statistics confer ruater breathing on another creature.
Female noviere eladrin F6h46 AC 2 (shell necklace of protec- special Defense
tion + I ) or -3 (watery dolphin form);M V 15,swim 24;HD
6;hp 41;THACO 15; #AT 1; Dmg ld4 (dagger), ld6 (spear), Brieme isimmune to causefeiar, chnrm pm,cmnwnd,eef,
ld6+1 (trident), or 2d8 (ram); SA water bolt, net, ram, spell-
like powers; SD immunities; SW double damage from non- friends, hold person, hypnotism, r q of enfeebhmt, and m e
magical cold-iron weapons; MR 20%; SZ M (5.r tall or 7'
spells. She is alsoimmune to electricity,and she suffers onlv
g); ML fanatic (18);Int exceptional (16);AL NG; XP
half d a m a-s from cold, fire, and gas attacks.
Spells Memorized (41212): 1st-magic missile, m
sage, twilight touch'; 2nd--bind, ESP; proficiencies
shroud presence".
Brieme is proficientwith dagger, mancatcher, net, spear, and
Priest Spells Memorized (51311): lst-uquntic animal fiend- trident. Her nonweapon profiaencies are: Andent History
ship, detect predator"*,float"*,radiant messenger*, sanctuary; (FaerCln, 15), ArtisticAbility (Sculpture, 14),Dancing (14),
2nd-auguy,slow poison, speak with aquatic animals; 3rd- Engineering (Underwater,13), Ehquette (19),Planar-Direction
continual light. Sense (15),Planar SurViWl (Arborra, 15),Religion (14),Spell-
craft (14),Swimming- (17), and Weaving (15):
'Indicates a spell described in the "Celestial Magic" sec-
tion of thisbook. Special Equipmenf
wIndicates a spelldescribedin of Ships and the Sea (2170). mand in &foot ra
command. She
59
form as they rise through their hierarchies, the eladrins fighters of thb race may specialize. Most bralani choose profi-
don’t. Abralani, for example, will remain a bralani until ciency with the spear, the bow, the scimitar, and other
death.
weapons favored by desert nomads, though PC bralani are
sralani freeto make their own selections.
In their natural form, bralani resemble short, stocky elves- Recommended nonweapon profiaenaes include the fol-
broad in the shoulders,but graceful nonetheless. They have lowing: Ancient History, Bowyer/Fletcher, Local History,
bright, silvery-whitehair and eyes like evershifting rain- Planar Direction Sense, Planar Sense, Spellcraft, and Tumbling.
bows-indeed, the eye color of these beings seems to flicker Bralani can also have Dancing and Planar Sum’zml (Arbom) as
and change with their moods. bonus proficiencies. (Italicizedproficienaes are described in
the Planewalker’sHandbook [2620].)
Ability Scores: Bralani PCs gain +1bonuses to Strength and
Dexterity and a -1 penalty to Wisdom. Their final ability Special Benefit%Because of their high Dexterityand mastery
scores must fall within the followingranges: of the wind, bralani are superb archers. In addition to any
ABIL~ MINIMUM MAxIMvM missile attack adjustmentsbased on Dexterity, a bralani FC
12 has a +2bonus to hit with any bow (long, short,or composite,
strength 9 19
Dexterity but not crossbows).
Constitution 8 19 Abralani can, at will, assume the form of a living whirl-
Intelligence 18
Wisdom 8 18 wind. In this form, the eladrin has an Armor Class of -2 and
Charisma 8 17 can attack with two scourging sand- or snow-blastsper
18 round. Such a blast has a range of 20 feet and affects all crea-
9 tures within a cone 5 feet in diameter at its widest point.
Damage from this attack depends on the bralani’s level (ld6
Class Restrictions: In addition to the classes listed below, points at 2nd level, ld8 points at 4th level, ldlO points at 6th
bralani can select of the following multiclassed options: level, and ld12 points at 8th level and beyond). .
fighter/cleric, fighter/mage, fighter/mage/cleric,
mage/cleric, and cleric/ranger. Any creaturewithin 20 feet of a bralani in whirlwind form
must make a successful saving throw vs. paralyzation or
CLASS MAXIMUM LEVEL incur a -2 penalty to attack rolls from the stingingdust. Any
Fighter
Ranger 15 man-sized or smaller creaturewithin 5 feet(meleerange) of
Mage 15
SpecialistWizard 12 the whirlwind must make a second successful saving throw
Cleric 12 vs. paralyzation or be swept offbalance and thrown 5 feet per
Bard 12 level of the bralani, to a maximum of 30 feet.
15
While in whirlwind form, a bralani can fly at a rate of 30
Average Height and Weight: Bralani stand 135/130 + 3d12 (maneuverabilityclass A). In humanoid form, these beings
have a movement rate of 15and can’t fly at all.
inches tall and weigh l25/110 + 3d10 pounds. The number
Bralani can be struck only by magical weapons or +1or
before the slash refers to males; the one after it to females. better enchantment or weapons forged of cold-wrought iron.
They gain magic resistance at a rate of 5%per level (cumula-
Hit Dice: Bralani gain Hit Dice and bonus hit points for tive), up to a maximum of 50% at loth level. Once per week,
exceptionalConstitutionaccording to character class. bralani can heal others, but never themselves. The rest of a
bralani’s magical abilities (all usable once per round, at will,
Alignment: Bralani are typically chaotic good. They may also as a caster of equivalent level, unless otherwise noted)
be neutral good or chaotic neutral, but never lawful or evil. emerge as the PC increases in level:
Armor Class: Bralani are Armor Class 6 (base)in normal form At 2nd level, bralani gain the ability to cast charm person.
or -2 (base)in living whirlwind form (describedbelow). Each can alsogate in ld4 other bralani once per day,
bringing them to the caster’s location with a 10%chance
Languages: Bralani can speak, read, and write the eladrin lan- of success. Bralani use this power sparingly; the gods
guage. Like all their brethren, they have the innate power to strip thispower from those who routinely summon aid
comprehend languages and can speak and write additional lan- or call upon their fellowsfor trivial matters.
guages of choice up to the limitsimposed by their Intelli- At 3rd level, bralani can cast blur and mirror image.
gence scores. At 4th level, a bralani’s chance of successfullygating
other bralani increases to 20%.
Proficiencies: Bralani gain weapon and nonweapon profi- At 5th level, bralani can cast cure disease, gust of wind, and
cienciesof choice according to their character classes, and lightning bolt (l/day for 8d8 points of damage).
At 6th level, bralani can cast control weather, wind wall,
and either cure serious wounds or neutralize poison (2/day).
Furthermore, they gain an additional use of lightning bolt Class Restrictions: In addition to the classes listed below,
each day, and their chance to gate in their brethren SUC- coures can select from among the followingmulticlassed
cessfully increases to 40%. options: fighter/mage, fighter/cleric, fighter/druid,
fighter/thief, fighter/mage/cleric, fighter/mage/thief,
Special Hindrances: Bralani can wear armor to increase their mage/cleric, and mage/thief.
Armor Class, but those who do so cannot assume whirlwind
form while wearing it. Therefore, most prefer to rely on their cuss MAXIMUMLEVEL
Dexterity, natural immunities, and magic resistance to protect
them instead. Likewise, most bralani do not carry shields or Fighter 5
anything else that they cannot easily contain or conceal on
their persons. Ranger 6
Like all eladrins, bralani must swear never to reveal their Mage 10
true natures to mortal creatures on the Prime Material Plane.
However, those whose natures become known despite their Specialist Wizard 10
best efforts to keep them hidden may then unveil themselves
to others. As long as the mortals who know the truth vow to Cleric 9
keep it secret, the upper-planar powers typically allow the
compromised bralani to remain on the Prime; otherwise, the Druid 9
eladrin must return to Arborea. (Infact, bralani can be
recalled to Arborea by their superiors or the powers at any Thief 10
time to fulfillother obligations, such as fending off a fiendish
invasion or aiding in another urgent quest.) Bard 10
Average Height and Weight: Coures stand 12/10 + 2d12
inches tall and weigh 20/15 + 2d10 pounds. The number
before the slash refers to males; the one after it to females.
Hit Dice: Coures gain Hit Dice accordingto character class.
However, they receive no bonus hit points for exceptional
Constitution scores,regardless of class.
Roleplaying Notes: Bralani are temperamental, fickle, and Alignment: The vast majority of coures are chaotic good. The
full of passion. They are quick to anger, and their wrath is most mischievousand troublesomeof their race are chaotic
formidable.Although these beings appear to have little pur- neutral, while the more socially tolerable ones lean toward
pose save to dance and race about the desert wastes of Pelion, neutral good. Coures can be neither lawful nor evil.
all such activitiesstop the moment they encounter evil in
their dolhain. A few rare and unusual bralani visit other Armor Class: Coures are Armor Class 9 (base)in normal form
worlds, allying themselves with the local forces of good. or 0 in orb form (see below).
If they find themselvesin baffle on other planes, bralani LurguageS:CO~speak,~d#andwritethe&~language.
typically choose to act as scouts and skirmishers, harryingan
enemy's flanks and rear and using their whirlwinds to dis- Like all members of theirrace,they have theinnatepower tom-
rupt the foe as much as possible. On the Prime Material
Plane, they assume human or demihuman form and wander prehend kmsuages and canspeakand write a d d i t i d languagesof
deserts or arctic wastes, aiding local nomads and other travel-
ers against various arid and arctic threats. choice up to thelimitsimposedby theirIn- scorn.
coures Profidencies: C- gainweapon and nonweapon profi-
ciences accordingto theircharacterclasses.Warriors and rogues
Coures 2-foot-tall, spritelike eladrins with keen senses of can becomeproficientwith the miniatureshort sword (ld4/ld3
humor. They resemble tiny,slender elves with long, gossamer points of damage),the miniatureshortbow and m w s
wings Wailing from their shoulders. They appear in a variety (ld3/ld2 points of damage),or any other tiny weapon. Thieves,
of improbablecolors and are fond of bright apparel. The typi- wizards, and bards of thisrace can wield miniakindaggers
cal c o w has a strong mischievousstreak and a fondnessfor (ld2/1points of damage),staves (ld2/1points of damage),
song and dance. darts (1/0 points of damage).Priestscan be proficientwith
miniaW slings (ld2/1 points of damage),staves, and cudgels
Ability Scores: Coure PCs each have a +2 bonus to Dexterity (ld3/ld2 points of damage).Coure fightersmay spedize.
and a -2 penalty to Strength.Their adjusted ability scores
must fall within thefollowingranges: Most coures have the followingnonweapon proficiencies,
though PCs are freeto choose their own: Agriculture,Artistic
ABILITY MINIMUM MAXIMUM Ability, Dancing, Musical Instrument, Planur Sense, Read-
12
strength 3 ing/Writing, Set Snares,Singing, Spellcraft, and Ventrilo-
Dexterity 9 20 quism. A c o w PC can also have a bonus proficiency in
ConStitLltion 3 18 Planur Sum'ml (Arborea). (Italicizedproficiencies are
Intelligence 8 18 described in the Planewalker's Handbook 126201.)
Wisdom 3 18
Charisma 9 18 Special Benefits: In their normal forms, these faeriebeings
can attack twice per round, with a weapon in each hand.
, to harangue. Away from the sanctuary of Arborea, they’re
quick to attach themselves to powerful individuals, offering
They $so have wings that enable them to fly at a rate of 24 their servicesand occasionallyproviding much-needed levity.
(manGverabilityclass 8).
Despite their natural humor and bright demeanor, c o r n
At will, however, a coure can shapechange into a globe of grow seriousin the presence of evil creatures. They shun
faerie light 6 inches in diameter. Coures in globe form have direct confrontations,instead relying on sly hit-and-run tac-
AC 0 and can fly at twice normal speed (movementrate 48, tics to win the day.
maneuverability classA). A c- has only one attack in this
form:a magical discharge equivalent to a m g i c missile spell. The gods occasionally send coures to join bands of adven-
The PC can Rre one such missile per day at 1st level, two per turers.Their powers, though seeminglyminor, are extremely
day at 2nd level, three per day at 3rd level, and four per day useful against ora and g o b l i i d . Such vile creatures might
(themaximum) at 4th level. A coure can make no physical or not be as fearsome as fiends, but in large numbers they can
still pose a threat to good-aligned worshippers on the Prime
magical attacks except thisone while in globe form. Material Plane.
Coures are naturally skilled archers. Warriors proficient Pirres
with bows receive +2bonuses to all their attack rolls with In their natural form, firre (pronouncedfeer) eladrinsresem-
these weapons. This modifier is cumulative with benefits for
bow specialization. ble elves with brilliant red hair and fiery redeyes. At a dis-
tance, some mistake them for half-elves, but their eyes (which
In addition to the spell-likeabilities common to all have neither iris nor pupil) blaze with an inner flamethat
eladrins, c o r n have the followinginnate powers, each gives away their origins.
usable once per round at will as a caster of equivalent level:
audible glamer, cunfrip,dancing lights, f a d e fire, and sleep. At Ability Scores: Firre PCs gain +1 bonuses to Strength and
3rd level, every coure can, once per day, create a magicaljest Intelligenceand suffer a -1 penalty to Wisdom. Their final
with an effect identical to that of Tasha’s uncontrollublehideous
laughter. C o w begin play with 5%magic resistanceat 1st ability scores must fall within the followingranges:
level; thereafter they accumulate an additional 5%per level
(cumulative),up to a maximum of 25% at 5th level.
Special Hindrances: Coures are vulnerable to normal ABILITY MlNlMuM hh%lMuM
weapons and, like all lesser eladrins, they suffer double Strength
damage from weapons made of cold-wrought iron. They 12 19
cannot gate others of their kind. Dexterity 18
COnStitution 9 18
These beings cannot wear armor. They must rely on their Intelligence 9 19
Dexterity and their ability to assume orb form to keep them Wisdom 11 17
from harm. Fighters and priests of thisrace can employ small Charisma 8 18
wooden shields, and c o w of all classes can use protective 9
magical items (appropriatelysized). Given their size, how-
ever, coures are unable to use most items and equipment Class Restrictions:In addition to the classes listed below, fir-
intended for larger PCs. The weapons they wield are specially res can also be multiclassed fighter/thieves.
designed or cleverly improvised.
cuss MAX.LEVEL
Like all eladrins, c o r n must swear never to reveal their Fighter 12
true natures to mortals on the F’rime Material Plane. How- Thief 12
ever, the upper-planar deities don’t pay much attention to Bard 15
what these small creatures do. Should a coure decide to
unveil on the Prime Material Plane, there is only a 2%chance Average Height and Weight: Firres stand 60/55 + 3d8 inches
per PC level that the powers will takenotice. Thus, a 5th-level tall and weigh 125/110+ 3d20pounds. The number before
coure has a 10%chance of getting caught, while a 1st-level
coure has only a 2% chance. Nevertheless, coures who rou- the slash refers to males; the one after it to females.
tinely disclose their true natures to mortals arebound to incur
the displeasureof the gods sooner or later, and when they do, Hit Dice: Firres gain Hit Dice and hit point bonuses for
recall to Arborea is the inevitable result. exceptionalConstitution scores accordingto their character
classes.
Roleplaying Notes: Coures are messengers, scouts,
pranksters, and troublemakerswho enjoy pestering any and Alignment: Firres are typically chaotic good. A rare few are
all travelers visiting their home plane. Unlike other eladrins, neutral good or chaoticneutral, but they can be neither
corns form close ties to their land, seldom traveling far from lawful nor evil.
their faeriegroves and mushroom rings. There are always
notable exceptions, however-bold coures sometimes set out Armor Class: Firres are Armor Class 1(base).
into parts unknown, looking for new people and new species
Languages: P i s speak, read, and write theeladrin language.
Like all of their kind, they have the innate power to compre-
62
hend languagesand can speak and write additionallanguages who fail a savingthrow vs. spell. (The above savingthrow
of choice up to the limit i m p d by their Intelligencescores.
modifiers for level of the fkreapply to this saving throw as
Profiaencies: Firres gain weapon and nonweapm pmficiencies well.) The firre’s song can affect even creatures who are nor-
accordingto their characterclasses.Fighters may s p 5 d . h
Most fine ax^ proficient in swords (all types)and the javeh. mally immune to sleep spells.
In addition to the innate magical abilitiescommon to all
Most of these beings have the following nonweapon profi-
cienaes, though Pcs a~ freeto select their own: Dancing, eladrins, firreshave the ability to cast priest spellsfrom any
Disguise,Juggling,Musical Instrument, Plunur Direction Sense, sphere at one level higher than their own.(Thus,an 8th-level
Portal Feel,Reading/Writing, Singing, and Tumbling.Firres firrecasts spells as a %-level priest.) Firresgainbonus spells
gainArtisticAbility and Planar Surviuul (Arbarea)as bonus for high Wisdom scoresin the same manner as priests.
profiaencies. (Italicized profiaencies are described in the
Plunewulker’sHundbook [2620].) As firresrise in level, they gainnew innate spell-like abili-
ties, each usable once per round at will, as a caster of equiva-
SpecialBenefits: Firres can transform themselvesinto streak- lent level, unless otherwise noted.
ing balls of fire that fly at a rate of 36 (maneuverabilityclass
A). Alternatively,they can become man-sized pillars of sear- At 1stlevel, firrescan castaffect n m l fires.
ing flame. While in either fiery form, a firrecan’t use At 3rd level, they can cast continual light, detect
weapons, but has a natural attack that inflictsdamage accord- invisibility, and ESP.
ing to level (2d6points at lst4th level, 3d6 points at 5th-8th At 5th level, they can cast a firebull (6d6points of damage).
level, 4d6 points at 9th-12th level, and 5d6 points-the maxi- At 6th level, the damage from a firre’s fireball increasesto
mum-at 13th-15th level). Firresattack once per round at
1st-7th level and twice per r o d at 8th level and up. 8d6 points.
At 7th level, firres can cast improved invisibility, polymorph
Any creaturewithin 10feet of a flaming firre must make a self,and wall offire. Theirfireball damage increasesto
successfulsaving throw vs. spell or suffer ld6 points of 1Od6points.
damage from the heat. Any weapon (magical or not) that At 8th level, firres can cast udwnced illusion and prismntic
strikes a fiery firre must survive an item saving throw vs. s p r q once per day.
magical fireor be destroyed, although the firrestill sustains
damageas normal from the hit. Special Hindrances: F m s don’t fear water, but they cannot
assume fiery form while even partially immersed.Ahard rain
Regardlessof form, firreeladrins radiate protection frm evil that drenches the firre also negates this power, though a light
in a 10-footradius. Only magical weaponsof +2 or better sprinkle does not.
enchantment or those forged from cold-wrought ironcan
harm them. Firreshave 5%magic resistanceat 1stlevel; there Firreshave a burning passion for art of all kinds. They cannot
after they accumulate an additional 5%per level (cumula- harm or allowhann to come to any work of art or anyonewho
tive), up to a maximum of 50%at 10thlevel. engagesin creative artisticpursuits (includingd p t m g paint-
ing, singing,dancing,performing,or building).If such items or
Any intelligent creaturewho meets the gaze of an angry fim beings are evilin nature,firmsstill m o t doham to them
must make a successfulsaving throw vs. paralyzation or suffer
ldlO points of damage and be blinded for 2d10 rounds. A +2 directly,thoughthey won’t stop others from doing so.
bonus appliesto the w s savingthrav against a 1st-2nd Firrescannot assume fiery form if they are wearing armor,
level fine, a +1bonus against a 3rdSthlevel h,no modifier
but many we shields and magical items for defense. While
against a 6th-8th level fine, a -1 penalty against a 9th-12th wandering the Prime Material Plane in human or demihu-
level fim,and a -2 penalty against a 13thMhigher level firre. man fonn, M s typically do wear armor,in part to make
Firres with the singing proficiency can choose to sing a their disguisesmore convincing. As with other eladrins, firm
magical song instead of attacking in any given round. With a
successful Proficiency check, the singer can create one special may not reveal their true M ~ L Uto~pSrime-material mortals.
effect of the singer‘s choice, accordingto the followinglimits The gods alwaysnotice suchinfractions and recall the offend-
ers to Arborea quickly.
*At 1st level, the firre‘s voice can chum person.
*At4th level, the songcan chum person or hold person. Of course, firres’superiorsor deities can demand their
*At 7th level, the endranting melody can chum person,hold returnat any time, not just in cases of disguise violation.
person, or act as a suggestion. Most firreshate being recalled, perhaps because they tend to
*At 10th level, the firre‘s voice can create any of the above form such strong ties with mortals.
effectsor act as a sleep spell.
Roleplaying Notes: Firres travel across the planes, searching
In each case, the singer decides the exact effect of the song. for artistswhose work they can appreciate. They exist for
Regardless of its nature, it affectsall creahws within 50 feet beauty and appreciate it in all its splendid fonns. They strive
to fill th& long lives with wonder and delight. Warrior firres
appreciate the art of fine weapons and the finesse of battle;
thieves see art as something to be liberated from the unde
serving;and bards spread and share their art through music,
poetry, paintings, dance, and so on.Their pursuit of beauty
63
takes them to every comer of the known multiverse, and they Profiaendea: Ghaeles gain weapon and nonweapon profi-
spend a great deal of time on the Prime Material Plane. ciencies according to their character classes. They favor
swords, but can be profiaent with any weapon. Ghaele fi&t-
Adventuringopportunities for these beings are legion. ers can specialize.
Firres may choose to lead perilous archaeological explo-
rations into ancient ruins to recover lost pieces of art, magnif- Most ghaeles have the followingnonweapon profiaenaes,
icent weapons, and other wondrously crafted treasures. They
could serve as muses for struggling artists, presenting them- though pcs are free to choose theirown:Ancient History,
selves as models or learned tutors. They might even provide Bhd-fighting, Local History, Planar Dimtion Sense, Planar
inspirationfor playwrights, musicians, architects, or armorers
while opposing anyone who fails to appreciate the aesthetic Sense, Reading/Writing, Riding (Land-based), Tracking, and
process or stands in its way. Most artists who have received
inspirationor aid from firres remain blissfully unaware of Weapommithjng.They can alsohave Planar S u h l (Arbmm)
their benefactors' true nature. as a bonus proficierq (Italicizedpmfiaenciesare described
ghaeles in the Planewnlker'sHandbook [2620].)
The eladrin knights known as ghaeles resemble tall, athletic Special Benefits: A ghaele stirred to anger can slay certain
high elves. Some travelers mistake them for elven nobles, evil matures with a mere glance. This gaze attack affectsa
although their pearly eyes and radiant auras reveal their single target of the ghaele's choicewithin MI feet.The victim
celestial origins. must make a saving throw vs. spell to determine the outcome
of the attack. A +2 bonus applies to the target's saving thruw
Ability Scores: Ghaeles gain +1bonuses to Strength, Dex- against a lst-4th le@ ghaele, a +1bonus against a 5th-Sth
terity, and Charisma. Their adjusted ability scores must fall level ghaele, no modifier against a 9th-12th level ghaele, a -1
within the followingranges: penalty against a 13th-16th level ghaele, and a -2 penalty
against a 17thor higher level ghaele.The resultsof success or
ABILITY MINIMUhl MAXIMUM failure vary accordingto the Hit Dice and alignment of the
14 victim. For evil creatures with up to half as many Hit Dice as
strength 12 19 the ghaele has levels (rounded down), failure means instant
Dexterity 19 death, whereas success afflicts the victim with fear (as the
Constitution 8 18 spell) for 2d10 rounds. (Thus, an 11th-levelghaele could kill
Intelligence 10 18 an evil mature with 5 Hit Dice or less who failed its saving
Wisdom 6 18
12 19 throw vs. spell.)For nonevil opponentsand evil foeswith
charisma
high enough Hit Dice to avoid death from the gaze, fail=
Class Restrictions: Since ghaeles focus on combat, they limit results in the samefenr effect, while success indicatesthat the
themselves to warrior classes and don't pursue multiclassed
options. victim is unaffected.Victims unable to see the ghaele are
CLASS M A X . L ~ L never affected.
Any ghaele can shapechange into a 5-foot-diameter dn-
Fighter 20
mating sphere of eldritch colors. In thisform, the ghaele
Ranger 20 attacks by firing two positive-energy beams (with a +4
bonus to each attack roll) capable of searing any enemies
Average Height and Weight: Ghaeles stand 60/55 + 2d12
inches tall and weigh 140/125 + 6d10 pounds. The number they hit within a 100-yard range. Damage from these beams
is 2d4/2d4 points at 1st level, 2d6/2d6 points at 3rd level,
beforethe slash refers to males; the one after it to f d e s . 2d8/2d8 points at 5th level, 2d10/2d10 points at 7th level,
and 2d12/2d12 points at 9th level and above. These rays of
Hit Dice: Ghaeles gain Hit Dice (and hit point bonuses for light have no effect on creatures native to the Positive Mate-
high Constitution scores)according to their character classes. rial Plane. Ghaeles in sphere form cannot use their gaze
attacks, but they can fly at a rate of 60 (maneuverability
Alignment: The majority of ghaeles are chaotic good, though claw A).
a few are neutral good. They can have no other alignments.
Regardless of theirform, an aura of radiant light sur-
Armor Class: Ghaeles are Armor Class -1 (base). rounds thesebeings at all times.This aura functionsas a
Languages: Ghaeles can speak, read, and write the eladrin double-strength protection from m.2effect with a radius of 20
language. Like all eladrins, they have the innate power to feet.It also duplicatesthe effect of a minor globe ofinmZulnerubiZ-
comprehend Zunguuges and can speak and write additional lan- ity and affordsprotection from nom1 missiles,thoughboth of
guages of choice, up to the limit imposed by their Intelligence
scores. theseeffectsbenefit only the ghaele, not anyone standing
nearby. Ghaeles start play at 1st level with 5%magic resist-
ance;thereafter, they accumulate an additional 5%per level
(cumulative),up to a maximum of 50% at 10thlevel.
Ghaeles can cast priest spells from any sphere at thme
levels higher than their own (thus, a 1st-levelghaele casts
spells as a 4th-level priest.), and are entitled to bonus spells
64
for high Wisdom as though they were priests. In additionto tomed to working from behind the veil, and their missions
these spellsand their innate eladrin abilities, ghaeles gain the weigh heavily on their minds. They are dedicated, but
followinginnate powers as they advance. Each of theseis heavy-hearted beings who find little humor in everyday
usable, once per round, at will as a caster of equivalent level life.
(unlessotherwisenoted):
PC ghaeles have countless opportunities to help mortals
At 1stlevel, ghaeles can cast color spruy and dancing combat evil on primematerial worlds. Such a character
lights. Only magical weapons of +1 or better enchant- might join a band of heroes in ridding an ancient dungeon
ment or weapons forged of cold-wrought ironcan harm of its wicked denizens, closing gateways to the Lower
Planes, preventing the escape of an imprisoned marquis
them. cambion, and thwarting the machinations of an evil war-
At 3rd level, they can cast continual light, detect lord. A ghaele might also help a human knight assemble a
invisibility, and ESP. team of warriors to free comrades from a githyanki p d ,
or help a spoiled princess prepare for her role as queen by
At 5th level, ghaeles gain the ability to cast dispel mdc, prompting her to unite the warring factionsunder her rule.
Disguised ghaeles frequent elven courts, offering words of
and their weapon immunity improves, making them wisdom to lords attempting to save their forestsfrom
susceptible to damage only from cold iron weapons or encroachingenemies, such as evil humans, dragons, and
magical weapons of +2 or better enchantment. tyrants.
At 7th level, they can cast cham monster and improved
invisibility. Success is reward enough for the ghaeles. They never seek
At 9thlevel, ghaeles can cast advanced illusion, hold mon-
ster, telekinesis,and wall offwce. glory or thanksfor the work they do, but they are prone to
At 11thlevel, they can cast chain lightning (12d8points of
damage),polymorph any object, prismatic spray,and telep0l.l developingspecialkinshipswith particular mortalb e i ,
without error. Their immunity improves once again, mak- whom they visit periodically.
ing them vulnerable only to damage from cold iron
weapons or magical weapons of +3 or better enchant- Novieres
ment.
Noviexespossess a gentle radiance all their own. Like the
Special Hindrances: Ghaeles must carefdy guard them- bralani, they celebratethe beauty of the lands and emerald
waters they call home. Nwieres resemble aquatic elves or
selveswhen away from Arborea and be sure to hide their nixies, with blue-green skin, g i b , and webbing between their
fingers. They are most at home in the seas of Ossa, but they
abilitiesfrom mortals. Ghaeles who reveal their true natures do keep company with merfolk and ocean nymphs along the
coastlinesof primema- worlds.
while on the Prime Material Plane risk immediate recall to
Arborea and confinement thw for 1,001 ye- unbear-
ably long sentence for beings accustomed to roaming the Ability Scores: Each novierePC has a +1 bonus to strengtha
planes and aiding good creatures. Ghaeles who serve the +2 bonus to Charisma, and a -1 penalty to Constitution. Their
finalability scoresmust fall within the followingranges:
tulani on Arborea often languish in this state, unable to leave
the plane for several more centuries. Despair weighs heavily
on such confined ghaeles, and their countenancestend to ABILITY MmhnrsA MAXIMUM
12
show it. strength 12 19
Dexterity 6 18
Lesser eladrins(such as the coures)can get away with mis- Constitution 12 17
Intelligence 9 18
chief now and then, but the powers of Arborea watch ghaeles 18
Wisdom 15
carefully.Any ghaele who behaves in a maliaousor unseemly charisma 20
manner or fails to act with kindnessand charity is quickly
recalled and given other roles to occupy his or her time.
Ghaeles prefer not to wear armor, though they do employ
shieldsand protective magical deviceswhen needs arise. Class Restrictions: In addition to the classes listed below,
novieres can select from the followingmulticlassedoptions:
Roleplaying Notes: On Arborea, ghaeles serve as coun- fighter/mage, fighter/cleric, fighter/thief, fighter/bard,
Selors and advisors to the tulani eladrins. They are also fighter/mage/cleric, fighter/mage/thief, mage/cleric,
staunch defenders of their homeland, repelling invaders mage/cleric/thief, and cleridbard.
such as fiends and slaadi who use secret portals and gates
to infiltrate the plane. But while they love Arborea, ghaeles cuss MAX.LEVEL
have a special predisposition toward the Prime Material Fighter 12
Plane and loathe being away from it for long. They adore Ranger 12
moving among mortals, offering guidance to beings of good Mage 15
heart who have the courage to stand against their oppres- Cleric 12
sors. More so than any other eladrins, ghaeles are accus- Thief
Bard 9
12
65
Average Height and Weight:Novieres stand 55/45 + 2d8 maximumof 20% at 5th level. Only magical weapons of +1or
better enchantment or those forged of cold-wroughtiron can
inches tall and weigh 100/90 + 5d10 pounds. The number harm them.
before the slash refers to males; the one after it to females. All novieres have the innate magical abilitiescommon to
all eladrins. In addition, they gainthe followingabilities as
Hit Dice: Novieres gain Hit Dice accordingto their character they increase in level. All of these are usable once per round
classes, but they are not entitled to hit point bonuses for high at wiU, as a caster of equivalentlevel, unless otherwisenoted
constitution scores.
Alignmenk Most novieresare chaotic good,althoughlawfd At 2nd level, novieres can use charm person.
good and neutral good novim do exjst.Novierescannotbe evil. At 3rd level, novieres can cast alter self, impwoed phmrtas-
mal force, and mirror image.
Armor Class: Novieres areArmor Class 3 (base)in demihu- At 4th level, a noviere can hurl a water bolt up to 60 feet,
man form or -3 (base)in watery form. inflicting4d6 points of damage to all c r e a m within a
5-foot-widepath. (Targetswho make successful saving
Languages: All novieres speak, read, and write the eladrin throws vs. spell suffer only half damage from this
language. Like all eladrins, they have the innate power to attack.) This ability is usable only once per day.
comprehend languages and can speak and write additional lan- At 5thlevel,thesebeingsgain theability to cast continual
guages up to the limitsimposed by their Intelligencescores. light and slow.Anovimcan also confer water braathing (with
a6-hourduratim) upononeother creatureonceper day.
Proficiencies:Novieres gain weapon and nonweapon profi- At 8th level, a noviere can summon and command an 8-
cienaes accordingto their character classes. They favor tri- HD water elemental once per week. The control lasts for
dents, nets, and daggers, but can be proficientwith any ld6 turns,after which the elemental returnsto its home
weapons. Noviere fighters can specialize. plane. Use of thisability requires immersion in a natural
body of water largeenough to contain both the noviere
Most novieres have the followingnonweapon proficien- and the elemental.
cies, but PCs are freeto choose their own:Appraising, Danc- At 12thlevel, a noviere can summon and command a 12-
ing, Planar Direction Sense, Planar Sense, Riding (Water-based), HD water elemental once per week, as above.
and Singing. Novieres have Planar Survival (Arboren) and
swimmingas bonus proficiencies. (Italicizedproficiencies are Special Hindrances: Novieres prefer life in the water to life
described in the Planewalker‘sHandbook [2620].) on land. “hey share a special kinship with the seas and
oceans of whatever world or plane they visit, and the need to
Special Benefits: Novieres who are proficient with nets can maintainthat linkis strong.A noviere loses one point of Con-
hurl them up to 30 feet underwater and 60 feet on land. On stitution for each week spent on land, to a minimum score of
any successful hit, the victim must make a successful saving 3. Retuming to the water instantly restores all lost Constitu-
throw vs. paralyzationor be entangled for ld6 rounds. A +4 tion points.
bonus applies to any attack roll against an entangled oppo-
nent. Novieres always try to ensure that air-breathers don’t Novieres must hide their true forms and abilitiesfrom
mortals. As with all eladrins, novieres who lack discretion
drownwhile wrapped up in their nets. Regardless of form, face recall and confinementto Arborea. These beings try to
avoid violence as much as possible, always striving to help
novieres move at a rate of 24 in water and 15on land. the largest possible number of people with the least combat
Any noviere, regardless of level, can assume a watery dol- and bloodshed.
phin form. While so transformed, the eladrin has an Armor Roleplaying Notes: Novieres are abiding and accommodat-
Class of -3 and can attack with a powerful ramming strike ing creatures who are highly tolerant of others’ foibles. They
once per round for 2d8 points of damage (noStrength bonus are slow to anger and shun fighting wherever possible. When
applies).A noviere who scores a natural19 or 20 on a ram- combat is unavoidable, they prefer weapons usable on both
ming attack roll can envelop and hold the opponent.Any land and water, such as tridents, nets, and daggers.
victim so restrained must make a successful Bend Bars/Lift
Gates roll to wriggle free.So long as the hold continues, how- Novieres tend to choosefavorite coastlines or islands and
ever, neither the eladrin nor the foe can attack. linger there for yeais at a time, using their powers to frighten
away anything they perceive as a threat to the tranquility or
All noviere warriors, wizards, and rogues can cast priest ecosystem of their ‘‘domains.’’ Though they are sociablem a -
spells at one level lower thantheir own. (Thus, a 2nd-level tures, they generally avoid the Court of Stars and other
noviere warrior casts spells as a 1st-levelpriest.) Noviere eladrins, preferring the company of mortal beings indigenous
priests do not gain any additional spellcastingability,but to watery domainsor coastal kingdoms.
they are immune to certain mind-affecting spells (such as
causefear, cham person, command,‘forget,friends, hold person, Adventuring opportunities for novieres might include
attending the court of a triton king, helping a band of mer-
hypnotism, ray of enfeeblement,aryl scare).
Novieres begin play with 4% magic resistance at 1st level;
thereafter, they accumulate an additional 4% per level, to a
66
folk defend an undersea town against sahuagin raiders, bficienaes: Shiem gainweapon andnonweapon pdicien-
destroying a covey of sea hags who have captured a young ciesaccordingtotheircharacterclaases.They~vorknightly
storm giantess, exploring sunken pirate ships,helping a w e a p , espedly the lance,battle-axe,h o w ' s mace,
merchant defend his vessels against a terrible undersea horseman'sflailandlongsword.Shiae6gh~mayspecialize.
monster (such as a dragon turtle or giant squid), or helping
a group of land-dwellers search through a sunken city for Most shiereshave the followingnonweapon proficiencies,
lost relics. though F'CS are free to c h t h e~ OW^: h m ,Blind-
fighting, Herbalism, Hunting, Plunur Sense, Riding (Airborne),
shieres Swimmjng, and Weaponsmithing. They gain Planar Direction
Sense,Planar Surmml (Arbom),and Tracking asbonus@-
Of all the eladrins, shieres are probably the least likely to ven- ciencies. (Italicizedprofiaencies are described in the
turebeyond their home plane. These are the knights of PlallRualker'sHandbook [2620].)
Arborea, defenders of the Court of Stars, and attendants of
the noble tulani.S h i m appear as exceptionally tallelves Special Benefits. In addition to their formidable combat skills
with lanky kames, slender limbs, and narrow faces. They typ- and the innate abilitiescommon to all eladrins, shieres have
ically have fair skin, pale golden or silver hair, and piercing thepOWertoinstillfemin W i l ~ h v e s W h o m e e t ~ ~ e s
eyes of blue, green, or violet. A successful saving throw vs. spellnegates thiseffect,but the
attack increases in potency with thelevel of the shiere, as fol-
Ability Scores: A shiere PC gains a +2 bonus to Strength and lows: A +1bonus applies to the target's saving throwagainst
a +1bonus to Dexterity. Adjusted ability scores for such char- a Ist-Sth level shiere, no modifier against a *loth level
shiere, a -1 penalty against an 11th-15th level shiere, and a -2
acters must fall withinthe following ranges: penaltyagainst a 16th or higher level shiere.
ABW MINIMOM MAXIMUM shieresmay wear any type of armor, but they pmfer magi-
cal over mundane. They begin play with 5% magic resistance;
strength 13 20 thereafter they gain an additional 5% every other level
Dexterity 12 19 (cumulative), up to a maximum of WOat 11thlevel. Only
Constitution 9 18 cold-wrought ironand magical weapons of +1or better
Intelligence 9 18 enchantment can harm a shiere.
Wisdom 18
9 Once per day, a shiere can shapechangeinto a s p h e o~f
12 18 faerie light 1foot in diameter.This formallows flight at a rate
of 24 (maneuverabilityclass A). However, the noble shiem
Class Restrictions:As the warriors of h r e a , the shieres
don't concern themselves with functions other thancombat. don't assume theseforms often,as it takestheman hour or
more to regain their demihuman shapes afterward. What's
Cuss ~MAXLBVBL more,though shieres in light form are immuneto all physical
Unlimited attacks, they can't make any themselves. This shape does not
Fighter prohibit the eladrin frommaking magical attacks, but it offers
Ranger 15
no protection from such either.
Average Height and Weight: Shieresstand 70/60 + 3d12 S h i m gain additionalbenefits and develop new magical
inches tall and weigh 150/135 + 6d10 pounds. The number
powers as they rise in level. Each of these innate abilities is
before the slash &em to males; the one after it to females. usable once per round at will, as a caster of equivalentlevel,
Hit Dice: Shieres gain Hit Dice (and hit point bonusesfor dI?SS O t h e r w k MM.
high Constitution) according to @eir character classes.
At 2nd level, shim can cast color spray and detect mil.
Alignment:All shieres, without exception, are chaotic good. Each also gains a faithfulwarhorse for use in hunting,
In fact, they're immune to spells and spell-likeeffects that patrolling, and riding to war. This animalis the equiva-
alter alignment.
lent of a heavy warhorse (AC 7; HD 4+4; THACO 17;
Armor Class: Shieresare Armor Class 4 (base). However, they Dmg l&/ld8/ld3) but it has a morale rating of fearless
commonly wear armor of glass and crystal equivalent to (19), and it never has fewer than5 hit points per Hit Die.
magical field plate armor (+1to +4enchantment) and carry Its movement rate is 24 regardless of terrain, and it can
long, narrow shields +Z.
fly at that speed (maneuverabilityclassA) as long as the
Languages: Shieres speak, read, and write the eladrin lan- sun is not in the sky.
guage. They have the innate power to comprehend languages At 3rd level, a loyal shiere receives a +1magical weapon
and can speak and write additionallanguages of choice, up to ofchoice fromhis or her tulanilord as a reward for faith-
the limit imposed by their Intelligence scores. ful service. Only s h i m who have demonstrated fealty
to theirsuperiorsare given this gift of honor.
At 4th level, shieres can cast alter selfand detect invisibility.
At 5th level, they gain the ability to cast priest spellsat
67
four levelslower thantheir own, gaining bonus spells have opportunities to visit other parts of the multiverse. The
and all other priestly benefits for high Wisdom scores. lords of F‘C shieres, however, might call upon them to com-
(”Is, a 9th-level shiere casts spells as a 5th-level priest.) plete special tasks requiring brief sojourns to the Prime Mate-
In addition, shieresof this level can use continual light rial Plane, Sigil, the Outlands, or elsewhere.
and spectral force.
At 6th level, a loyal and honorable shiere receives a +2 S h i m place tremendous stock in their personal honor.
magical weapon of choice from Queen Morwel’s faithful They can never betray theirlords or turn their backs on
tulaniconsort, Vaeros. trusted friends.A shiere ordered to protect a town or individ-
At 7th level, shieres can use ice storm. ual is honor-bound to fulfillthat duty at any cost, and these
At 9th level, a shiere who has served Queen Morwel noble eladrins are always ready to sacrifice themselves to
with distinction and does not yet have a +3 magical defend others in their charge.
e.weapon may select one as her This weapon always Roleplaying Notes: S h i m are exceptionallycourageous and
chivalrous.Although they are by no means aloof and
has sharpness,quickness, or defender properties. In addi- unfriendly,they can be as cold as ice when dealing with those
tion, shiems of thislevel can cast wall of ice or cone of cold who don’t measure up to their standards of behavior or codes
(for 10d4+10points of damage)at will and heal another of honor.
creature once per day.
Shietes rarely leave Arborea. They defend the Court of
Furthermote, Queen Morwel invites all %-level Stars and the rest of the plane from attack and spend most of
shieres to serve in the Court of Stars as members of her
vaunted honor guard.To earn knighthood, each must best their time on patrol, alert for signs of trouble. More often than
a peer in nonlethal combat. Shiereknights command
respect from all other eladrins, and the queen herself often not, they find it-usually in the form of monsters and fiends
assigns them specificjurisdictionsto protect on &rea. who have made their way through portals and taken up mi-
Knightsin charge of defense for such areas typically set dence in the wilderness. S h i m often hunt dragons, behir,
up strungholdsto use as bases of operations.(Thequeen bulettes, owlbeam, and other menaces.At times, they must
does not assign suchjurisdictionsto allknights; some she defend towns and villages from chaotic-mindedcreatures and
reserves for her own service, assigningthem specialmis- fiends who are more at home in the Abyss, but feel some kin-
sions instead.) ship with the chaos that permeates Arborea.
At loth level, the shiere’s trusty warhorse (if still alive)is Every so often, however, tulanilords ask shieres to accom-
transformed into a favonian-a greater equar accus- pany them to other planes or carry out secret missions for
tomed to travelingthe open fields of Arborea (see Queen Morwel in other parts of the multiverse. Additionally,
Appendix 1:CelestialMounts). Favonians are a bluish- eladrin annies occasionallyventure into the Lower Planes to
white or dappled-gray steeds with keen saws and attack fiends and their evil strongholds, and shieres often
exceptionaltolerance for poor weather conditions. Riders lead these raids.
never falloff of favonians unless one party or the other
wishes it. In addition, the shiere can command the equar Tulani
to employ any of the followingspell-like abilities, each
up to three times per day: phantom steed (conjures1-3 Tulani are the lords of the eladrins.Their courts drift through-
steeds that also act as mirror images), alter normal winds, out Olympus, seldom remaining in the same place from one
cloudburst, gust of wind, and obscurement. night to another. These “mastersof the twilight realm” po9-
At 12thlevel, shieres can use heal twice per day on other sess unearthly beauty and grace. Their voices are like music,
Creatures (but never themselves).Once per day, a shiere and their tall, elflike forms are surrounded by radiance that
can choose to inflict double damage with any one strike no evil Creaturecan bear.
against an enemy, assuming a successful hit. In addition,
Queen Morwel replaces the loyal shiere’s +3 weapon Ability Scores:A tulaniPC has a +1 bonus to Dexterity and
with a similar one of +4 enchantment. Wisdom, a +2 bonus to Strength and Intelligence, and +3
At 15th level, shieres can use heal threetimes per day bonus to Charisma. Final ability scores for such characters
(but never on themselves). Once per day, a shiere of this must fall within the followingranges:
level can also unleash a whirlwind attack, striking eight
times in a single round against multiple targets and ABIW MINIMUM MkxlMuM
inflictingmaximum damagewith each successful strike. 15
s-@ 20
Special Hindrances: Shieres can’t leave Arborea without the 12 19
consent of their lords-usually tulani nobles, or perhaps even Dexterity 8
Queen Morwel herself. Because their duties include defend- 15 18
ing the plane from threats within and without, they seldom Constitution 14
Intelligence 20
Wisdom* 16 19
Charisma
21
*Atulanipriest have a minimumWisdom of 17and a max-
imum Wisdom of 22.
68
Class Restrictions: In addition to the classes listed below, Warriors and wizards of thisrace can cast priest spells at
tulanican selectmulticlassed options from the followinglist: three levels higher than their own, and they gain all priestly
fighter/mage, fighter/cleric, magdcleric, and benefits (includingbonus spells) for high Wisdom scores.
fighter/mage/cleric. (Thus,a 1st-leveltulaniwarrior or wizard casts spellsas a
4th-level priest.) Tdani priests gain an additional +3 bonus to
cuss IMAX.LEVEL their Wisdom scores ( h u mof Z),with appropriate spell
modifiers and immunities.
Fighter 20
25 Tulanineednot carry weapons, for each member of the
Cleric 25 race can create a swordlike blade of fiery light at will. This
weapon is about the same length as a longsword, but weight-
Average Height and Weight: Tulani stand 70/60 + 3d12 less. As tulanirise in level, the magical propertiesof their
inches tall and weigh 150/135 + 6d10 pounds. The number swords increaseas well. (Notethat the sword's speed fador is
always 2, regardless of its current magical nature.)
before the slash refers to males; the one after it to females.
LWL SWORDMODIFIER#ATIRND D M G / A p
Hit Dice: Tulanigain Hit Dice accordingto their character 1-3 2d4+1+ str bonus
4-6 +1quickness 1
classes. 7-9 +2 quickness 3/2 2d4+2 + Str bonus
1&12
Alignment:All tulaniare chaotic good. 13-15 +3 sharpness 2 2d4+3+Strbonus
16-20 +4 sharpness 5/2
Armor Class: 'Mani areArmor Class -3 (base). 21-25 +4 sharpness 3 2d4+4 + Str bonus
+4 vorpal 7/2 2d4+4 + Str bonus
Languages:Thesebeinga can speak, read, and write the 26-30 +5 vorpal 4 2d6+4 + Str bonus
eladrin language. They have the innate power to comprehend +5 vorpal, speed** 4 2d6+5+ Str bonus
languages and can speak and write additional languagesup to 2d6+5 + Str bonus
the limitsimposed by their Intelligencescores.
* Against evil foes, the sword delivers an extra 2d8 points
Pmficiendes: W gain weapon and nonweapon proficien-
aes according to their character classes. However, few of of positive energy damage.
these beiigs actually wield weapons, given their innate abil-
ity to summon forth blazing swords of light (see below). ** As per a scimitar of speed.
Tulanifightersmay specialize.
Tulani also possess powerful gaze attacks that affect tar-
Most tulanihave the following nonweapon proficiencies, gets of their choosing as follows:
though P C s are freeto choose their own:Ancient Lan-
guages, Animal Handling, Artistic Ability, Healing, Herbal- Level F,ffects of Gaze
ism, Local History, Planar Direction Sense, Planar Sense, Planar 1-6
Sum'vul (Arbom), Reading/Writing, Religion,Riding (Air- 7-10 Evil creatures with less than 8 Hit Dice must
borne), and Spellcraft. Tulanihave Ancient History and Eti- makesuccessfulsaving throwsvs. spell or suc-
quette as bonus profiaenaes. (Italicized profiaenaes are 11+ cumb to fear for 2d4 rounds; nonevilmatures
described in the Planewalker'sHandbook [2620].) and evil beings with 8 HD or more are d-
feded.
Special Benefik A tulaniconstantly radiates a protectionfwm Evil creatures with less than 8 HD must make
successfulsaving throws vs. spell or succumbto
ed aura with a radius of 20 feet. An e d creature must make
a successful savingthrow vs. spell to approach within 20 feet fear for 2d8 rounds; success indicates blindness
of the eladrin. This aura also confersthe benefits of both the for 2d8 rounds.Nonevil creatures and evil beings
with 8 HD or more suffer the same effects at half
minorglobe of invulnerability and protectionfrom n o m 1 missiles the duration (ld4 rounds) and gain +2 bonuses to
theirsavingthrows.
Spells.
Once per round at will, a tulanicanfly (movementrate 30, Evil creatureswith less than8 HD must make suc-
cessful savingthrows vs. spell or die instantly;
maneuverability class A) or assume the secondary form of
any other eladrin. Regardless of their shapes,they retain their thosewho survive areblhded and strickenwith
ownAC and THACO values, but cause double the nonnal fearfor 2d10 m d s . N d creatures or evil
beings with 8 HD or more sufferfernandblindness
damage of the secondary formsthey have chosen.
Tulanibegin play with 10% magic resistanceat 1stlevel; only if they fail theirsavingt h w s (nomodifier).
thereafter they accumulate an additional 1070(cumulative) In addition to the innateabilitiesall eladrins possess,
every other level, up to a maximum of 90% at 17thlevel. tulanihave the followingbenefits and spell-like abilities (each
(Thus, tulanihave 2070magic resistanceat 3rd level, 30%at usable once per round at will, as a caster of equivalent level,
5th level, 40% at 7th level, 50% at 9thlevel, and so on.) unless otherwisenoted):
69
At 1st level, tulanisuffer damage only from cold- attendantsand guests anger Queen Monvel, who calls them
wrought iron or magical weapons of +1 or better before the Court of Stars for stern lectures on noble etiquette.
enchantment. If the errant behavior continues, the queenstrips the offend-
At 2nd level, they can cast color spray and dnncing lights. ers of their nobility- dreadfullyhumiliatingevent-and
At 4th level, they can cast detect inzkibility and ESP. Only forcesthem to spend 1,001years as servantsto other tulani,
cold-wroughtiron or magical weapons of +2 or better who act as both wardens and role models. During this time,
enchantment can harm them. the errant tulanimay not leaveArborea for any reason.
At 6th level, tulani can cast continuallight and dispel mgic.
At 7th level, only cold iron or magical weapons of c3 or Like all eladrins, tulanimay not interfere in the lives of
better enchantment can harm them. mortals. As the shapers of the eladrin code of conduct, they
At 8th level, they can cast improved invisibility. must uphold this philosophy to the highest degree possible.
At loth level, they gain the ability to cast udmnced illusion, Queen Morwel f r o m upon tulaniwho advocate interferencp
hold monster, telekinesis,teleport without error, wall offume, and punishes thoee who pursue it.
and chain lightning (for 12d8points of damage).Tulani of
this level are immuneto damage from all weapons except Roleplaying Notes: Tulani player characters are scions and
those of +4 or better enchantmentor cold iron. leaders of their people. Born in the twilight courts, they typi-
At 12th level, tulanican cast mass charm, prismatic spray, cally remain there for centuries, if not millennia,before leav-
and polymmph any object. Meteor swarm,power word kill, ing to form courts of theirown. Thoughbred to be nobles,
and time stop are each usable once per day. Once per tulanistill must earn their places in eladrin society and hone
year, a tulanican grant another being's wish. their skills in sorcery, etiquette, and diplomacy.They can
At 13thlevel,any tulanican forma personal twilight courtin become full-fledged nobles only at level 10or above, and only
a private demiplanetouchmgthe Border E t h e d . Thecourt a tulaniof 13thlevel or higher can earn the title of Lord or
takeswhatever form pleases thetulani,h a cloud castleto Lady and command a court of followers.
a sprawlingb t hideaway.Only eladrinscan visit; the
place is invisibleand insubstantialto all others. (If d,- As befits their station, tulanirule over the other eladrkrs
tulaniwithcourtscanallow a number of nonekdrins@V- and have score8of servants and messengers to perform tasks
alent to theirown lev& to visit,but onlyfor2d20turns.) on their behalf.Thus, a tulaniis mom likely to partake in court
intrigues thanwild adventures abroad.Once in a while (which,
courtis accessible from one speafic location of the tulani's for a tulani,canmean once every few centuries), one of these
nobles might feela compelling q e to seek enlightenment
~gon~,~the~can ~beytondhtheeconfines of Arborea.With QueenMonvel's permis-
sion, such a charaaer may leave the plane for a brief sojourn-
point of entry at win,moving it to anotherspoton theplane. though again, a tulani's definitionof "brief"could equateto
In addition, all 13th-leveltulanigain greater eladrin years or decades. Thus, it is possible for a player to runa tulani
character outside the confines of the twilight courts.
attendants (l/level) and lesser eladrin servitors
(2/level). W omated tulaniwho share a single court can Like other eladrins, tulanimust hide their truenahuesfrom
combine their total attendants, thereby increasing the mortals and resist the urge to meddle in theirafhim. It would
overall size of the court. These attendantsand servitors be fine for a tulanito pFovide adviceto a young ranger trying
are not slaves, and mistreatment will cause them to seek to protect a forest from goblins, for example, but the eladrin
out more benevolent lords or ladies to serve. could not use obvious tulanipowers to aMihilatethe goblin
tribe. QueenMorwel monitors the tulaniclosely,for she is fully
At 14thlevel, a tulaniattracts a loyal animal companion aware that with great power comes even greater responsibility,
with the innate power of true seeing. This guardian, and she realizesthat not all of her nobles can carry theburden.
regardless of its form or size, has the following statistics:
AC -5; MV 15, fly 15 (B), swim 15; J3D 9; #AT 3; Dmg guardinals
3d8+3;SD immune to fire,cold, poison, paralysis, death
magic, polymorph, and mind-affecting spells/attacks; MR Guardinalsare beautiful,muscularhumans with noticeable
50%; ML fearless (20); Int very (12);AL CG; XP 3,000.
animaltraits. The degreeof animalisticappearancevaries
SpecialHindrances: 'hlani rarely leave the twilight courts of among individuals.They are something of a paradox to other
Arborea or venture beyond the boundaries of thek home beings,fortheycanbemp~teandgentleonemoment,
plane, except when matters of diplomacy demand otherwise. thenmthless and violent thenext, dependhgon theirmoods
For example, they might pay homage to Syranita,the goddess and thesituationThough guardinaLslead tranq*llives on their
of the aarakma, who resides in her aerial realm on the home plane, they cannot tolerateevil in any shapeor form,and
border of Ysgard and Arborea. Alternatively, they could seek they haven0 qualmsabout taking the5ght to theLowerPlanes,
wisdom from the Seldarine or partake in a festival held in the wlmeevil waits likea greatnestof vipers eager to strike.
SeelieCourt of the diminutive faerie folk.
Guardinals are native to Elysium,a pichm-perfect plane of
Tulaniwho act against their alignment by deliberately magdkent landscapessewn togetherby thespectacular River
inflictingharm on nonwil creatures or callously mistreating Oceanus.The guardinalslove theirhome and watch it care
70
fully for any sign of trouble. Although they aren’t asnumerous Like eladrb, guardinalsaren’t truly immortal,but they do
as someof the other celestial races, they have an uncanny way live long, healthy lives. Born of guardinalparents on Elysium,
of showing up whenever evil rears its ugly head. (InElysium, yaungguardinalsareslowtomature,oftenspendingcen~es
matures of good consciencecan travel quickly from place to learning theways of theirkin fromtheir ancestorsand the cum-
place, while those of despoiled thought find themselvesmired munity. More thanany other celestial race, guardinals value
and slow to gain ground.) Guardinalsare living embodiments famjly-be it a tribe,a dan,a pack, or something&though
of Elysium’s tranquility, and they =fuse to tolerate anything
that could disturb that peace. “heydo not wait for trouble to some members develop instinctualpdemnces for solitudeonce
come to them-they’d rather they’ve matured (theavoralsand urshak, for example).
seek it out and
Societalorganizationbeyond family unitsis rather loose.
Guardinals have little use for strict laws or orderly soci-
eties; they roam their plane likenomadsand settle
wherever they feel most comfortable.Their society
is not rigidly hierarchical, although leonals lead
the way whenever the threat of evil requires
celestialsto band together. The leonals are
themost vigilant m e m b of the race,
and theircommandingauras can draw
together p u p s of guardinalsas needed
to crushthe powerful forcesof evil.
heir powers
All guadnak, young and old, have
detectillusion,detect ezd (lo(Ff0ot
range),detect i n W i f y , dimension
door,d+l magic, infmdon, and pm
tectionfkm ezd 1O’mdius asspell-
likepowers,usableat wilL
Somavhatlikepaladins,~
beings canlayonhands,heahga
numberofhitpointsequaltotheir
ownhit point totalseachday.Tney
candividethishealiqamongsev-
eral individualsasthey seefit
Guardinalsare immune to elec-
trical attacks, and they suffer only
half damage from cold, gas, poison,
and mgic missile spells. Iron
weapons inflict half damage on
those guardinalswho are vulnera-
ble to nonmagicalweapons and no
damage on those susceptiile only
to enchanted weapons. Silver
weapons, magical or otherwise,
can harm all guardinals.
Thesebeingspossessagpecial
typeof telepathy that enables them
to communicatewith intelligent,
nonmons~creaturesornatural
creaturesof any kind.(Adragon or
beholder wouldn’t fallinto either ate
gory, but a tiger,roc,or giant lizard
would.)Neither normal, nonmagical
animals nor giant animals ever attack
gudinab, even under magical
compulsion
71
Guadmh can,ofcome, travel theplanes by usinpgates,por- mon, serving as trusted advisors, guards, and henchmen. In
tals, and the like, but they can alsoleave Elysiumvia an innate fact, many planetars and tulani have stood before wise Talisid
abilitythatresanblesprobabilitytravel. Thispower allowsthemto (see”Notable Guardinals,” below), seeking the leonal prince’s
advice and guidance in matters that affectthe Upper Planes.
entertheAstralPlanewiththeirphysicalbodies.Fwthemum,
any g m d i d cantraveldiiedlyto thefirst layer of Bytopia, the Unlike the other celestials, guardinalsare free to leave the
Upper Planeswhenever they please, interfere in the lives of
Beastlands, or theoutlandsfromanypoint on Elysium.
mortals as much as they like, and hunt evil wherever it
Their Realms
dwells. They don’t revel in thisfreedom; they merely takeit
Guardinalscall Elysium their one truehome. However, those for granted. Guardinals are often called “the arm of good”
who liveabroad and travel the planes in searchof evil to destroy
because of the manner in which they reach out and strike
are nomadsby nature, constantlydccating fnnnplace to place. down evil foesin places where other celestialsrarely tread.
The wingedavorals generally keep watch over the skiesof Dealing with other celeshls
Amoria (Elysium’s first layer), although they prefer the isola-
tion of Eronia and Belierin (thesecond and third layers).The The guardinals and the aasimon enjoy excellent relations,
satyrlike cervidals-the most common of the guardinals--are despite the latter group’s occasional condescension.The
the people of Amoria. With the equinals, they form the back- guardinals tolerate that kind of treatment primarily because
bone of any guardinal army Equinals share Amoria with the they recognize that the aasimon are powerful being+not
cervidals, tending the openfields and farmlands. Leonals are to mention valuable allies. By the same token, the aasimar
most at home in the wilds of Eronia. Lupinals travel through- regard guardinals as able defenders of Elysium and shining
out Elysium, searching for any hint of evil intrusion. The ursi- examples of good for the rest of the multiverse.
nals are likewisewidespread, although they are more
concernedwith philosophicalpursuits and gatherhg lore. The guardinalshave trouble associatingwith the archons
on anythingbut a formal level. The defenders of Mount Celes-
Their virtues tia creatures of PUR and untainted goodness, but where
guardinals actively searchfor evil to destroy, archons seem
Guardinalsare naturally helpful, selflessbangs of exceptional more inte~stedin preserving the sanctity of the Upper Planes.
Of course,thisis rarely grounds for a dispute, and most
honor and integrity They don’t lie, cheat, or steal, they don’t guardinals know better than to go to the Mount lookingfor an
argument. Besides,that plane is sowell-protected against evil
fight rteedldy, and they don’t forceun- beings into that they seldom have cause to visit it in the first place.
servitude.The conceptof slavery is repugnant to them,as is The asuras are envious of the guardinaLeajealousy that
any circumstancethat involvespladng limitson personal free sometimes degeneratesinto deep derision.Bold defenders of
the Upper Planes,the asuras would like nothing more thanto
dom. They respect the decisionsof other creaturesof good con- swoop into the Lower Planesand takethe fight straight to the
fiends. Unfortunately, most can’t readily leave the good-
science and offer such folk theirserviceswhenever possible.
aligned planes. Given thisfact, it’s no surprisethat the guardi-
The guardinals have no tolerance for evil. They attack nals’ ability to travel where they please has soundtheir
relationshipwith the asuras. However, whenever fiendish
fiends and other evil beings at any opportunity. Their inten- hordes threatenElysium, the asuras are quick to cometo the
g w d i d d aid, and theirassistanceis always appreciated.
tion is always to slay the foul being or, at the very least, banish
The guardinalsfind the eladrins mystifymg.Many
it to a place from which it can’t escape or causeharm.Unlike eladrins also wander the multiverse serving the cause of
good, but they‘re easily consumed by petty indulgences,
the eladrins, who respect mortals’freedom of choice as much artistic pursuits, and the veils of illusion and secrecy they
weave to fool and misguide mortal creatures. By comparison,
as their right to live untroubledby evil, guardinals make no
the guardinalsare quite direaand forthright. One observant
secretof who or what they are when they travel the planes.
prime-material native, remarking on the relationship, said
Regardless of thecircumstances,they take whatever steps they
the two races were likecats and dogs. Guardinals and
deem necessary to defeat evil wherever they find it. eladrinssomet’unes encounter one another on other planes,
Their Role on *he planes but they tend to keep their distance and rarely fraternize.
Other upperplanar beings see guardinalsas the peacekeepers No2able quardinals
amongthe celestial races because of their generally even tem-
The mightiest guardid is the leonal prince Talisid, whom
perament and neutral perspective. They neither bind them- the pantheons of Elysium hold in the highest regard. (In
selves to rulesnor cast aside all semblance of order for the fact, he may even be a quasi- or demipower himself.) In
sake of individual freedom.In the past, thesegentle beings
have resolved thousands of disputesbetween the archons,
eladrins, and asuras, and they continue to mediate d i s a p
men&when asked. This rule is somewhat surprising, d d -
ering that the guardinalsare neither powerful nor numemug
enough for the ather races to consider them as h e equals.
Nevertheless, they’re often found among the ranks of the aasi-
72
Jekrei s$eelJaws, Leader or The wild pac
Jekrel looks l i i a typical lupinal-half-man, half-wolf, with throw vs. death magic or be dragged to the ground. Jekrel
a lean, rangy build. The features that distinguish him from automaticallybites a dragged foe each round thereafter
until the victim is helpless or dead, or until the lupinal
others of his race are his particularly long fangs, the cover- chooses to releases his grip.
ing of downy white fur on his paws, and the white tips on
his long, pointed, canine ears. His face is very expressive, Jekrel’s howl causesfear in all c r e a m within 100yards
and he’s mastered a baleful glare that can make even the (savevs. spell or flee in terror). When fighting yeth hounds
most resolute foe quiver with fear. (his ranger species enemy), Jekrelgains +4 to his attack rob.
He can use the followingspell-like powers once per round at
Jekrelis the nominal leader of the Wild Pack, a band of will: blink, blur, chunge seZj, darkness15’radius, detect illusion,
fivelupinah of various classes who l y ~ tmhe Prime Material detect invisibility, detect m‘f (100-footrange), dimension door,
Plane in search of evil to destroy,They travel on foot through dispel magic, infmaision,protectionfMm m’llo’radius, and
the frontier lands to avoid unnecessary contact with humans, waithform. Once per day, Jekrelcan lay on hands, healing a
who often mistake them for migrating werewolves. When total of 44points of damage. Once per day,he can cure dis-
they must pursue an enemy into human lands, Wild Pack ease or neutralize poison by touch. Three times per day,he can
cast magic missile (four missiles),jly (MV 30,maneuverability
membersuse their chunge serf abilitiesto appear as adventur- classA), or cure serious wounds
ers or actors traveling in a truupe. Special Defenses
Currently, the group plumbs the Free City of Greyhawk
Only silver weapons or those with +2 or better enchantment
for trustworthy adventurers to help them find the headquar- can strike Jekrel.He is immune to electricityand suffers only
ters of an evil,fiend-worshiping cult whose members might half damage from cold-based attacks, poison, gas, and magic
include several prominent locals. One adventurer who has missiIes. By making a successful savingthrow vs. paralyza-
provided considerableassistancefor the Wild Pack is tion, he can dodge normal (nonmagid) missiles.Jekrelis
h e n i Merizor, a human thief with contacts in the under- surprised only on a roll of 1on ld10.
city. Jekrelis infatuated with Lemeni and goes out of his way
to please her, bringingher planar souvenirs and hiring bards special Abilhies
to write poetry that he memorizes and passes off as his own.
Jekrel’s thieving skills are: MS
The lupinalsa~ alsoseardungfora babau slavetrader who
1special cpuipment
eluded thenin ulek. his fiend,knownby the v h d ,
Jebtrel wears zmmbraces of mil’s wrding (metal armbands that
likes to polymorph into a gnome,mostlybecause gnomes are
widely @ved asharmless, good natured, and friendly. impose a 4attack penalty on missiles fired at thewearer by
~ ~ b e ~ i ethvatethse babau assumeddemihurnanform and evil creatures) and carries a fiendslayerspear (silver-tipped
spear +2 that retains its enchantmenton all planes, inflicts
fled to Greyhawk Cityto consultwith others of his kind.As the double damage against fiends, and taunts fiends). He also
loyal servitor of a gnomishgod,Jelaelbeliwesit ishisspedal wears a ring offree QC
duty to destroy thispartiah denizen of theLower planes.
proficiencies
Jekrelis a relenkkss stalker of evil creatures, but when not
Jekrel is proficient with spear, longsword, quarterstaff, anc
engaged in a hunt, he can be quite charmingand alluring. short bow. His nonweapon proficiencies areAnimal Lore
He’s not the least bit sheepisharound the ladies,but he’s
careful never to drop his guard, for one of them could be an
erinyes or succubuswith grisly intentiom-perhaps with the
power to mask her true al
JekrelSteeljaws,male lupinal R7:AC -1 (Dex bonus); MV (17), Tumb
18;hp 44;THACO 14 (12 with fiendslayer);#AT 3
(claw/claw/bite) or 3/2 (fiendslayer); Dmg Primary P
(Intennedrate
ld4+7/ld4+7/2d6 or ld6+2; SA drag, howl, species enemy, SecondaryPow
spell-like powers; SD immunities, dodge missiles, surprise,
thief skills;MR 25%; SZ M (5’11. tall); ML fanatic (17); Str 19,
Dex 17, Con 14, Int 15,Wis 14, Cha 16;AL NG; XP 9,000.
73
times of need, Talisid commands his people to action, and CLASS MAXIMUMLEVEL
his words carry weight throughout the Upper Planes. Most Fighter 10
of the time, though, he lets the guardinals do as they please -ger 12
12
and serves only as a symbol of freedom, pride, and might. cleric 10
A 25th-level fighter and 17th-levelwizard, the leonal prince Average Height and Weighk Avorals stand 60/50+ 4d10
inches tall and weigh 100/85 + 3d10pounds.The number
has a brilliant mind for strategy.He can be both ruthless
before the slash refers to males; the one after it to females.
and merciful, given appropriate circumstances.
Prince Talisid always travels in the company of the Five
Companio- avoral, an equinal, a lupinal, a cervidal, and
an usinal, each the strongest and wisest of its kind. Cur- Hit Dice: Avorals gain Hit Dice according to character class.
rently,the Five are:
Lady Zvestra of the avorals (12th-levelwizard and 10th- Alignment: Neutral good is the most common avoral align-
level priest), a recent replacement for his honor, Duke ment, but lawful good and chaotic good avorals also exist.
Wmdheir, who “retired,”
Lord Hwhyn of the equinals (12th-levelfighter and 9th- Annor Class: Avorals are h o r Class 3 (base).
level priest),
Duke Lucan of the lupinals (18th-levelfighter), Languages:Avoralshave the innatepower to telepathically
Lord Rhanok of the cervidals (9th-levelfighter and 12th- communicatewith any intelligent,nomonstrous creatureor
level wizard), and natural animal (even giant-sized ones). They also speak their
Duchess Callisto of the ursinals (Zlst-level wizard and own language (consistjngmainly of low shrieksand
15th-levelpriest). squawks), which all avian creatures can understand.
quclrdinals as player chwacfers Profiaencies:Avorals gain weapon profiaenaes and special-
izationsas per their class. However, they loathe carrying
Like the eladrins, the guanlinalsgain experiencepoints and weapons and prefer their natural attacks.
levels likestandad AD&Dplayer characters. They don’t trans-
form into more powerful guardinals--inother wods, a lupinal Most avorals have the followingn o n w e a p profiaenaes,
who performs well has no chance of being turned into a leonal. though Pcs are free to choose their own:Fishing,Healing,
He’ll simply remaina lupinaland continueto increasein level. Herbalism, Hunting, Planar Sense,Religion, Spellmaft, and
Tracking.Avoralshave Planar Direction Senseand Planar Sur-
vival (Elysium)as bonus profiaenaes. (Italicized profiaencies
are d d b e d in the Planmlker’s Handbook [2620].)
AVOrdS Spedal Benefitc On the ground, avoralscan buffet oppo-
nents with their wings, making two attacks per round and
Avorals are tall beings with powerful, eaglelike wings, feath- inflictingld8 points of damage per attack. They can’t use this
eryvanes that act as tailsduring flight, and legs that end in trick in the air (since they’re using their wings to stay aloft),
wickedly sharp talons. Their faces are more human than so instead they strike with their two rock-hard talons, inflict-
avian,but their hair resembles a feathery cowl, and their eyes ing 2d6 points of damage per attack. If both talons hit a single
are bright and golden. Their bones are strong but hollow, so foe who weighs no more than twice the avoral’s weight plus
even the largest of their kind are surprisingly light. An 60 pounds, the guardinal canhoist the victim up into the air,
avoral‘s wings have small hands at the midpoints, which can d i b i n g to 60 feet in the same round. After that round, the
do just about anytlung human hands can do. avoral can ascend 120 feet per round, even so burdened.
Although clutched prey is entitled to a h g t h check or a
Ability Scores:Avorals gain +1bonuses to Intelligenceand saving throw vs. paralyzation to break free of the avoral‘s
thterity, and a -1 penalty to Wisdom. Their finalability
scores must fall within the followingranges: clutches, that would seem an imprudent move-unless the
escapeehas its own means of flight.
ABILJTY MINIMUM MAXIMUM
9 18 An avoral who dives 100feet or more to attack a target
strengul 10 19 standing cm the gruund gains a +2 bonus to attack r o b and
Dexterity 18 inflicts inflict double damage with each successfultalon hit.
Constitution 9 19 N o d y , the avoral req- 1round to climb and circle
Intelligence 12 17 before making another dive attack.
Wisdom 6 18
Charisma The visual acuity of avorals is unbelievable; if no obstruc-
9 tions block theirview,they can see small details as far away
as 10miles.By concentratingfor 1round, they can use the
Class Restrictions:In addition to the classes listed below, power of true seeing (100-footrange). Avorals gain magic
avorals can select from the followingmulticlassed options: resistance at a rate of 5% per level (cumulative),up to a maxi-
fighter/mage, fighter/cleric,mage/cleric, ranger/mage, and
fighter/mage/cleric.
74
mum of WOat 12thlevel. An avoral can be struck only by +1 buildings or other "contained" areas,they attack at 4and
or betterweapons or thoseforged of silver. suffer a +2 penalty to their Armor Class.
In addition to the spell-likeabilities common to all guardi- Avorals have a wingspan of 20 feet and can't f in narrow
~ l sav, orals gain the followingpowers as they advance (each corridorsor places wherp they can't fully spread their wings.
usable once per round at will, unless otherwise noted):
Roleplaying Notes:Avorals are proud, solitary a e a t u m who
At 2nd level, avorals gain the innate ability to cast com-
mand, light, and magic missile (two missiles). seldom gather together,p u g isolated wildernessloca-
At 3rd level, they can generatefern in a 2 f o o t radius once tions and spectacular mountain peaks.Many avorals never
leave Elysium. As they are the only guardinals who can fly,
per day,but creatures receive a +2bonus totheir saving they maintain aerial vigilance over theplane,usingtheirkeen
throws.This modifier is reducedby 1for every two levels eyesight to spot trouble. However, they're prone to wander-
possessed by the avoral, to a maximum penalty of -2 lust- overwhelming desire to visit other worlds and soar
(thus,the modifier is +1at 5th level, 0at 7th level, -1 at above fabulouslandscapes.
9thlevel, and -2 at 11thlevel).Once a creaturemakesa
s d savingthrow against thefear, it is immuneto On the prime MaterialPlane,avoralsoccasionallyfind
that avoral's fearability for the rest of the encounter. themselves in league with good-aligned adventurers,particu-
At 4th level, avorals add blur to theiiinnate spell reper- larly those who oppose a powerful force of evilin their land.
toire, and they can hurl three magic missiles per casting
instead of two. However, once an avoral has helped to freea realm from
tyranny,he or she moves on Avorals rarely enjoy lasting
At 6th level, avorals can cast gust of wind and hold perm, friendships, even with theirown kind.
and they can use four magic missiles per spell instead of cervidals
three.
At 8th level, avorals can cast lightning bolt (inflicting8d6 cervidals are the most peaceful of the f p a d i d s , seeking
points of damage) once per day- innate ability that physical violence only when no other solutionspresent them-
selves. Theseherbivores resemble satyrs or fauns. They are
requires no special preparation. ~ l i myet strong,and theirgolden sldnis covered in short, red-
dish-brown fur.Their heads are awvned with antlers or
At loth level, avorals can summon a flock of normal horns, and they have hoolvesfor feet. A cervidal's hands are
avians once per day. Within ld4 rounds of the casting, backed by hooflike material effectivefor bludgeoning attacks.
ldlOO birds arrive at the avoral's location and converge
to attack his or her enemies.Thosebeset by the birds Ability Scores:Cervidalsgain +1 bonuses to strengthand
can't cast spells, and any large-sized or smaller targets Dexterity, and a -1 penalty to Intelligence. Their adjusted
who are attacked by 10or m m birds suffer a -2 penalty ability scoresmust fall within the followingrang-
to theirattack rolls, proficiency checks,ability checks, ABILITY MrmMum MAXIMUM
and savingthrows. The birds remainuntil the avoral has 14
no further need of their assistance.This ability does not strength 12 19
Dexterity 6 19
functionon planes devoid of avian life. constitution 5 18
Unless the indigenousavian life forms are peculiar Intelligence 6 17
Wdm 8 18
in some fashion, assume that all summoned birds have
18
thesestatistics:AC 7;MV 3, fly 36 (8); HD 1;hp 5 ea&
THACO 19; #AT 1;Dmg ld3; SZ T; ML special; Int ani- ClassR ~ t f i ~ tIni a~dd~it:ion to the classeslisted below,
mal (1);XP 7. cewidalscan selectfrom the followingmulticlased options:
At 12thlevel, avorals gain the ability to shapechangeinto fighter/mage, fighter/cleric, fighter/thief,f@ter/bard,
any birdlike form, from a sparrow to a giant eagle. This rangedmage, rangdthief, ranger/bard,mage/deric, =ge/
ability oftenaidsthe guardinals in recomaissame. druid, mage/thief, cleric/thief, deric/bard, and dmid/bard.
Transfomed avorals retain theirown &mor Class, hit
points, THACO, and special immunities, and they may cuss M A X . LHvaL
use any of their innate spell-like abilities (but not memo-
rized wizard or priest spells). Fighter 9
9
Speaal Hindrances: Avorals don't kill needlessly, although Ranger 12
they enjoy stalking small game mostly for the thrillof the Mage 12
hunt. If they detect evil on theirhome plane, they attack it. Cleric
They never associatewith evil beings or creatures. Druid 12
Thief 9
Avorals don't Uke crowds and suffer +2 penalties on reac- Bard 12
tion mlls in avwded places. Because they're accustomed to
soaring throughwide-open spaces, they're quite claustrophe Average Height and Weight: Cervidals stand 50/45+ 3d12
bic. When underground (even in large caverns) or inside
inches tall and weigh 130/115 + 7d10 pounds. The number
75
before the slash refers to males; the one after it to females. ties afforded all guardinals, cervidals gain the following
Hit Dice: Cervidals gain Hit Dice accordingto their character innate spell-likeabilities as they increase in level (each usable
classes. In addition to any bonus hit points from high Consti- once per round at will, unless otherwisenoted):
tution scores, each cervidal PC receives a +1hit point bonus
at 1st level and another at 5th level. At 2nd level, cervidals can cast bless, command, detect poi-
son, and light. Once per day, they can cast magic missile
Alignment: Most cervidal Pcs are neutral good, but these
beings can be of any good alignment. (one missile).
At 3rd level, these beings can cast either hold person (one
Armor Class: Cervidals are Armor Class 4 (base). target only)or m g i c missile (twomissiles) once per day.
At 4th level, cervidals can cast hold person (onetarget
Languages: Cervidals, like all guardinals,have the innate only), magic missile (twomissiles), or suggestion once per
power to communicatetelepathicallywith any intelligent, day.
nonmonstrous creatureor natural animal (even giant-sized At 5th level, cervidals can cast hold person (onetarget
beasts). only), magic missile (threemissiles), or suggestion once per
day. Each also gains a bonus nonweapon proficiency
Profidendm Cervidalsgainweapon and nonweapon profiaen- (one slot) of choice.
cies accordingto their character dasses. Cervidalfightersmay
speciahe; however, all thesebeings p& their naturalattacks. At 6th level, cervidals can cast protection from n m l mis-
Most cervidals have the followingnonweapon proficien- siles on themselves or another nonevil m a & once per
cies, though Pcs are free to choose their own: Agriculture, day. At 7th level, they can use this power twice per day,
Armorer, Blacksmithing,Brewing, Cooking, Dancing, Fishing, and at 8th level, threetimes per day.
Healing, Herbalism, Jumping, MusicalInstrument, Planar At 9thlevel, they can cast haste or slow on themselvesor
Sense, Religion, Spellcraft, Swimmjng, Tracking, and Weapon- another creatureonce per day. Unlikethe wizard spell,
smithing. Cervidals gainPlanar Direction Sense and Planar the cervidal's haste ability does not age the recipient.
SuntiVal (Elysium)as bonus proficiencies. (Italicizedprofiaen-
cies are described in the Planewalker's Handbook [2620].) Special Hindrances: Cervidals can be struck by any weapon,
magical or ordimq. Perhaps that's one reason they never
SpecialBenefits: Cervidals attack with two punches or kicks
(eachof which causes ld6 points of damageplus any Strength start fights.If a conflict occurs, theirfirst response is to dif-
bonus) and a head-butt (whichinflicts ld12+3points of fusethe situation usinga minimum of violence.A cervidal
damage).Their horns or antlers are treated as +3 magical
weapons in all respects.A cervidal who is at least 60 feetaway who initiates combat with another creatureor strikes the first
from an opponent can forego hoof attacksto charge with horns blow gains no experiencepoints for that encounter.
lowered, inflict double damage (2d12+3)on a successfulhit.
Cervidals are shy and reclusive by M& and shun the
A cervidal's horns have three special abilities:
company of strangers. Outside of theirhome, they suffer a +2
The homs canhelp avictimfight off the ill&& of poison,
acid, contaminatedfocdor water, or otherharmful sub- reaction penalty when dealing with non-celestial races.
stances. An affeaed aeature touched by a cervidal'shoms
may immediatelyattempt one additionalsavingthrowat a Roleplaying Notes: Cervidals are docile, family-oriented
+6bonus.(Note that cervidals can'tuse theirhoms to
negatehamlfulsubstanceswithjntheirownbcdies, guardinals.Most remain with their familiesfor their entire
althoughone cervidalcan use thispower to help another.)
Any summoned, conjured, or extraplanarcreature lives, leaving only to find a mate or enlist in a leonal's cause.
wounded by a cervidal's horns or antlers must immedi-
ately make a successful saving throw vs. spell or return A fewcervidals who have lost their familiesor made friend-
whence it came. (If the creature is native to the plane the
cervidal is currentlyon, it's not considered extraplanar ships with visitors to Elysium sometimesleave their home
and can't be dispelled in this manner.)
Illusions of any type are instantly dispelled when plane in search of adventure.
touched by a cervidal's horns.
cenridalsam even-- and rarely pmne tobrashbehav-
Cervidals can be damaged by any weapon, and they gain
magic resistance at a rate of 5%per level (cumulative),up to a ior or wildmood swings.Anyom who earnsa cervidal'strust
maximum of 40% at 8th level. In addition to the innate abili-
cancount on that friendshipfor therest ofhisor her life. Cervi-
dalsalwaysrememberthenames and facesof thosethey've
befriendedand find it impossibletoiumtheirbackson~in
need. To a cervida,the only thingmore importantthan personal
honor is M y ,which mustbe proteded at all costs.
Bquinals
Equinals are massive herbivores combining the featuresof a
human and a draft horse. They have broad chests and shoul-
ders and their arms end in thick, iron-hard fingersthat make
a hoof when curled in a fist. Their legs are even more horse-
like,with reversed knees and true horse's hooves for feet, and
their facesare long and narrow. A long horse's mane runs
from an equjnal's head down to the center of his or her back.
76
Ability Scores: Equinals possess unearthly might. Each has a for their armor (or for their shields, if they use such to block
the attack). Enchanted armor or shields gain a +1bonus to the
4 bonus to Strength,a -1 penalty to Wisdom, and a -1 saving throw for each magical plus. An enchanted shield that
penalty to Charisma. Their finalability scores must fall fails its saving throw loses one magical plus; a nonmagical
shield is destroyed. A suit of armor that fails its saving throw
within the followingranges: also loses one magical plus; a nonmagical suit is worsened by
one AC point. For example, an ordinary suit of chainmail(AC
ABILITY MINIMUM MAxIhiuM 5) damaged in the attack would afford the same protection as
18 a suit of scale mail (AC 6) if it failed its savingthrow. Like-
Strene 9 22 wise, a suit of chainmail +3 would be reduced to chainmail +2.
Dexterity 9 18
Constitution 9 18 In addition to its powerful fists,an equinalcan whinny once
Intelligence 6 18 per turn, a piercing shriek that aff& all non-equinalswithin 20
Wisdom 8 17 feet.If a creature in that range failsto make a successfulsaving
Charisma 17 throw vs.spell, it‘s either stunned (if it has 4 or fewer Hit Dice)
or deafened (if it has more than4 Hit Dice). Both effects last ld6
Class Restrictions: In addition to the classes listed below, rounds. Deafened creaturessuffer a -1 penalty to surprise
equinals can be multiclassed fighter/clerics. checksandhave a 20%chance tomiscast any spellwith a
verbal component.Stunned aeatumare unable to act for the
CLASS MAX.LEVEL duration of the effect.The equinal‘s whinny becomesmore effec-
Fighter tive with increasinglevel.Against an equinal of lst-4th level, a
Ranger 12 target gainsa +2bonus to thesavingthrow; against an equinal
Cleric 10 of 5th-Sthlevel, thetarget gains no bonus; and against an
11 equinal of 9th level or higher, thetargetmakes thesave at -2.
Druid 9
In addition to the innate abilities they share with all
Average Height and Weight: Equinds stand 75/70 + 5d8 guardinals, equinals develop the following powers as they
inches tall and weigh 220/200+ 8d10pounds. The number progress in level (each usable once per round at will, unless
otherwise noted):
before the slash refers to males; the one after it to females.
At 2nd level, they can cast bless, command, light, and
Hit Dice: Equinals gain Hit Dice according to their character magic missile (one missile).
classes.At 1st level, they receive 3 extra hit points in addition At 4th level, they can cast fog cloud, and their magic
to any bonus points they may receive from high Constitution missile ability improves (twomissiles per use).
At 6th level, they can cast slow or wall of stone once per
SCOlW. day, and their magic missile power improves again
(three missiles per use).
Alignment: Equinal PCs can be of any good alignment, At 8th level, they can cast summon insects or repel
though neutral good is the most common. insects once per day.
Armor Class: Equinals are Armor Class 3 (base).
Languages: Equinals can telepathically communicatewith
any intelligent,nmonstrous creatureor natural animal
(even giant-sized ones).
hoficiencies: Equinals gain weapon and nonweapon profi- Equinals can be struck only by +1or better weapons or
aencies accordingto their character classes. Although fighters those made of silver. They gain magic resistance at a rate of
of this race may specialize,they disdain weapons, preferring 10%every three levels (cumulative),up to a maximum of
to wade into battle with a boxerlike routine of devastating 45% at 13th level. (Therefore, an equinal has 5%magic
jabs and uppercuts. resistance at 1st level, 15%at 4th level, 25% at 7th level,
35% at 10th level, and 45% at 13thlevel.)
Most equinals have the following nonweapon proficien-
cies, but PCs are free to choose their own: Armorer, Black- Special Hindrances: Equinals are natural fighters and f i d it
smithing, Cooking, Healing, Herbalism, Planar Direction difficult to retreat from combat.If an equinal ever wants to
Sense, Planar Sense, Religion, Running,Swimming, Tracking, leave the scene of a battle, he must make a successful saving
and Weaponsmithing. Equinals gain Endurance and Planar throw vs. spell with a -2 penalty. Failure means that he can’t
Survival (Elysium) as bonus proficiencies. (Italicized profi- bring himself to leave and must continue fighting until he or
ciencies are described in the Planewalker’s Handbook [2620].) his enemy has fallen.
Special Benefik Each round, an equinal can attack with two What’s more, an equinalis easily provoked into melee and
hoof-strikes,inflidng Id8 points of damage (plusany thus especially susceptible to taunt spells, incurring saving
Strength bonus) with each blow. These punches can splinter throw penalties of -4 against them. Equinal priests, however,
stone and crumple metal. Armored foes struck by an equinal tend to be wiser and less headstrong, suffering only -2 saving
must also make successful saving throws vs. crushing blow throw penalties. Even against normal insults, every equinal
77
must save vs. spell (withno penalty) or react in an aggressive Hit Dice: Leonals gain Hit Dice according to their character
manner-usually by trying to pound the tactless fool who classes.At 1st level, they receive 2 extra hit points in addition
delivered the insults into the dirt. to any bonus points from high Constitutionscores.
Equinals stand about seven and a half feet tall and are con- Alignment: Most leonal PCs are neutral good, but they can
sidered Large-sized creatures for damage purposes, be of any good alignment.
Roleplaying Notes: Equinals are fond of athletic contests Armor Class: Leonals are Armor Class -2 (base).
and games of skill.The strongest of them love a good brawl
and enthusiastically embrace any cause that lets them stand Languages: Leonals,like all guardinals, have the innate
hoof-to-toe with evil. They can seldom resist a challenge put power to communicatetelepathicallywith any intelligent,
to them by a worthy opponent, and they don’t mind over- nonmonstrouscreatureor natural animal (even a giant-sized
whelming a weaker foe who doesn’t know enough to stay one).
out of their way.
Proficiencies: Leonals gain weapon and nonweapon profi-
Equinals are boisterous at their happiest and cantankerous cienaes according to their character classes. Though leonal
at their meanest. They are tenacious, courageous, and stub- fighterscan specialize, they prefer theiinatural attacks.
born. Once they have it in their heads to do something,they’ll
make Herculean efforts to achieve their objective, refusing to Most l e o ~ lhsave the following nonweapon proficien-
let any other matters distract them. cies, but PCs are freeto choose their own:Ancient History,
Animal lore, Animal Training, Endurance, Engineering, Eti-
Equinals tend to gather in bands, instinctivelypreferring quette, Local History, Mountaineering,Planar Direction
the company of their own kind. However, it’s not uncommon Sense, Planar Sense, Portal Sense, Reading/Writing, Religion,
for one who’s especially driven (or especially laid-back)to Spellcraft, Survival, and Swimming. Leonals gain Planar
find pleasure in the company of other races, particularly Survival (Elysium)and Running as bonus proficiencies. (Itali-
humans.But they don’t take kindly to insults or crude Nck- cized proficiencies are described in the Planewalker’s Hand-
names. Those who dare to call an equinal ”muleface”or book [2620].)
“horse-man” should be prepared for the beating of their lives.
Special Benefik A leonal can make three attacks per round
Leonals two claw strikes (each inflicting2d4 points of damageplus
Strengthbonuses) and one bite (causing Id8 points of
Leonalsare the imperiousleadersand chieftainsOf the guardi- damage). In additionto their surprising strength, leonals are
nals.They resembletall,muscularhumans with reddish-gold agile combatants. They gain a bonus on their initiativerolls
manes for hair and short, tawny-gold fur coveringtheirbodies. equal to their defense adjustment for exceptionalDexterity.
Their lower legsare likethase of a lion, and theirpowerful amw (Thus, a leonal with a Dexterityscore of 18receives a 4
end in steel-hardtalons.Their leoninevisages are both regal and bonus to initiative rolls.)
ten@hg,andtheyhaveapresencethatcommandsrespect Leonals can dodge missiles and missilelike magical attacks
by making a successful saving throw vs. paralyzation. This
Ability Scores: Leonals gain +3bonuses to Strength, +2 includes thrown weapons; missiles fired from bows, cross-
bows, and slings; and spells such as burning hands,h4elf’s acid
bonuses to Charisma, and +1bonuses to Dexterity Their final a m , and other physical manifestations of magic (exceptfor
ability scoresmust fall within the followingranges: magic missile).Leonalscan’t be surprised.
ABILITY MINIMUM MAxmuhl Regardless of level, any leonal can issue a tenirying mag-
ical roar three times per day. It affects a cone-shaped area 60
strength 15 21 feet long and 20 feet wide at the end and is the equivalent of
Dexterity 13 19 a holy word spell. In addition, all creatures in this area suffer
damage based on the leonal‘s level: 2d6 points at lst4th
Constitution 12 18 level, 2d8 points at 5th-8th level, 2d10 points at 9th-13th
level, 2d12 points at 14th-20th level, and 2d20 points at 21st
Intelligence 13 18 level or higher. Furthermore, all creatures in the area of
effect must make a successful saving throw vs. spell or be
Wiom 13 18 deafened for one day. (Deafened creatures suffer a -1
penalty to surprisechecks and have a 20% chance of mis-
Charisma 15 20 casting spellswith a verbal component.) When a leonal
roars, any evil creature within 200 yards must make a suc-
Class Restrictions: Leonals can’t be multiclassed characters, cessful saving throw vs. spell or be stricken with fear for 2d6
as they are highly f d beings who devote themselves rounds. The deafening and fear effectsbecome increasingly
entirely to their chosen callings.
CLASS MAX. LBvBt
Fighter
Ranger 24
Cleric 18
18
18
Average Height and Weight L e o ~ lsstand 50/45+ 2d12
inches tall and weigh 170/155 + 10d12pounds. The number
before the slash refers to males; the one after it to females.
78
hard to resist as the leonal rises in level. Against a lst4th unquestioned leader of the guardinals. (Talisid is a 24th-
level leonal, a target saves at +4; against 5th-8th level, at +2; level leonal fighterwho has humbled many &dengem
against 9th-l3th, with no modifier; against 14th-l7th, at -2; in his day. However, if he is defeated in nonlethalcom-
against 18th-Zlst, at 4;and against a leonal of 22nd level or
higher,at -8. bat, he will step down, remainingas an advisor and
mentor to the leonal who bested him.)
Leonalsare surrounded by a double-strengthprotection
fromevil aura with a radius of 20 feet.They have 1070magic Special Hindrances:Theb u r d m of nobility and command
resistance at 1stlevel and gainan a d d i t i d 100/0 every three often prevent a leonal fromtakingup the life of an adven-.
levels (having 20% at 4th level, WOat 7th level, and so on,up Leonals th& charismaand innuenCeto lead other guardi-
to a maximum of 80%magic resistance at 22nd level).They nals into battle against the foxes of evil,but thosefew who
build resistance to certain typesof weapons as they rise in seek other roleswander the planes, allying with various good-
aligned creatures to put down evil where it stands. Even
level as well: abroad, leonals quickly find themselves thrust into leadership
roles. where possiile, they try to ally themselves with beings
LEVEL CAN BE STRUCK ONLY BY of comparable power 80 that they can learn from their peera
1-4
5-9 +1or better (or silver) weapons Leon& are the epitome of honor and courage. They can’t
10-15 lie, cheat, runfrom battle, attack without due cause,or take
16+ +2 or better (orsilver) weapons advantage of the weak. A leonalwho succumbsto fear(magi-
cal or otherwise) even once immediately loses his or her mag-
+3or better (or silver)weapons ical m r . Such disgraced guardinalseither leave Elysium to
seektheirfortuneselsewhereor try to atone for theirhumilia-
+4 or better (or silver) weapons tion by performing incredible acts of courage.
Leonalshave the spell-likeabilities common to all guardi- Lwnalscan’t r e h or ignore a good-alignedcm~turein
nals, and they gain further powers as they rise in level (each need.A leonal who shirksthis responsibility loses someor all
usable once per round at wiU, unless stated otherwise): of his or her magical powers and immunities, as dekrmimd
by the gravity of the offense. (Failingto retuma lost child to
At 1stlevel, leonals can cast magic missile (onemissile). his or her mother is relatively minor in the grand schemeof
the mdtiverse, while refusingto help a atadel of good-
At 3rd level, they can cast ESP,know alignment, and magic alignedsoldiers hold off an onslaught of fiendscould cost the
missile (two missiles). leonal dearly.) A l d who performsa maliciousact is
At 5th level, leonals can cast continual light,fireball,and tainted by the deed and can’t attract followers or use his
magic missile (threemissiles). They can also cure disease innate magical abilitiesuntil he atones.
once per day.
At 7th level, thesebeings can cast plymrph self and Roleplaying Notee:On peaceful Elysium, leonals are loners.
magic missile (four missiles). They can also cure disease OT They keep to themselves, roaming the fomta and mountains
neutralizepoison once per day. of the plane’s more m o t e areas.All other guardkralsregard
At 9th level, leonals can cast wall offorce and magic missile them as royalty and treat them accodingly However, the
(fivemissiles). They can also c u m disease, neutralize poison, leonals don’t take advantage of thisrelationship-they use
or cure m’ticnl wounds once per day. their authority judiaously and only when they need assis-
At 11thlevel, leonals can cure disease, neutralize poison, or tance in a matter that can’t be attended to personally.
cure m.ticalzthmmktwice per day.
At 13th level, they can cure diseuse, neutralize poison, or Every now and again, leonalsconduct seem miwions out-
cure m‘ticul wounds three times per day. Once per day, side of Elysium, the details of which they generally keep to
they can heal another creature.A leonal of thislevel can themselves. Such missions include reconnoiteringdeep
also grant another’s m‘shonce per year, provided that it within an evil domain, rallying support for a great military
venture, meeting with other good-alignedCelestials to dipcuas
servesthe greater good. matters involving the Blood War or something equally signifi-
At 15th level, a leonalgains ld6 6th-level equinalsor ld4 cant. At least one leonal leaves Elysium regularly to answer a
8th-level lupinals as lieutenantsor henchmen. These powerful summonsto the Prime MaterialPlane, usually
absolutely loyal guardinalsare sworn to serve the leonal because assistanceis desperately required.
and never check morale; they’re also immune to all
forms of magical influence or compulsion while under Lupinals
theldscharge.
At 18thlevel, a leonal gains ld3 12th-levelleonals as Lupinals are half-man and half-wolf with lean, rangy
physiques and pronounced muzzles filledwith sharp canine
trusted advisors. The advisors don’t stay with the PC, teeth.Their rearlegs are bent likea wolf‘s, and theirskin is
covered with short,fine, silver-gray fur. Natives of prime
but gather when summoned to provide advice and assis- material worlds oftenmistakethem for werewolves.
tance.(Ifdesired, the Pccanchooseto become one of
Prince Talisid’s valued counsel rather than gain personal
advisors.)
At 21st level, a leonal may challengeprince Talisid to a
rite of combat, after which the victor becomes the
79
Ability Scores: Lupinals gain +1bonuses to Strength and for example, a lupmalwith a Dexterity of 18makes initiativerolls
Dexterity and a -1 penalty to Wisdom. Their adjusted ability at -4. Lupinals canalso dodgenormal(nonmagical)missilesby
scores must fall within the followingranges: malcjng a succeddsavingthmwvs. paralyzation.Due totheir
keen senses,they'resurpnsedonly on a roll of 1on ld10.
ABILITY MINIMUM MAXIMUM
14 Although lupinals often carry weapons, they are far from
Strength 14 19 defenselesswhen unarmed. They can make three ~ t ~ ~ a
Dexterity 19 attacks per round, slashing a foe with twoclaws (ld4 points
9
Constitution 11 18 of damage each, plus any Strength bonuses) and biting (2d6
Intelligence 6 18 points of damage).A lupinal who hits with a bite attack by a
Wisdom 9 17 margin of 4 or more seizes his or her p q and drags it to the
Charisma 18
ground unless the victim makesa successfulsavingthrowvs.
Class Restrictions: In addition to the classes listed below,
lupinals can select from among the following multiclassed death magic. A victim who's seized and dragged is automati-
options: fighter/thief, fighter/bard, ranger/thief, and cally bitten by the lupinal each round thereafter until uncon-
ranger/bard. scious or dead-or until released.
Class Maximum Level The howl of a lupinal causesfearin any evil creature
Fighter within 100yards, unless the creaturemakes a successful
18 saving throw vs. spell with a modifier dependent on the
Ranger lupinal's level. Against a lupinal of lst-3rd level, the modifier
15 is +2; against 4th4th level, the modifier is +l;against 7th-
Thief level, the modifier is 0; against lOth-12th level, themodifier is
Bard 18 -1; against 13th-15th level, the modifier is -2; and against
15 16th or higher level, the modifier is 4.
Average Height and Weight: Lupinals stand 50/45 + 2d12 At 1st level, lupinals can be struck only by +1or better
inches tall and weigh 150/135 + 4d10 pounds. The number weapons or those made of silver.At 5th level, this resistance
increasessuch that they can be struck only by +2 or better (or
before the slash refers to males; the one after it to females. silver) weapons. Lupinals gain 5%magic resistanceat second
level and an additional 10%every other level (cumulative),
Hit Dice: Lupinals gain Hit Dice accordingto character class. up to a maximum of 45% at loth level.
They receive one extra hit point at 1st level, in addition to any
bonus points gained from high Constitution scores. In addition to the innate spell-likeabilities they share with
all guardinals, lupinals manifest the followingpowers as they
Alignment: Lupinal PCs are usually neutral good, but they gain in level (each usable once per round at will, unless other-
can be of any good alignment. wise noted):
Armor Class: Lupinals are Armor Class 2 (base). At 1st level, they can use changeselfonce per round and
Languages: Lupinals, like all guardinals, have the innate magic missile (one missile) threetimes per day.
power to communicatetelepathically with any intelligent,
nomonstrous creatureor natural animal (even giant-sized At 3rd level, they can cast blur and dmkness 15'radius
once per round and magic missile (twomissiles)three
ones).They also speak their own language, which consists of times per day.
At 5th level, they can cast blink and wraithform. Three
guttural growls, snarls, and howls. times per day, they canflyfor up to 3 tums(MV30,class
A) or cast magic missile (threemissiles). Once per day,
Proficiencies: Lupinals gain weapon and nonweapon profi- they can cure disease.
cienaes accordingto their character classes. Of all the guardi-
nals, they are the most inclined to wield weapons. Lupinal At 7th level, they can cast cure serious wounds, fly (as
fighters may specialize. above),or magic missile (fourmissiles) threetimes per
day. They can alsocast cure disease or neutralize poison
Most lupinals have the followingnonweapon proficien-
cies, but PCs are freeto choose their own: Animal Lore, once per day.
Animal Training,Appraising, Blind-fighting, Endurance, Fire- At 9th level, three times per day, they can cure Serious
building, Jumping, Tumbling,Planar Direction Sense, Planar wounds, fly (as above), cast magic missile (four missiles),
Sense, Planar Survival (Elysium),Running,Set Snares, Survival, or breathe a cone of cold (8d4+8points of damage)meas-
Swimming, and Weaponsmithing. Lupinals gain Hunting and uring 40feet long and 10feet wide.
Tracking as bonus proficienaes. (Italicizedproficiencies are At 12thlevel, they can dominute (as the wizard spell dom-
described in the Planewalker's Handbook [2620].) ination) any lupine or partly lupine creature that meets
their gaze, regardless of the creature's intelligenceand
SpecialBenefik Lupinalsare natural hunters and stalkers, disposition. Undead wolves are immune, but ordinary
attackingtheirprey with savagef u q They gain an initiativemcd- wolves, dire wolves, worgs, winter wolves, werewolves,
ifier equalto theirdefense adjustmentfor exceptional Dexterity; wolfweres, and similar creatures are affected.
80
At 15thleve lupinal can use feeblemind on a single Class Restrictions: In addition to the classes listed below,
ursinals can select from the followingmulticlassed options:
4intelligent bture that meets his or her gaze. The effect mage/cleric and cleric/bard.
lasts for onlj pd4 rounds, but is otherwise similar to the MAXIMUMLEVEL
wizard suell 21
21
e on prime-material worlds, CLASS
for werewolves. Closer inspec- 18
and more expressive, but Mage 15
at risk from groups of Specialist Wizard
er weapons. The wolfen
Cleric
avoid these hunters rather than risk Bard
Average Height and Weight: Ursinals stand 92/86 + 2d8
inches tall and weigh 380/330 + 2d10 pounds. The number
before the slash refers to males; the one after it to females.
pearance, lupinals suffer a +4 reaction Hit Dice: Ursinals gain Hit Dice accordingto character class.
with humans and demihumans. At 1st level, they receive 4 extra hit points in addition to any
in urban settings, where lupinal thieves gained from high Constitution scores.
of their chances to hide in shadows
and move silentl
by werewolves, wolfweres, and loup-
Alignment: Generally,ursinals are neutral good. However,
lawful good and chaotic good ursinals do exist.
their own kind inalshunt evil aggressively and are Armor Class: Ursinals are Armor Class -2 (base).
notice. Like equinals,
Languages: Ursinals, like all guardinah, have the innatepower
gathering in small packs to hunt, play, to communicatetelepathicallywith any intelligent, n m o n -
y have no special loyalty to one partic- strous mature or natural animal (even giant-sizd ones).
to move from pack to pack. Lupinals are
Rofiaencies:Ursinals gain weapon and nonweapon pmfiden-
and would rather stay with cies according to theircharacter classes.Ursinal fighterscanspe-
outsiders. They're especially cialize, but they p d e r to use their formidablenatural attacks.
owever, an occasionalmortal
's friendship, and as companions Most ursinals have the followingnonweapon proficiencies,
but PCs are free to choose their own: Ancient History, Ancient
y mundane tasks. They need Languages, AnimalLore, Appraising, ArtisticAbility, Eti-
quette, Gem Cutting, Healing, Herbalism, Local History,
.Any time they catch wind of an evil Planar Direction Sense, Planar Sense, Planar SurOianl (Elysium),
Portal Sense, and Swimming. Ursinals gainReading/Writing
Elysium (or wherever they happen to be), and Spellcraft as bonus proficiencies. (Italicized proficiencies
are described in the Planewalker's Handbook [2620].)
to stalk and eliminate the enemy. It's a
responsibilitythe] e very seriously.
I
are hulking men and women with Spedal BenefitsUrsinals are inthidatingcombatantswho can
stand approximatelyeight feet tall deliver tem'be damage,makingthreeattacksper round.Each of
theirtwo W a w s intlicts2d6pohb of damage (plus any
golden, red, or golden-brownfur Strengthbonus)perstrike,andtheirMteintlictsldlOpointsof
anns,backs, and lower legs and too damage.An ursinal who hits an enemywithbothpaws can auto-
os and faces. An ursinal's face has a maticallyhugthevictimforan~di~2d1Opo~tsofdam
and high e a r - a d , usually, a and gain a +4bonusto any bite attacks againstthat victim.
in +2 bonuses to Strength and Ursinal~andbardsprekrepellsofenchantment,midi-
reduction to Dexterity. Their final d o l . &and divhatimtospellsthat in€lictmasaiveamountsof
damage.Inadditionto the @-like p o w e r s cummonto all
the followingranges: guadnab, Ursinalsgain thefollowingabilitiesas theyrisein level
(eachusable onceper roundat will, unleea otherwi*se noted):
.ABW hhlmum MAxlMuM
At 1st level, ursinals can cast magic missile or sleep (affects
strengul 16 20 4d6 Hit Dice worth of creahws, and affects matures up
6 16 to 7 Hit Dice). The number of missiles availableincreases
tDexterity 9 18 with the ursinal's level, as per the spell.
15 20 At 3rd level, they can cast ESP or know alignment.
constituti 6 18
Intelligen 11 18
Wisdom
charisma 81
uuf light once per round ance at 6th level, 4570at 11thlevel, 607’0 at 16thlevel, and 75%
can polymorph self or create solid fog at 21st level.) This resistance in no way impairs their ability to
and either cure disease or neutralize poison employ magical items.
use holy word once per SpeCialHindrances.,Ufiinals must try to resolve mnflidsbythe
least damaging means available.For example, an ursinalmight
can use legend lore threetimes per attemptto calm an enemy with channspeUsbeforeattacking
another c r e a m with paws and teethor casting a destructivespelL Ursinals who
rely on woundingattacksin any confrontationd v e only half
thenormalexperia\cepoints for that encounter.
At a height of 8 feet, ursinalsare considered large-sized
creatures for damagepurposes.
RoleplayingNotes: Ursinals are scholars,librarians, and
philosophers who enjoy sharing their knowledge of the mul-
tiverse openly, dipssingendlessly until they no longer
remember the original topic of discussion. T k y dislike physi-
cal combat and avoid physical confrontationuntil it becomes
inevitable. In contrast to their benevolence, ursinals ~IYcapa-
ble of inflictingterrible carnage when incited.
Ursinal mageshave a speaalfondnessfor magical items
and spellbooks,collectingthemwhenever the opportunity
arises. Ursinal priests are dedicated to spreadingpeace and
harmony through enlightenmentand knowledge of the multi-
verse. Ursinal bards are storytellers and collectorsof forgotten
lore, traveling the planes in search of the secretsof the cosmcs
while using their magic to oppose evilwherever they find it
Aasimar
This chapter presents the last of thecelestial races, the aasi-
mar. Aasimar are the only celestialsthat aren’t part of a larger
society of different kinds of beings.The aasimon race consists
of seven distjnct types of creatures, as does the archonand
eladrin race. Similarly,six different types of guardinals exist.
But there’s only one kind of aasimar.Of course, no two aasi-
mar are exactly alike,but the fact remains that in some ways
they’re far less diverse thanthe other celestials.
Aasimar are the scions or descendantsof celestialsfrom
the Upper Planes.More predsely, an aasimar is the mortal
pmgeny or offspring of a celestial being-an aasimon, archon,
eladrin, or guardinal--and a mortal being. However, the
blood of a celestial courses through each aasimar‘s body,even
if it’sjust a trace amount.
As a result of thisinfluence, aasimar are often referrrdto as
plane-touched. It‘s usually a compliment. When used to
describe a tietling,though, the term is much more of an insult.
Tieflingsare the childrenor descendants of a unionbetween a
fiend and a mortal, and just as an aasimar is consided to be
blessed, a tiefling is thought to be tainted,often irredeemably
so.It’s no surprise, then,that tieflings generallyhate aasimar.
Thoughrare, aasimararea powerful fomin the Upper
Planes,gatheringarmies for crusades and leadingevangelical
miasionsbeyondthe planes’boundessconfines.They generally
appear as gloriouslybeautifulhumans with golden hair, fair
skin,and piercing eyes.They might be mistaken for half-elves
82
others are trea they’re commonly portrayed. But as Average Height and Weighk Aasimar stand 61/60 + 2d10
two levels above e subtle imperfectionsof their inches tall and weigh 140/90+ 5d10pounds. The number
aren’t always the epit-
adstrong types, while before the slash refers to males; the one after it to females.
,justifyingtheir malign
Hit Dice: PC aasimargain Hit Dice aceordingto characterdass.
aasimar are rarely abandoned by
ically, the mortal parents raise these Alignment: PC aasimar may be of any nonevil alignment,
though most are lawful good, neutral good, or chaotic good.
t their celestial parents
if an invisible o n e i n Armor Class: As with most mortals, an aasimar’s natural
Armor Class is 10.
b e l k to be the right path).
Languages: Aasimar typically speak the language of their
mortal parent‘s homeland (usuallythe Common tongue), as
well as other languagesthey have learned.
and they usually feel driven to right Profidencies: PC aasimar gain weapon and nonweapon pro-
ness in the mortal world. Many rise fiaenaesaccordingto their character classes. Those with high
s and honorable heroes.
Intelligencescores gain additional nonweapon slots.
Special Benefits:A a s i i have infravision to a range of 60
feet.Because of their keen senses, they add +1 to their sur-
prise checks. Though aasimar are usually slender and even
y gain experiencepoints for somewhat frail, their celestial heritage protects them from
levels in their chosen classes.
half of the damage normally delivered from heat and cold
r PCs gain a +1 bonus to Strength or
ice) and a +1 bonus to Wisdom. They attacks.Additionally,they gain a +2 bonus to saving throws
onstitution. Their final ability scores
vs. any sort of magical charm,fear, emotion, or domination
MAXIMUM
effed.This includes muse fear, chaos, charm person 01 mammal,
18
18 charm monster, cloak of terror, command, confusion, demand,
18
18 enthrall, eyebite,friends, hypnotic pattern, hypnotism, mass charm,
18
18 mass suggestion, scare, s p k , suggestion, Tmha’s uncontrollable
and maximums apply before ability hideous laughter, and taunt. All non-wizard aasimar have 1077
cter classesare availableto aasimar. Magic Resistance as well.
from among the following multi-
cleric, fighter/mage, fighter/bard, Aselect few aasimar have spell-likepowers such asdetect evil,
mage/cleric, mage/thief,
detectlie, or light (eachusable onceper day)rather than&st-
.S i n g l e - c h d aasimar can rise
anceto heat andcold. If theplayer desires, he or she can rollon
ted maximums given below:
the “AasimarAbilities”tablefoundinAppendix 2 to determine
MAXIMUM LEVEL
his or her PC’s spell-likepower or other special benefit.
Finally, aasimar rogues gain a 10%bonus to their
Find/Remove Traps skill, a 5% bonus to Move Silently,a 10%
bonus to Hide In Shadows,and a 5% bonus to Detect Noise.
Spedal Hindrances: There aren’t many drawbacks to playing
aasimar.They rarely suffer from the same alienationfelt by
half-elves, who arr welcome in neither human nor elven com-
muniti-n the contrary, aasimar tend to have stable homes.
(Aasimar thieves are the exception, and theirtendency toward
thievery is often a reflection of a poor upbringing.)
On the other hand, aasimarwho perform despicable or
dishonorabledeeds might be admonished or even punished
by their celestial parents. The offender might be forced to
atone for mistakes to regain mysteriously lost innate powers
or magic resistance.Sometimes,though, the celestial watches
from a distance but leaves the aasimar alone, hoping the child
will have thestrength of character to find the true path alone.
Aasimar wizards can’t wear armor or employ shields.
83
seraphistus, prince of statues
d eyes, naturally tanned skin, straight statue form (with cloak ofstutues); M R 10%; SZM (5’11- tall);
that gives the impression of perfect still- ML champion (15);Str 9, Dex 18,Con 13,Int 16,Wis 15,Cha
gers on each hand and six toes on each 16AL LN;XP 5,000.
laces, and his wide grin is both proficiencies
no bones about his profession. He’s a Seraphistusis proficientwith longsword, short sword,
abilities in a good way, depriv- dagger, and crossbow. His nonweapon pmficiendesare:
g that gives them an edge. Appraising (15),Disguise (15),PlanurSense (14),Planur Sur-
vim1 (Baator, 14),Rope Use (18),k b l i n g (l8),and Ventrilo-
his cloak of statues, which he uses to quism (14).
strongholds. By assumingthe forms of
special Abilities
ing statuary and waiting patiently for
he’s killedmany fiends and stolen Seraphistushas the following thieving skills: PP 55%, OL 65%,
cal items origjnally intended for use F/RT 60%, Ms 85%, HS 85%, DN so”/, CW EO%, RL 20%.
Seraphistussells most of these special Attacks
power to destroy them, and he
Seraphistuscan backstab at +4 to hit, inflictingquadruple
rts a network of ke damage with a successfulstrike.
ane and uses them to gath
from guard rotations to floor pl special Equipment
haphistus wields a short sword of quickness +2 and wears a
ing of jumping and a cloak of statues. (Thecloak allows the
wearer to cast statue on himselfup to seven timesper day,
with no chance of death. The wearer can detennine the size
md shapeof the statue, although it can be no smaller than
he weare~’r3hand and no larp;er thantwice his or her full
&e. The cloak atso affordsa Z; bonus to thewearer’s h o r
lead by example, earning their ence is less powerful thannormal. Greater equars are fully
leaders and capable champions present at the point of conjuration.Thus, any equar e n c m -
tered on its home plane is of the greater variq.
native to the Outer
xist, each strongly Only good-aligned equars may serve as mounts for celes-
tials, but others of nongood alignments also exist. For com-
84
Ii
s, refer to "Destriers of the
(DRAGONM@agazine NU).
es a unicorn, with its hard, crystalline
,spiral horn rising from its brow.
onent on its majestic horn. A touch
will, simply by touching the target
trothspyres have higher-than-normal
e horn attack of a lesser troth spy^
,or double that mount upon
These noble creaturescan cast
evil, each twice per day at M! I level
om as 18 for purposes of detect lie.
on the Prime Material Plane at
lesser trothspyre in service there
g to its rider's location at day-
vil targets. In addition, this honest and two days pass without an opportunity to drink light, the
cast defect lie at will at 12thlevel ability. creature considersits service pact broken and returns to its
home plane.
m as 18for purposes this spell.)A
gildmane (Neutral good)
its back. Great yres have 20%magic resistance.
of this creature does not vanish from This equar appears as a stout chestnut horse with a shimmer-
ing golden mane, no tail,and hooves of pure gold that shine
sundown like its lesser counter- in the sun.
of no more than ten individuals, Combat: Gildmanesattack with their two front hooves.
on. Tmthspyresmate for life,with Special Abilities: All gildmanes have higher-than-normalhit
costs at least 50 e creaturewould rather starve than points (=/die) and are never surprised.They are immune to
petrification, disease, and poison, as well as c h r m and other
forms of mental control. Only magical weapons of +1or
better enchantment can harm them.
By touching a hoof to any suspect gold, a gildmane can
determine its purity and identify false gold, including gilded
iron and lesser metals enchanted with fool0 gold. At any time,
the equar can speak with an astral traveler by gently laying a
hoof upon the latter's physical body. In addition, the creature
can s m u n d itself with a golden aura that provides light (as
per the light spell)and affords a +1bonus to saving throws
against any form of curse or hex for anyone within the aura's
20-foot radius. This luminescencereveals cursed magical
them. II forms of mental control. Only magical weapons of +1 or
for what they truly are and better enchantment can harm them.
andon them without penalty. The equar
rse-breaking radiance but once per day, Even the most gruelingcondition6 cannot unseat a favon-
r no more than one hour. ian's partner unless either steed or rider wishes it. Regardlw
ct the attention of evil creatures. Any evil-
low intelligence(7 or less) within one mile of the surface, a favonian leaves no tracksto mark its path,
cessful saving throw vs. spell or
and adverse weather conditions in no way hinder its senses.
any one individual per day,providing Any favonian can summon 1-3 phantom steeds (as per the
us to all die rolls for one turn or a
single attempt, once per 3rd-level wizardspell)once per day; thesephantasms look
identical to the favonian and act as m i m images, distracting
ar can cast glitterdust, shield (protecting enemies and diverting theirattacks.
), and astral m'ndao,each twice per
equars, it has 20% magic resistance. HabitatBociety:Native to the fields of Arborea, favonians are
unafraid of the worst weather conditions, consideringthe
ese creatures,native to Elysium,are the
wildest storm as no more inconvenient or threateningthan a
,and neutral good aasi-
gentle rain They travel their native plane in herds of no more
in herds of no more thanten individuals. Favonians do not mate for life, and any
s can produce a foal pairing produces a foal only once in twenty years.
tive plane, gildmanes are herbivorous, Ecology:Though they forage on grasses and other p h t s on
aterial Plane their diet consists of worked their native plane, favonians serving on the prime Material
Plane live on rain and andent sagas. They happily consume
urer the better. The rainwater collected in barrels, or even frompuddles after a
tal each day. Should sudden downpour. It is far more difficultto find the epic
poems and songs that a favonian demands--and more ardu-
eladrins and chaotic ous still to perform them in its presence with the proper zeal.
Three days without a new and different tale cause the favon-
,either bluish-white or ian to return to Arborea.
fight with their two front hooves. Pavonians enjoy the songs and antics of bards and enter-
avonians have higher-than-normal hit tainers, seekingout such company whenever an opportunity
arises. Because of this, these e q w can never harm such hdi-
viduab-even those of sinisterdisposition. They prefer to
deal with entertainersof impure heart by dispersing any
crowds the latterhave attracted, thereby depriving them of
both audience and livelihood. If the favonian's rider attacks a
bard or other eriterhirm, the equar considem this a breach of
the pact and stemly admonishesthe offenderbefoterehvning
to its home plane.
Lesserfamian: A lesser favonian can cast alter normal
winds,gust of wind,and o b s c u m t , each m e per day
Gmterfimonian:The p a t e r version of this equar can cast
alter normal zUinds*, cloudburst*,gust of wind, and obscurement,
each three timesper day. Three times a day,it can perform a
flying gallop ( M CB), lastingone turn,during which the
equar moves at its normal movement rate through the air (as
per thefly spell).A greater favonianhas 20% magic resistance.
*Indicatesa spell appearing in the Wizard's Spell Com-
pendium.
L.c.s-s.0.r_r1-- - Greater qildmanc Greater iavonion Greater
Lesser
Lesser
CLIMATWTZRRA hY hY hY hY hY hY
FREQUENCY: very rare (rare) Very rare (rare) Very rare (rare) Very rare (rare) very rare (rare)
ORG-~NIZATION solitary (herds) Solitary (herds) Solitary (herds) Solitary (herds) solitary (herds) very rare (rare)
ACTZVITYCYCLI
DIET: solitary W)
INTELLIGENCE Day hY Day hY Day h Y
TREASURE blessed grain blessed grain worked gold worked gold rain and epic tales rain and epic tales
ALIGNMENT:
NO. APPEARING and sunlight and suntight very Exceptional ?: Exceptional
ARMOR CLASS: Exceptional Nil Nil Nil
MOVEMENT: ?: Nil
HIT DICE
THACO Lawful Good Lawful Good Neutral Good Neutral Good chaotic Good chaotic Good
NO. OF AlTACK! 1
1(3-8) 1 1 (3-8) 1 1(3-8)
DAMAGWATTAC 3 1 3 3 1
SPECIAL A'ITACI 24 18 1 18 24
SPECIAL DBPENl 1s 9 (5-8hp/die) 24 6 (5-8h p / W 9 (5-8hp/die)
12 6 ( 5 4hp/die) 9 (5-8hp/die) 15 12
SPECIAL 6 (5-8hp/die) 2 (fronthooves) 15 12 2 (fronthooves)
WEAKNESSES: 15 Z(front hooves) 2 (front hooves) 2 (front hooves)
2 (fmnt hooves)
or 1(horn) or 1(horn)
2d6/2d6 or ldlO 3d6/3d6 or 2d6 2d6/2d6 3d6/3d6 2d6/2d6 3d6/3d6
Nil Nil spells spells spells Spells
Never surprised,
Never surprised, Never surprised, immune to cham, Never surprised, Never surprised, Never surprised,
immune to cham, immune to cham, immune to charm, immune to charm, immuneto cham,
disease,mental disease, mental disease, mental diseawmental disease,mental disease, mental
mtrol, petri- control, petri- control,@- control,@- control. wtri- control. wtri-
fica*andpdson,
-lica!ion,andpoison, ficatio&andpdson, ficalioll#andpoison,f i c a t i ~ h p o i s o n , f i c a ~ ~ p o i s
+1or better +1or better +1 or better +1 or better +1or better +lorbetter
weapon to hit weapon to hit weapon to hit, weapon to hit weapon to hit weapon to hit
continuous pmtection
from mir(seuand
rider)
Cannot &on AC 5, -1 penalty
PrimeMaterial toattafksafter
SunsetonPrime
planeaftersunset Material Plane
Attracts evil Attracts evil
matures
creatures
MAGIC RESISTAF Nil 200/. Nil 20% Nil 20%
SIZE L (7'tall) L ( 8tall)
L (7'tall) L ( 8 tall) Champion (1516) Fearless (18-20) L (7'tall) L (8' tau)
MORALE Champion (1516) Fearless (18-20) 5,0@3 5,000 Champion (1516) Fearless (18-20)
W VALUE: 5,000 5,000 5,000 5,m
87
Appendip 2: Tables TApapbelear2:aAncaesimar TpPle 3: Aasimar side
contain tables for E ects
celestial char-
1DlOoROLL AFTMRANCE 1~100ROLL SIDEEpwcr
014 silvery skin 01-10 sweet, fresh odor sur-
05-07 green-tinted skin rounds body
08-10 blue-tinted skin 11-15 Surroundedby aura of
11-14 golden skin calm (good-&ped
'1~100R O L ~ S ~ C I AABLILITY 15-16 pointed ears creatures within30
17-18 ridged ears feet receive +2bonus
01-03 alter self (l/day) 19-20 doglike ears to morale checks)
04-06 augu'y (l/week) 21-25 angular face with high 16-25 wounds inflicted
07-09 blur (l/day)
cheekbones upon aasimar heal
10-12 comprehend languages 26-29 perfect white teeth twice as quickly
(Wday) 3W1 long, distinguished 26-30 Susceptible to fire
detect evil (l/day)
13-15 nose (suffers +1point of
16-18 detect lie (l/day) 3233 hooked nose damageper die)
19-21 detect magic (l/day) 3436 crystal-blue eyes 31-35 Susceptibleto cold
22-24 enthrall (l/week) 37-39 bright green eyes (suffers +1point of
25-27 feather fair (l/day) 40-42 gleaming silver eyes damage per die)
2830 know alignment 43-45 golden eyes 36-45 Presence eases ani-
3133 (l/day) 46-40 six fingers per hand mals (reactionsat +4)
34-36 light (l/day)
37-39 mirror image (l/day) (icluding thumb) 46-50 Touch inflicts ld4
protection frommil 10'
49-50 fingers one inch points of damage to
radius (l/day) longerthan normal evil matures
40-42 protection fromnormal 51-52 animal horns on head 51-55 Odd skin composition
missiles (l/week) 53-54 silver or gold finger- gives base AC of
4345 read magic (2/day) nails ld6+3
46-48 shield (l/day) 55-57 long, slender arms 56-60 Unholy water inflicts
49-51 strength (l/day)
58-60 long, slender legs ld6 points of damage
52-54 water breathing 61-65 feathered wings ( M v per vial or splash
55-57 Wweek) fly 18P I ) 61-70 Can be turned by evil
half damage from fire
66-72 vestigial wingbones priests
58-60 half damage from cold
on shoulders 71-75 Speaks telepathically
61-63 half damage from
73-76 opalescent skin to any intelligent CIea-
electricity
77-80 M t U d l Y tanned Skin turewithinlmile
64-66 half damage from acid
81-83 body covered with 76-80 Can leap up to 15feet
67-69 +2 to save vs. poison
speckled markings vertically or 30 feet
70-72 +2to save vs. fire
73-75 +2 to save vs. cold 84-85 bald, hairless horizontally
76-78 +2 to save vs. electrid- 86-89 small feathers rather 81-85 Natural (ground)
tY thanhaironldlOX10 movement rate of 15
79-81 +2 to save vs. petrifi- of body 86-90 Can't be held or
cation, polymorph 90-95 speaal side effect (roll ensnared (asperfree
and paralysis on Side Effect table) action)
82-84 +2 to save vs. 96-98 roll twice, rerolling 91-98 Speaks any language
rod/staff/wand results above 89 (asper tongues)
85-87 +2 to save vs. spell 99-00 roll three times,
88-93 celestial aura (enemies rerolling results 99M) Eyes have the power of
true seeing
attack at -2) above 89
94-96 immune to nonmagi-
cal weapons
97 immune to energy
drain attacks
98-99 roll twice, rerolling
results above 97
roll 3 times, rerolling
results above 97
88
fit the character sonaliiy T&*S
inmases in lev esigned to help players flesh out their characters’ personalities.Aplayer may choose those traits that best
another based on ese descriptors, or simply roll randomly, discounting opposing traits. Note that as the character matures and
f these traits are likely to change. Each time a celestial gains a level, the player may swap one trait for
e character has changed over the course of adventuring.
elestials as flawless creatures, and indeed they tend to have more positive thannegative personality
shortcomings. A celestial cannot have more than two negative traits.
Table 4: pe lity Trait Distribution
ROLL BR OF CHARACTER TRAITS
01-50
51-75 11three times on Table A and once on Table B
76-90 ll twice on Table A and twice on Table B
9140 11twice on Table A, once on Table B, and once on Table C
11twice on Table B and twice on Table C
Table 5: p o s g v e character ROLL TRAIT Table 7:~egativecharacter
Traits- 94-96
97-98 Trustworthy TCaItS
ROLL 99-00 Understanding
01-02 Roll twice on thistable, ROLL TRAIT
03-04 ignoring rolls of 99-00 01-03 Abrasive
05-06 04-05 Acquiescent
07-09 Table &Neutral charac*er 06-08 Bickersome
10-11 Traits 09-11 callous
12-13 12-14 Cantankerous
14-15 ROLL TRAIT 15-17 Conceited
16-17 01-03 Adamant 18-20 critical
18-19 04-05 Aggressive 21-23 cynical
20-21 06-08 Aloof
22-23 09-11 Circumspect 24-25 Deceitful
24-25 12-14 Condemning
26-28 15-17 Conservative 26-28 Despondent
29-30 18-20 Conspiring 29-30 Dissident
31-32 21-23 cryptic 31-33 Domineering
33-34 2626 cunning 3436 Finicky
35-36 27-28 Defensive 37-38 Gloomy
37-38 29-31 Demanding 39-41 Harsh
39-41 32-34 Devious 4244 Immodest
4243 35-37 Didactic
44-45 38-40 Diffident 45-47 Impatient
46-47 4840 Impetuous
48-49 4142 Droll 51-52 Insubordinate
50-52
53-54 83-44 Edw 53-54 Intrusive
55-56 45-47 Exacting 55-56 Irreverent
57-58 48-50 Forward
59-60 51-53 Gmff 57-59 Judgmental
61-62 54-56 Impulsive 60-61 Lackadaisical
63-64 57-59 Intimidating 62-64 Meddlesome
65-66 60-62 Liberal
67-68 63-65 Madcap 65-67 Possessive
69-70 66-68 Melancholy 68-69 Prejudicial
71-72 69-71 M e d a l 7&72 Quarrelsome
73-74 72-74 Militant 73-74 Rash
7576 75-77 Mischievous 75-76 Sanctimonious
77-79 78-80 Obedient 77-78 Sarcastic
80-81 81-83 Romantic 79-81 Severe
82-83 84-85 Shy
84-86 86-88 Suspicious 82-83 Smug
87-88 89-91 Theatrical 84-85 Standoffish
89-91 92-93 Wistful 86-88 Stubborn
92-93 94-95 Wrathful 89-90 Suspicious
96-98 Zealous 91-92 Terse
99-00 Roll twice on this table, 93-94 Turbulent
95-96 Verbose
ignoring rolls of 99-00 97-98 Vindictive
99-00 Roll twice on thistable,
ignoring rolls of 99-00
89
Table 8 iange of Aqes Table IO: Racial Adiustments *o
Race s ing Base l-d6 125+ 2d20 Skill Am Bra Cou Fir Nmr Cer Lup Urs
- - - - +lo% +5% +5% +5% - - 1 w
Aasimar -16 Pick Pockets +5% +5% - +5% - - - -
Aasimon - ldlO -
Archon OpenLb
Asuras 20 250 + ld100 Find/Remove Traps +10% - - +5% - +lo%- -
Eladrin
so 3d10 450 + 2d100 MoveSilently +5% - +15% +5% - - +15% -
Bralani 55 2d6 350 + 8d20 HideinShadows +loo/.- - - - - +15% -
coure 75 3d6 350 + 1od20 +5% +5% - - +lo% +5% +lo% +lo%
Fk 90 3d10 400 + 4d100 Detect Noise - - - - - -15% -15% -5%
Ghaele Climb Walls
Noviere
Shiere 45 2d8 300 + 1od20 ReadLanpages - +lo%- +5% +5% - - +15%
TUlani 500 + 8d20
80 3d20
GUardinal
Avoral 70 3d12 650 + 2d100 Aas = Aasimar, Bra = Bralani, Cou = C o w , Fir = Firres,
Cervidal Nov = Novieres, Cer = Cervidals, Lup = Lupinals,
Equinal 45 2d10 225 + 5d10 urs = ursinals
LeOnal 25 3d6 250 + 8d10
Lupinal 35 3d6 200 + lodl0
Ursinal 40 3d8 350 + ldlOO
30 4d4 225+5d20
50 3d12 350 + ldl00
Table g qing effects
Race M Ue-Aged' Old' Venerable'
Aasimar 62 125
Aasimon -83
Archon - - -
Eladrin - -
Bralani 195 345 450
coure 152 290 350
Firre 180 276 350
Ghaele 225 360 400
Noviere 172 263 300
ShieR 200 368 500
Tulani 196 445 650
Guardinal
Avoral 155 190 225
Cervidal 120 198 250
E€piMl 145 185 200
hnal 155 292 350
Lupinal 125 189 225
Ursinal 150 285 350
'-1 strength/c stitution; +1Intelligence/Wisdom
~rity-;1 Constitution; +1Wisdom
-2 Stmngth/I :erity/constitution; +1
3 - 1 Strength/[ hdom
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