Demihumans
of the Realms
Roger E. Moore
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Contents Credits
Introduction ............................................................. 3 Design: Roger E. Moore
Demihuman Races of Faerûn.. ................. .5 Research Assistance: Jim Butler, Dale Donovan, Ed
Using This Book ................................... 10 Greenwood, Julia Martin, Thomas Reid, Steven E.
Schend, and those on America Online who gave me
Acrobat, Festival . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 their opinions. Also, thanks to Kim Eastland for that
Advisor, Imperial Fleet ............................. 17 scout article!
Artificer, Gnome ...................................... 19 Editing: Michelle Vuckovich
Barbarian, Arctic Dwarf ............................ 22 Interior Art: Carol Lyon
Barbarian, Jungle Dwarf ............................ 25 Brand Management: David Wise
Barbarian, Lythari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Art Direction: Paul Hanchette
Barbarian, Wild Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Graphic Design and Production: Dee Barnett
Beggar, Professional .................................. 31 Typesetting: Eric Haddock
Cat Burglar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Explorer, Winged Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Campaign setting based on the original campaign world of
Exile, Gray Dwarf ..................................... 37 Ed Greenwood.
Forester ................................................... 40
Giant Killer ............................................. 42 Based on the original DUNGEONS & DRAGONS® rules created
Gladiator, Fugitive Hillsfar ...................... .45 by E. Gary Gygax and Dave Arneson.
Hound Master .......................................... 47
Ironsmith, Wandering ............................... 50 The day shall not be up so soon as I,
Lorefinder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 To try the fair adventure of tomorrow.
Manhunter ............................................... 54 William Shakespeare, King John
Mariner of Evermeet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Marshal, Halfling ..................................... 59 ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, DARK
Merchant, Sea Elf ..................................... 61 SUN, DRAGON, DUNGEON CRAWL, DUNGEONS & DRAGONS,
Merchant, Underdark ................................ 64 FORGOTTEN REALMS, MENZOBERRANZAN, MONSTROUS
Mountebank ............................................ 67 COMPENDIUM, PLAYERS OPTION, POLYHEDRON, SPELLJAMMER, and
Orcslayer ................................................. 69 the TSR logo are registered trademarks owned by TSR, Inc. COUNCIL
Peasant Hero ........................................... 72 OF WYRMS and MONSTROUS MANUAL are trademarks of TSR, Inc.
Pestkiller ................................................. 74 All TSR characters, character names, and the distinctive likenesses
Prospector ............................................... 77 thereof are trademarks owned by TSR, Inc.
Runaway, Dambraii ................................... 79
Scholar ................................................... 81 ©1998 TSR Inc. All rights reserved. Made in the U.S.A. TSR, Inc. is a
Scout ...................................................... 83 subsidiary of Wizards of the Coast, Inc.
Slave, Fugitive ......................................... 85
Smuggler ................................................. 87 Distributed to the book trade in the United States by Random House,
Thug, Waterdeep ...................................... 90 Inc. and in Canada by Random House of Canada Ltd.
Tunnelrat ................................................ 92
Zurchin ................................................... 95 Distributed to the hobby, toy, and comic trade in the United States
and Canada by regional distributors.
Distributed worldwide by Wizards of the Coast, Inc. and regional dis-
tributors.
This product is protected under the copyright laws of the United
States of America. Any reproduction or unlawful use of the material or
artwork contained herein is prohibited without the express written
permission of TSR, Inc.
11316XXX1501
ISBN 0-7869-1316-9
2
Introduction
A hero must move.
Cormyrean proverb
It seem to me that there is a direct relation between the amount of time a person spends travel-
ing and just how much that person truly understands about the world, not to mention the degree
of that persons fame and power. With sincerest apologies to my parents, I cannot think of a
single worthwhile individual of any sort who never left home.
Binbollar Clambake ,halfling merchant of Luiren
emihumans of the Realms is similar to two previous FORGOTTEN REALMS®
game accessories that described character kits of Faerûn. In these two
earlier works, Wizards and Rogues of the Realms and Warriors and Priests of
the Realms, the Warrior, Rogue, and Wizard kits were primarily for
human characters and were categorized by geography (Waterdeep,
Cormyr, the Dales, Moonsea, etc.). The Priest kits were based upon the deities wor-
shiped, one kit per Faerûnian god but again were primarily for human characters.
This work offers new Warrior (fighter and ranger), Rogue (thief), and Wizard (mage
and specialist wizard) kits for Faerûnian demihumans: elves, half-elves, dwarves, gnomes,
and halflings. Kits for demihumans from Maztica, Zakhara, or Kara-Tur are not covered.
Demihuman Deities (9585) covers the gods of the demihumans, along with the appro-
priate Priest kits, so no Priest kits appear here for demihuman clerics or druids. (In the
Realms, wild elves as well as any sort of half-elf can become druids.) Religious training,
beliefs, and behaviors supersede regional, cultural, and racial characteristics in most cases.
Many character kits allowed for use by demihumans of the Realms are detailed in
other works and are not covered here. The reader is encouraged to look for Wizards and
Rogues of the Realms, Warriors and Priests of the Realms, The Complete Book of Elves, Elves
of Evermeet, The Complete Book of Gnomes & Halflings, and The Complete Book of
Dwarves for important examples. In addition, many of the kits appearing in other vol-
umes in the Complete Handbook series and the PLAYERS OPTION® Skills & Powers book
are useful for Faerûnian demihumansfor example, elves and half-elves could use many
of the kits from The Complete Rangers Handbook, and half-elves could use The Complete
Bards Handbook.
The kits presented in this book simultaneously incorporate cultural, racial, and occu-
pational elements. Some are very specialized and can be used by only one race, and by
only those individuals likely to be found outside their homelands. Still, these kits fill
major functions in the workings of the Realms.
Demihumans of the Realms often do not have greatly differing powers or abilities
within each specific occupation. A wayfaring halfling merchant from Luiren is much like
a wayfaring halfling merchant from Tethyr, except for particulars of their dress, personal-
ities, beliefs, and cultural habits. The player should look up details to make each charac-
ter more authentic and add a true personality to a hero with a kitsomething game me-
chanics and guidelines cannot dofor example, what were the heros family and child-
hood like? What are his beliefs, goals, and motivations? What does he love, fear, and
hate? What does he think of the world?
Some kits here are altered versions of published generic kits. Changes were made to
merge very similar kits, tone down overpowered kits, and most importantly to make
3
them specific to the Realms and give characters reasons Demihuman
to adventure widely. For example, the halfling sheriff Races of Faerûn
from The Complete Book of Gnomes & Halflings is good
for a halfling homeland campaign, but the halfling mar- The following sections set out basic facts on the demi-
shal herein wanders the whole of Faerûn as part of his human types, common and rare, known in the Realms.
job. The pestkiller kit here merges the vermin slayer and This material should be used during the process of char-
pest controller kits from The Complete Book of Dwarves acter generation (PHB, chapter 2). Each player can
and adds new material to boot. And a wide assortment of choose a homeland and deity for his character and is not
barbarians and merchants tailored to fit unusual races restricted solely to those mentioned here; these are
and their cultures appear to bring more unusual demihu- merely the major demihuman homelands and deities of
mans into regular campaigning. Faerûn. Initial languages does not mean that a 1st-
level character starts off knowing all of the tongues
Proficiencies from many sources were used, their ori- given; this is the list from which a player can choose spo-
gins noted in parentheses. The option is offered to use ei- ken languages for his character, given the characters In-
ther the nonweapon proficiencies system or the sec- telligence (PHB, Table 4) or nonweapon proficiencies
ondary skills system, as per the Players Handbook (PHB). allotted to language knowledge. The Dungeon Master
If proficiencies are used, the number of languages nor- may add or remove languages from this list, depending
mally granted to a character for Intelligence (PHB, Table on campaign circumstances and the other languages spo-
4) should be taken as bonus nonweapon slots instead. ken near the characters homeland.
Minor modifications of previous guidelines regarding The DM may grant 1-2 bonus nonweapon proficien-
kits are used here. The following two points are very im- cies in reading/writing to a character, applied to Common
portant regarding the kits described in this book. and the characters racial language (Dethek for dwarves
l A multiclassed character may have only one kit, and Espruar for elves), but further knowledge of a written
language should be paid for in regular proficiency slots.
which can be applied to only one of the characters An exception here is for gnome illusionists, who
classes. Thus, a fighter/thief may use either a fighter automatically gain knowledge of Ruathlek, the secret
kit or a thief kit but not both. Certain kits may be ap- magical script of Faerûnian illusionists. Only researchers
plied to several different classes; for example, the ban- and very long-lived races know Thorass (Auld Common).
dit kit can be used with either the fighter or thief class Details on these and other Faerûnian languages are found
but not both classes in the same character, as with a on pages 24-26 in A Grand Tour of the Realms, the booklet
halfling fighter/thief. from the 1993 FORGOTTEN REALMS boxed set.
l A specialist wizard cannot be multiclassed, except in
the case of a gnome illusionist. A gnome illusionist Gold (High, Sunrise) Elf
can mix his magic use with either the fighter, thief, or
cleric class. (ArTelQuessir)
Major Homelands: Evermeet, with a minority in
Cormanthor (Elven Court only) and Evereska.
Allowed Classes: cleric, fighter, ranger, mage, di-
viner, enchanter, thief (very rare).
Multiclass Combinations: fighter/mage, fighter/thief,
mage/thief, fighter/mage/thief.
Initial Languages: Elvish, Common, Thorass, Sea
Elvish (Evermeet), sylvan creature languages (for ex-
ample, Centaur, Dryad, Giant Eagle, Pegasus, Satyr,
Sprite, Treant, Unicorn), allied demihuman languages
(for example, Dwarvish, Gnome, Halfling), Auld Wyr-
mish, certain dragon tongues (gold, silver, bronze). The
languages of evil beings (giants, humanoids, etc.) are
very unlikely to be known without good reason.
4
Major Deities: Corellon Larethian and the Sel- Multiclass Combinations: fighter/mage, fighter/thief,
darine (Demihuman Deities; Monster Mythology; Elves of mage/thief, fighter/mage/thief.
Evermeet).
Initial Languages: Elvish, Common, sylvan creature
References: 1993 FORGOTTEN REALMS boxed set, A languages (for example, Centaur, Dryad, Giant Eagle,
Grand Tour of the Realms; Elves of Evermeet; The Com- Pegasus, Satyr, Sprite, Treant, Unicorn), allied demi-
plete Book of Elves (Faerûnian gold elves are much like human languages (for example, Dwarvish, Gnome, Half-
high elves in appearance and gray elves in personality); ling), giant and humanoid tongues spoken near home-
Demihuman Deities; Elaine Cunninghams novels Elf- land. Other languages are very unlikely to be known.
shadow, Elfsong, and Silver Shadows.
Major Deities: Corellon Larethian and the Seldarine
Moon (Gray, Silver) Elf (Demihumun Deities; Monster Mythology; Elves of Ever-
meet); also, Rillifane Rallathil, DRAGON® Magazine issue
(TeuTelQuessir) 191, page 22+.
Major Homelands: Evermeet, Evereska (and Halfway
References: 1993 FORGOTTEN REALMS boxed set, A
Inn), Greycloak Hills (Greyhome), and scattered Grand Tour of the Realms; Elves of Evermeet; The Com-
human cities such as Baldurs Gate, Neverwinter, Sil- plete Book of Elves (Faerûnian wild elves are much like
verymoon, Waterdeep, and Gildenglade and Xorhun in sylvan elves); Demihuman Deities; Volos Guide to the
Turmish. Sword Coast (Greycloak Hills, Halfway Inn); Volos
Guide to the Dalelands (Deepingdale, The High Dale: the
Allowed Classes: cleric, fighter, ranger, thief, mage, Dancing Place); The North boxed set, The Wilderness
wizard. and The Cities booklets; Elaine Cunninghams novels
Elfshadow, Elfsong, and Silver Shadows.
Multiclass Combinations: fighter/mage, fighter/thief,
mage/thief, fighter/mage/thief. Sea (Aquatic, Water) Elf
Initial Languages: Elvish, Common, Thorass, Sea (AluTelQuessir)
Elvish (Evermeet), sylvan creature languages (for Major Homelands: Many nomadic groups widely
example, Centaur, Dryad, Giant Eagle, Pegasus, Satyr,
Sprite, Treant, Unicorn), allied demihuman languages scattered through open saltwater seas. The largest
(for example, Dwarvish, Gnome, Halfling), giant and settled regions is the Coral Kingdom in the Great Sea
humanoid tongues spoken near homeland. Dragon and (Trackless Sea). A major sea elf city between the Coral
other monster languages are very unlikely to be known. Kingdom and Evermeet is called Iumathiashae
(Mother of Oceans). Many sea elf colonies also lie off
Major Deities: Corellon Larethian and the the coast of Tethyr. Some sea elves now inhabit the Sea
Seldarine (Demihuman Deities; Monster Mythology; Elves of Fallen Stars.
of Evermeet).
Many sea elves near Evermeet were once gold or
References: 1993 FORGOTTEN REALMS boxed set, A moon elves who were changed into sea elves to escape
Grand Tour of the Realms; Elves of Evermeet; The Com- drowning. They are identical to normal Great Sea elves,
plete Book of Elves (Faerûnian moon elves are much like but they are the only sea elves able to become mages or
gray elves in appearance and high elves in personality); specialist wizards.
Demihumun Deities; Volos Guide to the Sword Coast
(Evereska, Greycloak Hills, Halfway Inn); Elaine Cun- Allowed Classes: cleric, fighter, mage (Inner Sea or
ninghams novels EIfshadow, Elfsong, and Silver Shadows. near Evermeet only), specialist wizard (near Evermeet
only).
Wild (Forest, Savage, Green, Wood,
Sylvan) Elf Multiclass Combinations: fighter/mage (near Ever-
meet only).
(SyTelQuessir)
Major Homelands: Many old, isolated woodlands, Initial Languages: Sea Elvish, Elvish, Common,
oceanic languages (for example, Dragon Turtle,
particularly in Cormanthor/Elven Wood (Tangled Koalinth, Locathah, Merman, Sahuagin, Triton) or
Trees), Greycloak Hills, Deepingdale (Dalelands), High Fallen Stars tongues (for example, Kuo-Toan, Lizard
Forest, Tethyr, Evermeet, and Gildenglade and Xorhun Man, Locathah, Nymph, Sahuagin, Selkie, Triton).
in Turmish. Other languages are very unlikely to be known. Certain
sea creatures have languages that cannot be heard or
Allowed Classes: cleric, druid, fighter, ranger, thief,
mage, wizard.
5
articulated (for example, Dolphin, Whale), but these Half-Elf
creatures might hear and understand sea elf languages.
(ChaTelQuessir)
Major Deities: Deep Sashelas (Demihuman Deities; Major Homelands: See the following. No half-elves
Demihuman Deities; Monster Mythology, Elves of Evermeet).
can live on Evermeet, though some can visit there
References: 1993 FORGOTTEN REALMS boxed set, A briefly. The information below on the frequency of dif-
Grand Tour of the Realms; Elves of Evermeet; The Com- ferent types of half-elves is an update of material in A
plete Book of Elves; MONSTROUS MANUAL tome, Elf, Grand Tour of the Realms, page 12, from the 1993
Aquatic; Demihuman Deities; Douglas Niles novel, The FORGOTTEN REALMS boxed set.
Coral Kingdom; Elaine Cunninghams novel, Silver l Half-Gold Elf: Very rare; a handful live in Corman-
Shadows.
thor near the Elven Court.
Dark (Drow, Night) Elf l Half-Moon Elf: Common; individuals are widespread
Major Homelands: Drow inhabit many Underdark across Faerûn, especially in cosmopolitan places
regions and hold the following major undercities: where humans and moon elves meet regularly (for ex-
Menzoberranzan (in the North), Eryndlyn (under the ample, Everlund, Neverwinter, Silverymoon, Sund-
High Moor), Sshamath (under the Far Hills), and Llurth abar, and Waterdeep in the North, and Baldurs Gate
Dreier (under the Shaar). Small drow communities lie and Berdusk in the Sword Coast). The presence of
under Tethyr, Amn, Waterdeep (Undermountain and half-moon elves is more a testimony to the wander-
Skullport), and elsewhere. Good-aligned drow are re- lust of moon elves than of humans.
ported in the North around Silverymoon, in the Dales l Half-Wild Elf: Uncommon; many appear in Agla-
and Cormanthor, in the Forest of Tethir, in Waterdeep, ronds Yuirwood and the coastal city of Urve, and
and elsewhere. some are from Deepingdale, Cormanthors Tangled
Trees community, the Forest of Tethir, Elventree and
Allowed Classes: cleric, fighter, ranger, thief, mage, Elmwood along the southern Moonsea coast, and var-
specialist wizard (diviner, enchanter). ious forests and small towns in the North (for ex-
ample, Everlund and Loudwater), the Sword Coast
Multiclass Combinations: fighter/mage, fighter/thief, (Baldurs Gate and Daggerford), and Turmish
mage/thief, fighter/mage/thief. (Gildenglade and Xorhun).
l Half-Drow Elf: Varies; nearly 15% of the entire popu-
Initial Languages: Drow Elvish, Silent Speech lation of small, isolationist Dambrath in the Shining
(sign language), Undercommon, Common, Underdark South is of this type, but individuals elsewhere are ex-
languages (for example, Beholder, Dwarvish, Jermlaine, tremely rare.
Kuo-Toan, Otyugh, Troglodyte), any humanoid lan- l Half-Sea Elf: Very rare; most of these come from west-
guage. Surface languages can be learned from captives or ern shore communities of Waterdeep, the Sword
slaves. Orcs are common in the North but are very rarely Coast, Tethyr, Amn, Calimshan, the Moonshaes, and
seen in the South; drow from Llurth Dreier would thus Lantan; extremely few are known around the Sea of
know Goblin but not Orc. Good-aligned drow not born Fallen Stars.
in the Underdark may select languages known to moon Allowed Classes: cleric, druid, fighter, ranger, thief,
elves. bard, mage, wizard.
Multiclass Combinations: fighter/cleric, fighter/thief,
Major Deities: Lolth, Eilistraee, Ghaunadaur, Vhaer- fighter/druid, fighter/mage, cleric/ranger, cleric/mage,
aun, and others (Demihuman Deities; Monster Mythology, thief/mage, fighter/mage/cleric, fighter/mage/thief.
pages 59, 62-64; Drow of the Underdark, pages 20-45). Initial Languages: Elvish, Common, and any lan-
guages known to the elf and human parents (listed by
References: Elves of Evermeet; 1993 FORGOTTEN DM, selected by player per usual rules).
REALMS boxed set, A Grand Tour of the Realms; The Com- Major Deities: Any possible, particularly the deities
plete Book of Elves; MONSTROUS MANUAL tome, Elf, worshiped by the elf and human parents.
Drow; The Drow of the Underdark; M ENZOBERRANZAN® References: 1993 FORGOTTEN REALMS boxed set, A
boxed set; Monster Mythology; Demihuman Deities; Heroes Grand Tour of the Realms; The Complete Book of Elves;
Lorebook (Drizzt DoUrden, Liriel Baenre, Qilué Veladorn); Demihuman Deities; Volos Guide to the Dalelands (Deep-
R. A. Salvatores lcewind Dale novel trilogy, Dark Elf novel
trilogy, The Legacy, Starless Night, and Siege of Darkness;
Elaine Cunninghams novel Daughter of the Drow.
6
ingdale); Spellbound boxed set, Campaign Guide (Yuir- other languages common in Realmspace, for example,
wood in Aglarond); The Shining South, Dambrath. High Shou, Dwarvish (wildspace), Neogi, Anadian
Halfling, Coliar Aarakocra, Coliar Lizard Man, Karpri
Lythari (lycanthrope elf, werewolf elf) Sea Elvish, HCatha Beholder (various tongues), Scro
(after Second Unhuman War). Languages spoken in
(Lythari) other crystal spheres can be learned at the DMs option,
Major Homelands: Known only in Evermeet forests, including non-Faerûnian common and demihuman
racial tongues.
Forest of Tethir, and the North; extremely rare.
Allowed Classes: cleric, fighter. Major Deities: Corellon Larethian and Seldarine,
Multiclass Combinations: fighter/cleric. possibly worshiped as a polyglot faith (see
Initial Languages: Elvish, Common, all forms of wolf SPELLJAMMER®: AD&D® Adventures in Space boxed set,
Concordance of Arcane Space; Demihuman Deities).
communication (howls, barks, smell, etc.), and sylvan
creature languages (for example, Centaur, Dryad, Giant References: SPELLJAMMER: AD&D Adventures in
Eagle, Pegasus, Satyr, Sprite, Treant, Unicorn). No other Space boxed set; War Captains Companion boxed set;
languages are initially known. Complete Spacefarers Handbook; Rock of Bral; D RAGON
Magazine Annual 1, page 44+, Campaign Classics.
Major Deities: Rillifane Rallathil and other wilder-
ness Seldarine (Demihuman Deities; DRAGON Magazine Shield (Mountain, Northern) Dwarf
issue 191, page 22+; Monster Mythology; Elves of Ever-
meet). All references in Elves of Evermeet to the worship Major Homelands: Primarily in the North (Citadel
of Oberon and Titania of the Seelie Court should be dis- Adbar, Deadsnows, Felbarr (ex-Citadel of Many Ar-
regarded. These gods are not Faerûnian deities. rows), Fireshear, Ironmaster, Mirabar, Mithril Hall, etc.)
but scattered across most of Faerûn (for example, Iron-
References: Elves of Evermeet. fang in Turmish, Galena Mountains in Vaasa and
Damara, Glen in Mistledale, mountains in the Shining
Winged Elf South). Most major human cities have shield dwarf pop-
ulations (for example, Silverymoon, Waterdeep). Note
(Avariel) the important distinction between the Hidden and
Major Homelands: Known only from Sossals Mt. Wanderer shield dwarves (Dwarves Deep, page 7); shield
dwarf characters in this book are all assumed to be Wan-
Sundabar, east of the Great Glacier; extremely rare. derers, as the Hidden so rarely get out.
Allowed Classes: cleric, fighter, mage.
Multiclass Combinations: fighter/cleric, fighter/ Allowed Classes: cleric, fighter, thief.
Multiclass Combinations: fighter/thief, fighter/cleric.
mage, cleric/mage, fighter/cleric/mage. Initial Languages: Dwarvish, Common, allied demi-
Initial Languages: Elvish, Common, Avian (all human languages (for example, Elvish, Gnome, Half-
ling), giant and humanoid tongues (especially Orc) spo-
forms of avian communication: cries, songs, posture, ken near homelands. Dragon and other monster lan-
etc.). No other languages are initially known. guages are very unlikely to be known. However, certain
Underdark languages are possible (for example, Under-
Major Deities: Aerdrie Faenya (Demihuman Deities; common, Drow Elvish, Drow Silent Speech, Beholder,
Monster Mythology). Jermlaine, Kuo-Toan, Otyugh, Troglodyte).
Major Deities: Moradins pantheon and local deities
References: The Complete Book of Elves; M ONSTROUS (Demihuman Deities; Monster Mythology, Dwarves Deep).
COMPENDIUM® Annual, Volume Two, Elf, Winged; References: 1993 FORGOTTEN REALMS boxed set, A
Elves of Evermeet. DRAGON Magazine, issue 233, On Grand Tour of the Realms; MONSTROUS MANUAL tome,
Wings of Eagles, pages 14-22. Dwarf; The Complete Book of Dwarves (shield dwarves
are much like mountain dwarves); Dwarves Deep; Demi-
Wildspace (Imperial Fleet) Elf human Deities; Volos Guide to the North; Volos Guide to
the Dalelands, Mistledale: Glen; The North boxed set,
Major Homelands: A few Imperial Fleet officers, as The Wilderness and The Cities booklets.
advisors and observers, are in Evermeet and Evereska,
with a minor presence in Cormanthor (Elven Court).
Allowed Classes: cleric, fighter, ranger, thief, mage, wizard.
Multiclass Combinations: fighter/mage, fighter/thief,
mage/thief, fighter/mage/thief.
Initial Languages: Elvish (Faerûnian but with much
slang, jargon and borrowed words widely used by the Im-
perial Fleet in Realmspace), Common (Faerûnian), and
7
Gold (Hill, Southern) Dwarf Initial Languages: Wild Dwarvish (clicking, trilling
speech), Dwarvish, pigeon Common.
Major Homelands: Great Rift region.
Allowed Classes: cleric, fighter, thief. Major Deities: Thard Harr (Demihuman Deities;
Multiclass Combinations: fighter/cleric, fighter/thief. Dwarves Deep).
Initial Languages: Dwarvish, Common, Gnome, Un-
dercommon, some humanoid tongues (not Orc, but Major references: The Jungles of Chult; Dwarves
Goblin is okay), and Underdark languages (for example, Deep; Demihuman Deities; M ONSTROUS COMPENDIUM
Drow Elvish, Drow Silent Speech, Beholder, Annual, Volume Two, Dwarf, Wild. Jungle dwarves are
Jermlaine, Kuo-Toan, Otyugh, Troglodyte). more often called wild dwarves; they are renamed here
Major Deities: Moradins pantheon and local deities to avoid confusion with wild elves.
(Demihuman Deities; Monster Mythology, Dwarves Deep).
References: 1993 FORGOTTEN REALMS boxed set, A Arctic (Great Glacier) Dwarf
Grand Tour of the Realms; MONSTROUS MANUAL tome,
Dwarf; The Complete Book of Dwarves (gold dwarves (Innugaakalikurit)
are much like hill dwarves); Dwarves Deep; Demihuman Major Homelands: The mountainous central Novu-
Deities.
larond region of the Great Glacier.
Gray (Deep, Duergar) Dwarf Allowed Classes: fighter, ranger, thief.
Multiclass Combinations: fighter/thief.
(Duergar) Initial Languages: Ulutiun, White Dragon, Frost
Major Homelands: Scattered cities in deep regions of
Giant, Yeti, Selkie, poor Common. Dwarvish and De-
the Underdark, particularly common in the ruins of thek runes are unknown to arctic dwarves.
Deep Shanatar (under Calimshan and Tethyr), in the
Galena Mountains near Vaasa and Damara, below the Major Deities: None. Arctic dwarves bitterly reject
North, and in Underspires, a city below Turmish hang- the worship of all deities.
ing from a rift ceiling. Duergar sometimes raid the sur-
face world at night or on cloudy days. References: The Great Glacier; MONSTROUS
COMPENDIUM Annual, Volume Three, Dwarf, Arctic.
Allowed Classes: cleric, fighter, thief. (Note that the racial name is misspelled as Inugaaka-
Multiclass Combinations: cleric/fighter, cleric/thief, likurit in some places.)
fighter/thief.
Initial Languages: Dwarvish, Undercommon, Com- Hairfeet (Luiren) Halfling
mon, and Underdark languages (for example, Drow
Elvish, Drow Silent Speech, Beholder, Jermlaine, Kuo- Major Homelands: In and around Luiren, scattered
Toan, Otyugh, Troglodyte). throughout the Shining South just south of the Shaar; in
Major Deities: Laduguer (Demihumun Deities; Mon- the Purple Hills of Tethyr; eastern Amn (where the an-
ster Mythology) and Deep Duerra (Demihuman Deities; cient halfling kingdom of Meiritin lay); and widely scat-
POLYHEDRON® Newszine issue 110, page 4), a local tered in human cities throughout the North (particu-
minor deity. larly Everlund, Silverymoon, and Waterdeep), the
Major references: 1993 FORGOTTEN REALMS boxed Sword Coast (Baldurs Gate, Berdusk, Secomber), east-
set, A Grand Tour of the Realm ern Aglarond, Chessenta, Turmish, and northern
s; MONSTROUS MANUAL tome, Dwarf: Duergar; Damara (Waukeshire). They prefer temperate plains,
The Bloodstone Lands; Dwarves Deep; Demihuman Deities; hills, or forested regions. North of Luiren, they are quite
Monster Mythology; R. A. Salvatores novel Streams of often found near human communities.
Silver; POLYHEDRON Newszine issue 110.
Allowed Classes: cleric, fighter, thief.
Jungle (Wild Chultan) Dwarf Multiclass Combinations: fighter/thief.
Initial Languages: Halfling, Common, allied demi-
(dur Authalar) human languages (for example, Dwarvish, Elvish,
Major Homelands: Chults jungles. Gnome), sylvan creature languages (for example,
Allowed Classes: cleric, fighter. Brownie, Pixie, Satyr, Sprite). Languages of evil beings
Multiclass Combinations: fighter/cleric. (giants, humanoids, etc.) are unlikely to be known.
Major Deities: Yondallas pantheon (Demihuman
Deities; Monster Mythology).
References: 1993 FORGOTTEN REALMS boxed set, A
Grand Tour of the Realms; Lands of Intrigue boxed set,
8
Books One and Two; The Shining South; Demihuman Multiclass Combinations: cleric/fighter, cleric/thief,
Deities. cleric/illusionist, fighter/thief, fighter/illusionist, thief/il-
lusionist.
Stout Halfling
Major Homelands: Any temperate hilly region from Initial Languages: Gnome, Common, Burrowers
Squeak (common speech of burrowing mammals), allied
Waterdeep south to the Shaar. Stout halfling popula- demihuman languages (for example, Dwarvish, Elvish,
tions are often mixed in with hairfeet halfling popula- Halfling), sylvan creature languages (for example,
tions. Brownie, Pixie, Satyr, Sprite). Languages of small evil
humanoids (for example, kobolds, goblins) might be
Allowed Classes: cleric, fighter, thief. known.
Multiclass Combinations: fighter/thief.
Initial Languages: Halfling, Common, allied demi- Major Deities: Garl Glittergolds pantheon (Demi-
human languages (for example, Dwarvish, Elvish, human Deities; Monster Mythology), particularly Garl
Gnome). Languages of evil beings (giants, humanoids, himself.
etc.) are unlikely to be known.
Major Deities: Yondallas pantheon (Demihuman References: 1993 FORGOTTEN REALMS boxed set, A
Deities; Monster Mythology). Grand Tour of the Realms; The Complete Book of Gnomes
References: 1993 FORGOTTEN REALMS boxed set, A & Halflings; Demihuman Deities; Volos Guide to the Sword
Grand Tour of the Realms; Demihuman Deities. Coast (Hardbuckler); Lands of Intrigue boxed set, Books
One and Two; Dwarves Deep; David Cooks novel Sol-
Tallfellow Halfling diers of Ice.
Major Homelands: Cormanthor, southern Damara Forest Gnome
(Halfling Downs), High Forest, Silverymoon, Water-
deep. Tallfellow halflings prefer temperate forests and Major Homelands: Very widely scattered communi-
are often mixed in with hairfeet halfling societies. ties in deep forests. Clusters of villages exist in the
Moonwood, the High Forest, the Forest of Tethir, and
Allowed Classes: cleric, fighter, thief the Chondalwood. These villages rarely interact with
Multiclass Combinations: fighter/thief other races, even other gnome communities. An impor-
Initial Languages: Halfling, Common, allied demi- tant forest gnome community exists in Myth Dyraalis,
human languages (for example, Dwarvish, Elvish, but these gnomes almost never interact with the outside
Gnome), sylvan creature languages (for example, world.
Brownie, Pixie, Satyr, Sprite). Languages of evil beings
(giants, humanoids, etc.) are unlikely to be known. Allowed Classes: cleric, fighter, thief, specialist wiz-
Major Deities: Yondallas pantheon (Demihuman ard (illusionist only).
Deities; Monster Mythology).
References: 1993 FORGOTTEN REALMS boxed set, A Multiclass Combinations: cleric/fighter, cleric/thief,
Grand Tour of the Realms; The Bloodstone Lands; Demi- cleric/illusionist, fighter/thief, fighter/illusionist, thief/il-
human Deities. lusionist.
Rock Gnome Initial Languages: Gnome, Common, Burrowers
Squeak (common speech of burrowing mammals), allied
Major Homelands: Widely scattered communities in demihuman languages (usually Elvish or Halfling), syl-
forests, hills, and rough terrain but becoming more com- van creature languages (for example, Brownie, Pixie,
mon south of the Savage North. Notable towns and Satyr, Sprite). Languages of small evil humanoids (for
strongholds exist in Tethyr (near the cities of Myratma example, kobolds, goblins) might be known.
and Saradush), Amn (Quarrelshigh), Waterdeep, Sil-
verymoon, the Sword Coast (Baldurs Gate, Berdusk, Major Deities: Garl Glittergolds pantheon (Demi-
Hardbuckler), Turmish (Xorhun), Moonsea (Melvaunt), human Deities; Monster Mythology) but particularly Baer-
Lantan, and the Great Rift (working for gold dwarves as van Wildwanderer.
servants).
References: 1993 FORGOTTEN REALMS boxed set, A
Allowed Classes: cleric, fighter, thief, specialist wiz- Grand Tour of the Realms; The Complete Book of Gnomes
ard (illusionist only). & Halflings; Demihuman Deities; Lands of Intrigue boxed
set, Book One, Myth Dyraalis; Monster Mythology,
Gods of the Gnomes: Baeran Wildwanderer.
9
Deep Gnome Thus, a moon-elf fighter/mage could use either the acro-
bat kit or the forester kit but not both kits together. Mul-
(Svirfneblin) ticlassing enormously improves the power of a character
Major Homelands: Widely scattered cities in the Un- using a kit, but multiclassed characters cannot use the
optional rules for exceeding level limits (DUNGEON
derdark (for example, Deepearth in the Galena Moun- MASTER® Guide, Tables 7 and 8).
tains, in Damara).
Racial Requirements
Allowed Classes: cleric, fighter, thief, wizard (illu-
sionist). The kits in this book restrict the types of demihuman
races that can use them, reflecting the cultural back-
Multiclass Combinations: cleric/fighter, cleric/thief, ground and basic abilities of each race. Some regions,
cleric/illusionist, fighter/thief, fighter/illusionist, thief/il- nations, and cultures of Faerûn are dominated by certain
lusionist. races and completely lack others, which affects the types
of races allowed for each kit. (Citadel Adbar has no
Initial Languages: Deep Gnome, Gnome, Dwarvish, elves, for instance, and Evermeet has no dwarves, half-
Common, Underdark languages (for example, Under- elves, or drow.)
common, Beholder, Drow Elvish, Drow Silent Speech,
Jermlaine, Kuo-Toan, Otyugh, Troglodyte). The notation halfling indicates that hairfeet,
tallfellow, and stout halflings alike may take a kit, unless
Major Deities: Callarduran Smoothhands and Garl a parenthetical restriction is given.
Glittergolds pantheon (Demihuman Deities; Monster
Mythology). Ability Requirements
References: 1993 FORGOTTEN REALMS boxed set, A Some kits require that characters taking them be gifted
Grand Tour of the Realms; The Complete Book of Gnomes in one or more mental or physical abilities. A character
& Halflings; Demihuman Deities; The Bloodstone Lands. races ability-score minimums may be lower than those
given for a particular kit, but this simply means that
Using This Book characters of that race with those lower scores cannot
take that kit. Nonplayer characters with lower scores
The format for each kit presented in Demihumans of the certainly exist in kitlike occupations (such as a festival
Realms is similar to that for kits given in two earlier acrobat with a Dexterity of 6, or a Waterdeep thug with
FORGOTTEN REALMS accessories, Wizards and Rogues of an Intelligence of 18). However, these kits represent
the Realms and Warriors and Priests of the Realms. An ex- trained and skilled characters, those most likely to suc-
planation of each entry appears below. ceed in their chosen work. It might be fun to roleplay a
weak barbarian or clumsy acrobat, but these characters
Class Information should act in those capacities without the benefits
granted by the kits given here.
Each entry begins with a description of the kits alterna-
tions from the normal base skills of the Warrior, Rogue, All ability scores other than those given for a kit are as-
or Wizard classes. While a kit still resembles its parent sumed to be 6 or above, except for the prime requisite,
class in many fundamental ways, the kit changes the which must be 9 or better. The ability requirements for
class sufficiently to develop unique and entertaining certain kits were modified slightly from previously pub-
characters. lished versions of similar kits; these kits were designed to
be specific to Faerûnian characters. Some kits have ability-
Class Requirements score maximums that must be met for the kits to be used.
Most kits can be used with only one specific class. A Kits that involve leadership, negotiation, or even
few kits can be used with two or more classes, though working with animals like horses or dogs, often require
certain aspects of these kits are modified for each class. minimum scores in Wisdom (representing the PCs will-
A kit allowed for a fighter cannot be used for a ranger power and self-confidence) as well as Charisma (which
unless specifically stated; likewise, a kit allowed for a applies to animals as well as more intelligent beings). The
mage cannot be taken for a specialist wizard unless Wisdom score also represents a characters ability to be de-
specifically stated. voted to a cause and not be talked out of his principles.
Unless otherwise noted, a kit can be applied to one of
the classes used by a multiclassed character, so long as the
class combinations are within the rules for the character
race involved. Only one kit is allowed per character.
10
Prime Requisite class, the moon elves are middle or upper class, and the
gold elves are all upper class. However, social back-
This is the most important ability score or scores for he- ground is irrelevant to most elves, who look to the indi-
roes using a particular kit. All listed prime requisite vidual first and not his or her surroundings. Class-con-
scores must be 16 or above in order for a character to scious humans and dwarves have great trouble with this
gain a 10% bonus to earned experience when using a attitude. Only gold elves cling tightly to status aware-
particular kit, as per the Players Handbook. It may be ness, even the lowest of them seeing himself as royalty
that a kit has more prime requisite scores than normally when compared with any other sort of elf, not to men-
given for that kits class; this serves as a penalty to coun- tion any other race.
terbalance the benefits of that kit.
Hit Die Type
Alignments
It is very rare for a kit to cause a change in the Hit Dice
Though alignment is irrelevant to some kits, it is impor- normally received for the class to which the kit applies.
tant to others. Some demihuman homelands have This occurs to reflect a kits apparent strength or weakness
strong alignment preferences (Evermeet is devoid of evil in a characters combat ability or physical toughness. Most
elves, for instance), while certain occupations have kits can be applied to a class used in a multiclass character,
alignment restrictions (such as the orcslayer). Kit align- so the Hit Dice for any extra classes beyond the one to
ment restrictions and preferences are noted here. which a kit is applied must always be considered. The pos-
sibility of gaining multiclassed Hit Dice isnt noted here.
Social Rank
Attack as
Social classes characteristic of most characters taking
this kit are given here. The DM should take this rating In most cases, a kit offers the same THAC0 attack table
with a grain of salt and may adjust it for a particular as the parent class. In a few instances, however, a kit car-
character if circumstances warrant it. ries with it more or less martial training than usual, and
a change in attack tables reflects this.
Social status is important in most societies, human or
demihuman, as described in the FORGOTTEN REALMS Save as
campaign. The rural lower class usually holds the bulk
of a kingdoms population: peasants, laborers, beggars, As above, a kit usually offers the same saving throw table
farmers, men-at-arms, criminals, freed slaves, and so as the parent class. In a minority of cases, this is not so,
forth. The urban middle class comes into being when and any changes to this are explained in the text follow-
considerable money from trade enters society, produc- ing the statistics section.
ing craftsmen, tradesmen, merchants, scholars, military
officers, and artists. The urban upper class consists of a Advance as
realms royalty, nobility, and great landowners.
The kits in this volume use the same experience tables
Demihuman realms rarely fit this mold, however. as their parent classes. Very powerful kits, however,
Luiren, a decentralized halfling realm, has no upper class might slow progression; if this is the case, details are
except for a few wealthy merchant families; most half- noted here.
lings here are lower class with a comfortably large middle
class of artisans, bakers, merchants, etc. Gnomes have a Spell Ability?
similar setup in their communities, though deep gnomes
have royalty, too. The gold dwarves of the Great Rift If a kits class allows spellcasting, the spellcasting ability
claim to have no lower class, though their hired gnome is given here. The possibility of gaining spell ability by
servants fit this rank; most gold dwarves are wealthy, multiclassing is not considered here.
upper-middle class or above. The miners and rock-
haulers of a shield dwarf mining community might be Exceptional Strength?
called lower class, but they share so many benefits with
their artisan brethren that they are lower-middle class. Normally, only Warriors in the AD&D® game get
Exceptional Strength scores, even if multiclassed. How-
As for elves, even nomadic hunter/gatherer wild ever, halfling fighters do not receive exceptional
elves may have nobility. A good case could be made Strength, as per the Players Handbook; this note is
that the wild elves and lythari of Evermeet are lower repeated in the text only for the halfling marshal.
11
Exceptional Constitution? play if not appropriate to the setting (for example, the
arquebus cannot be learned if smoke powder is not
As a rule, Warriors alone get more than a +2 hit point available in the campaign).
bonus for high Constitution scores, even if multiclassed.
This is spelled out to avoid confusion. If (spec.) appears after a certain weapon, then spe-
cialization with that weapon is required, and two
Starting Cash (×10 gp) weapon proficiency slots must be devoted to it when the
character is generated. Some weapon specializations are
Starting wealth varies greatly according to the kit cho- granted as bonuses, however, leaving the initial slots
sen, though many follow the basic rules for their class as open for other selections.
per the Players Handbook. The number and type of dice
rolled are shown, and this result is multiplied by 10 to Standard thief means any weapon normally al-
get the final figure on gold pieces gained when the char- lowed to thieves may be learned at 1st level by a char-
acter is generated, so that equipment may be purchased. acter with this kit. Standard thief weapons are re-
Starting cash does not include regular pay for heroes stricted to the club, dagger, dart, hand crossbow, knife,
that are currently employed, such as active-duty soldiers; lasso, quarterstaff, short sword, sling, broad sword, long
weekly or monthly pay should be determined by the DM sword, and short sword.
but kept low and reasonable. Some poverty-stricken kits
like the professional beggar and peasant hero receive Standard wizard means any weapon normally al-
even less gold than normal, as indicated. lowed to mages and specialist wizards may be learned at
1st level by a character with this kit. Standard wizard
Proficiencies weapons are restricted to the dagger, dart, knife, quar-
terstaff, and sling.
If the optional proficiency rules are being used, the next
few entries fill out the details on the number and type of Primitive means all initial weapons selected must
slots gained, including any restrictions on weapon type be of either wood, stone, or bone, using no metal what-
or nonweapon proficiencies for 1st-level characters at soever. These weapons are subject to the following
the time they are generated. modifications compared to metallic weapons of the
same type: Bone: 30% cost, 50% weight, -1 damage, -
Weapon Slots 1 to attack roll; Stone: 50% cost, 75% weight, -1 dam-
age, -2 to attack roll; Wood: 10% cost, 50% weight, -
This is the initial number of weapon proficiency slots 2 damage, -3 to attack roll. Damage modifiers apply to
available to a character with this kit. Some kits grant missile weapons, with a minimum damage of 1 point.
bonuses or penalties to the usual number of slots appro- The attack penalty does not apply to missile weapons.
priate to a class, and this is so noted. Note that some weapons are always assumed to be made
from wood (for example, club, quarterstaff) and are not
Initial Weapons subject to these penalties; weight and damage factors
were accounted for in their statistics. Primitive weapons
This is the selection of weapons available to a 1st-level are made using the crude weaponsmithing proficiency
character using this kit. Because of the characters race (Complete Rangers Handbook).
or background, many kits greatly restrict the weapons
with which a 1st-level character can be familiar. For ex- The size of the demihuman has a dramatic effect on
ample, dwarves (who dont use cavalry in their armies) the type of weapon that can be used. For the following
are highly unlikely to use lances, and jungle-dwarf bar- races, the given types of weapons cannot be chosen, as
barians (who do not make or use swords in their culture) they cannot be effectively used by a being of the given
have no chance to learn to use swords at 1st level. Often, average height. (A short arm reach and low weight are
other sorts of weapons may be learned after 1st level, assumed for short folk.)
when the character has traveled around in the world. l Dwarf (4 feet tall): long bow, long composite bow,
Some weapon proficiencies are taken from sources bastard sword, two-handed sword, polearm (all but
other than the Players Handbook. Abbreviations in piercing/thrusting types, like the spear or trident).
parentheses are: CFH (Complete Fighters Handbook); Broad and long swords may be used two-handed.
CSH (Complete Spacefarers Handbook). l Halfling, gnome, arctic dwarf (3 feet tall): battle axe,
long bow, long composite bow, heavy crossbow,
Even if Any is noted, allowing the use of any footmans flail and mace (horseman versions
weapon, a DM can restrict the use of certain weapons in
12
allowed), lasso, polearm (all but piercing/thrusting Bonus Proficiencies
types, like the spear or trident), quarterstaff, sword
(all but short). As a rule of thumb, weapons should Most kits grant automatic nonweapon proficiencies at 1st
be size M or S only (except for spears) and weigh less level to characters who are assumed to have had previous
than 10 lbs. Because of their mass, arctic dwarves can experience and training in their line of work. Characters
use footmans weapons and the battle axe. need not allocate nonweapon proficiency slots to receive
bonus proficiencies, but they can do so in order to raise
Additional WP Slot the base chance for success at using those skills.
A character must advance this many levels to gain an Some proficiencies given here were taken from
additional weapon proficiency slot. sources other than the Players Handbook. Abbreviations
used are: CBardH (Complete Bards Handbook); CBDw
Additional Weapons (Complete Book of Dwarves); CFH (Complete Fighters
Handbook); CPalH (Complete Paladins Handbook); CRH
These are the weapons that can be learned beyond 1st (Complete Rangers Handbook), CSH (Complete Space-
level, after the character is active in a game. Some kits farers Handbook); CTH (Complete Thiefs Handbook);
place no restrictions on weapons learned after 1st POSP (PLAYER'S OPTION: Skills & Powers).
level, while others do because of cultural or racial
traits. Gnomes cannot handle polearms, for instance, Note that some skills are renamed in various AD&D
and Knights of Evermeet will never learn to use a rule books for example, boating (CRH) = boat piloting
lasso. Standard thief, and Standard wizard mean (POSP), direction sense = orienteering (POSP), dwarf
that any weapon normally allowed to thieves and runes (CBDw) = reading/writing (Dwarvish/Dethek)).
mages, respectively, may be learned; see Initial Weap- The DM and players should examine the definitions of
ons for details. similar proficiencies and decide on which name to use
and whether similar skills can be merged.
Nonproficiency Penalty
Here, the foraging (CRH) proficiency is assumed a
If a character uses a weapon with which he is not famil- part of the survival proficiency. Also, the mountaineer-
iar, his attack rolls with that weapon suffer. The penalty ing proficiency is allowed to a number of kits involving
shown is applied to all such attack rolls. travel through the Underdark, as this form of aided rock
climbing is much the same in either environment.
Nonweapon Slots
A maximum of only four bonus nonweapon proficien-
This shows the number of nonweapon proficiency slots cies is granted per kit. If the language bonus for Intelli-
available to a 1st-level character using this kit. Some gence (PHB, Table 4) is used for adding extra proficien-
kits grant bonuses or penalties to the usual number of cies instead, which this author strongly recommends, it
slots appropriate to a class. is unnecessary to grant too many proficiencies to a 1st-
level character anyway.
Additional NWP Slot
Recommended Proficiencies
This is the number of levels that a character must ad-
vance to gain a new nonweapon proficiency slot. These are proficiencies that characters using this kit typ-
ically find most useful in their careers. It is recom-
Available Categories mended that characters using this kit acquire some or all
of these proficiencies to become most successful at using
All AD&D game nonweapon proficiencies are divided the kit. Normal proficiency slot costs apply.
into categories by class, reflecting the skills usually
learned by characters of those classes. Skills from the Certain proficiencies should be clearly defined by
categories given here are available at the normal cost in the DM and player to cover specific regions or subjects.
slots; skills from outside these categories cost one addi- In particular, proficiencies involving animals, artistic
tional slot, as per the Players Handbook rules. Some kits ability, history, languages, musical instruments, reli-
allow a character to choose from additional categories at gions, riding, and survival should be tied to specific
the normal (not increased) cost in slots. sorts of animals, artistic skills, areas and time periods,
languages, etc., as appropriate to the characters home-
land. An Underdark merchant would learn the
languages of Underdark beings, recall the history of
13
certain local Underdark areas, learn to survive in the Special Advantages
Underdark environment, work with different Under-
dark pack animals, and so forth. Distinctions should be Any special advantages gained from this kit in game sta-
reasonable and useful in regular campaign play as DM tistics, combat abilities, proficiencies and skills, adven-
and players decide. turing options, awards, contacts, possessions, and so
forth are noted here. Advantages are meant to be spe-
Secondary Skills cific and have a real effect during game play.
If the secondary skills system is used from the Players
Handbook, the character taking the kit automatically ac- Special Disadvantages
quires one of the skills listed here (players choice). A Drawbacks attached to this kit appear here. Some are
six-sided die is then rolled; on a roll of 1, the character general, involving roleplaying situations moderated by
gains a second skill. A maximum of two secondary skills the DM, while others are specific deficiencies in game
can be received in this manner. statistics, restricted choices of proficiencies, reduced
starting money, modifications to NPC reaction modi-
Overview fiers, etc. Note that on the Encounter Reactions table
(DMG, Table 59), a positive modifier to the die roll
The overview offers a definition and capsule description leads to a hostile result; a negative modifier leads to a
of the kit, including its abilities, how it fits into a cam- beneficial result.
paign, reasons why demihumans take up this line of
work, and places in Faerûn that serve as home to demi- It has often been said that one of the drawbacks of
humans with this kit. character kits is the failure of DMs to implement the
disadvantages of those kits. This is similar to a DM al-
Description lowing a paladin character to rob and kill innocent
people but still retain his normal paladin powers. A re-
Each kit has a certain stereotypical look. Particular types sponsible DM is careful to deliberately apply the draw-
of armor, styles of clothing, weapons and tools, ornamen- backs as well as the benefits of a kit in game play. If a
tation, levels of cleanliness, and even odors (unwashed? kit has special enemies connected to it, those enemies
perfumed?) are common among characters using this kit. must show up at times and make life difficult for the
Characters may vary in appearance from the description character. A good player is also mindful of all kit draw-
given here, as appropriate to the personality being role- backs and takes them into account when roleplaying a
played, but those who vary greatly from the stereotype character. The best drawbacks are those with
may be shunned by their peers and draw unwanted atten- straightforward game mechanics attached to them (in-
tion; they might even be penalized, as outlined. ability to use certain proficiencies or weapons, restric-
tions on possessions retained, vulnerability to certain
Roleplaying attack forms, etc.). These should be played out fully
and aggressively.
Players are free to generate personalities for their charac-
ters as they please, but this section includes an assortment
of values, behaviors, goals, priorities, codes of conduct,
and other roleplaying suggestions that are considered typ-
ical of characters with this kit. Relationships with superi-
ors, peers, subordinates, and other races and realms are
mentioned if relevant, as well as likely allies, enemies, and
quests. Some variety is reasonable, but playing a character
wildly at divergence from the norm can cause problems
for the character in play (less experience earned; trouble
with peers, subordinates, and superiors; etc.).
FORGOTTEN REALMS products providing important
details related to this kit are also mentioned here. These
references are valuable to those who wish to roleplay
their characters with greater campaign knowledge, game
realism, and depth.
14
Acrobat,
Festival
Class Information
Class Requirements Thief
Racial Requirements Elf (moon), half-elf
(moon, wild), gnome
Ability Requirements (forest, rock), halfling
Dexterity 14, Strength
Prime Requisite 12
Alignments Dexterity, Strength
Social Rank Any but LG
Hit Die Type Middle class
Attack as d6
Save as Rogue
Advance as Rogue
Spell Ability? Thief
Exceptional Strength? No
Exceptional Constitution? No
Starting Cash (x10 gp) No
2d6
Proficiencies
Weapons Slots 2
Initial Weapons Standard thief, plus Overview
spear, javelin, harpoon, Faerûn has traveling circuses, annual and regional festi-
vals, and trade fairs that showcase the talents of athletic
hand axe, warhammer, performers eager to show off their agility for the cheers
and coins of the crowds. These performers are called fes-
and ambidexterity tival acrobats, since they are in great demand during the
annual festivals of Midwinter, Greengrass, Midsummer,
(CFH) and Higharvestide (and Shieldmeet every four years).
Additional WP Slot 4 Some festival acrobats have a hidden life as thieves or
adventurers, and between festivals they strike out alone
Additional Weapons As above or with others to get rich quickly. These acrobats might
be hired for special missions requiring their athletic
Nonproficiency Penalty -3 skills; if the assignment aids their people, the acrobats
are all the more enthusiastic.
Nonweapon Slots 3
Demihuman acrobats are found throughout Faerûn,
Additional NWP Slot 4 except in hostile areas like Thay or Hillsfar. Most got
their start in human-dominated cities, working for way-
Available Categories General, Rogue faring circuses that traveled yearly circuits of various
kingdoms. The acrobatic life attracts athletic characters
Bonus Proficiencies: Juggling, jumping, from all over.
tightrope walking, tum-
bling
Recommended Proficiencies: Alertness (CRH), danc-
ing, disguise, endurance
(CTH), fast-talking
(CTH), musical instru-
ment, riding (land-
based), rope use, ventril-
oquism
Secondary Skills: No skill applicable
15
Description staff inflicts 1-3 points of damage when its blunt end
hits a victim.) Warhammers, hand axes, javelins, spears,
Acrobats tend to be graceful, fairly strong, and in good and harpoons are sometimes used in juggling acts along
physical condition. For their festival acts, they dress in with knives and daggers, and the acrobat can use these
brightly colored, tight-fitting clothing. At other times, as weapons, usually hurling them. An acrobat can hurl
they prefer stylish, comfortable clothes, avoiding capes, twice as many weapons like hand axes, darts, daggers,
robes, etc., which might trip them up. On adventures, javelins, and warhammers as normally allowed in a
they wear dull or dark clothing (though it may still look melee round.
stylish). Acrobats do not like to encumber themselves
and so travel light. Normally, the act of dodging is assumed by adding
Dexterity bonuses to Armor Class. However, acrobats
Roleplaying can dodge attacks that normally bypass consideration of
Armor Class. A saving throw vs. paralyzation, with Dex-
Most demihumans like the acrobatic life because it terity and magical bonuses, allows the acrobat to escape
makes them enormously popular, especially with hu- all damage from the attack. However, the dodge replaces
mans. Some acrobatic thieves also like their work be- all other saving throws against that attack; if the dodge
cause it lets them take covert revenge on the upstart hu- fails, normal damage from the attack is immediately
mans taking over the Realms. taken. Dodging is not used against missiles, hurled weap-
ons, spells targeting a single individual (the acrobat), or
Acrobats as a whole are proud of their bodies and skills, spells having no physical effect to dodge (for example,
and so tend to be vain and prone to show off, which is un- hold person). Applicable attacks include falling, being hit
derstandable. They relish challenges and feel a thrill when by an object dropped from above, area-effect spells that
facing danger, a special high that they seem to live for. can be dodged (for example, fireball, lightning bolt, web),
and breath weapons.
Special Advantages
An acrobat can earn a few coins by performing in
Demihuman acrobats gain a +1 bonus with juggling, public, the exact amount to be determined by the DM.
jumping, tightrope walking, and tumbling. This bonus
increases to +2 if the acrobat is unarmored. Acrobats Special Disadvantages
gain other special bonuses with these proficiencies.
l An acrobat using the juggling proficiency adds his Festival acrobats gain no ability to backstab opponents,
and they do not gain followers or read magical writings
level to his attack roll when attempting to catch a at 10th level.
hurled weapon without harm to himself. Missile or
hurled weapons too large to catch are instead de- When wearing armor better than studded leather,
flected when using this proficiency. they also suffer a cumulative -1 penalty to tumbling,
l An acrobat using the jumping proficiency doubles his tightrope walking, and jumping proficiency checks per
level for all jumping calculations. He can use poles up point of Armor Class over 7. Bonuses to Armor Class
to 20 feet longer than himself, and he can make from Dexterity or magical devices do not engender this
vaults with a 15-foot run, not dropping the pole if a penalty; only the wearing of bulky armor (mundane or
second proficiency check is made. magical) does.
l An acrobat who is tightrope walking has only half-
normal penalties (drop all fractions; for example, -5 Festival acrobats insist on traveling light to best use
for one-inch surfaces, -2 for two- to six-inch sur- their talents, never carrying more than would slow their
faces, and a -2 attack roll penalty). The use of a bal- movement rate from its normal level (using weight lim-
ancing pole grants a +4 bonus to the check. its from Table 1 in the PHB). If optional rules for en-
l An acrobat using the tumbling proficiency gains the cumbrance (PHB, chapter 6) are used, an acrobat should
+4 Armor Class bonus during any round in which ini- always travel with light encumbrance at most. He refuses
tiative is won, even if the acrobat attacks later that to wear armor heavier than leather, and he will not carry
same round. No proficiency check is required to re- heavy or cumbersome objects unless caught in a life-or-
duce falling damage, but a successful check doubles death emergency in which he must flee or die. Even
the falling distances involved in damage calculations. then, he returns to his old ways the moment temporary
The spear and quarterstaff can be used for vaulting safety is reached.
and can also be hurled as missiles. (A thrown quarter-
16
Advisor, Secondary Skills: Armorer,
Imperial Fleet bowyer/fletcher, naviga-
tor (wildspace), sailor
Class Information (spelljammer), ship-
wright (spelljammer),
Class Requirements Fighter trader/barterer, weapon-
Racial Requirements Elf (gold, moon, wild) smith
Ability Requirements Charisma 11, Intelli-
gence 11, Strength 11, Overview
Wisdom 11 The elven Imperial Fleet attempts to stay in contact with
groundling elf nations, though such contact is usually
Prime Requisite Charisma, Strength, distant at best. Sometimes, a junior officer from the Fleet is
assigned to study and advise a particular realm. The advisor
Alignments Wisdom coordinates groundling-wildspace activity and relations,
Social Rank Any (rarely evil) often adventuring to further the goals of the Fleet.
Hit Die Type Middle or upper class
d10 On Toril, the Imperial Fleet of Realmspace has close
ties with Evermeet, which bought spelljammers to aid
Attack as Warrior the Retreat and defend the island. Imperial Fleet advisors
Save as Warrior on Toril are in most cases actually from Toril itself, hav-
Advance as Fighter ing left some years earlier to go into wildspace aboard a
Spell Ability? No spelljamming ship. Now they have returned to their old
Exceptional Strength? Yes homeworld, nearly always to Evermeet, Cormanthor, or
Exceptional Constitution? Yes Evereska, which they use as their centers of operations.
Starting Cash (x10 gp) 5d4 (see below)
This kit is most useful in a FORGOTTEN REALMS cam-
Proficiencies paign using SPELLJAMMER materials, particularly if
SPELLJAMMER adventures into Realmspace occur.
Weapons Slots 4
Initial Weapons See below Description
Additional WP Slot 3 An Imperial Fleet advisor in a groundling court wears
his dress uniform and finery: bright elven chain mail, a
Additional Weapons Any black cloak and black tabard (showing a colorful butter-
fly on a starry field), high black boots, Fleet insignia and
Nonproficiency Penalty -2 rank medallions, jewelry, polished weapons, etc. Experi-
enced advisors prefer to keep a low profile and adopt the
Nonweapon Slots 3 dress of the local elves if they are anywhere other than a
royal court. Some elements of dress and appearance may
Additional NWP Slot 3 still betray a wildspace origin (firearms, unusual clothing
style or material, odd jewelry, tattoo of stars or comets on
Available Categories General, Warrior face, etc.). Most advisors on Faerûn were once native to
this world and so might look like typical gold, moon, or
Bonus Proficiencies: Bureaucracy (CPalH), wild elves; however, the DM and player may alter the
characters appearance to create an elf coming from an-
heraldry (space, CSH), other world entirely.
spacemanship (CSH),
Realmspace lore (new)
Recommended Proficiencies: Appraising, armorer,
blacksmithing,
bowyer/fletcher, disguise,
engineering, gun-
smithing (new), obser-
vation (CSH), signaling
(CSH), slow respiration Roleplaying
(CSH), zero-gravity The Imperial Fleet advisor is a good kit to have if a
FORGOTTEN REALMS campaign has elements of the
combat (CSH), weapon- SPELLJAMMER campaign, such as the DUNGEON
CRAWL® adventure, Undermountain: Stardock.
smithing
17
The advisors purpose is to ensure the survival of Realmspace Lore
groundling elf nations and peoples, using his knowledge
and skills to bring this about. The advisor also serves as a 1 slot; General
diplomatic liaison between the Imperial Fleet and the Intelligence, -2 modifier
rulers of elf-held realms. He can pass along his knowl-
edge of conditions in wildspace and potential threats to This proficiency gives the possessor automatic general
groundling elves from the neogi and scro. (This informa- knowledge about spelljamming and conditions in wild-
tion becomes useful only if the DM is careful to include space and the Phlogiston. The DM may allow the player
wildspace threats in his regular campaign.) He might to read broad sections of material on spelljamming and
also prepare an elf nation for contact with the Imperial crystal spheres from the 1989 SPELLJAMMER: AD&D Ad-
Fleet, and could give advice on setting up a spelljammer ventures in Space boxed set, the War Captains Companion
way station or trading port to bring in further revenue to accessory, Lost Ships, and such entries from the two
the kingdom. MONSTROUS COMPENDIUM SPELLJAMMER Appendices
(MC7 and MC9) as deemed appropriate. An important
In extreme circumstances, an advisor may lead mili- article on the scro from the DRAGON Magazine Annual 1
tary operations against enemies of local elves, using all (Campaign Classics: The Scro, page 44) might also be
means at his disposal to solve the problem. He must con- allowed for the players use. Further, a proficiency check
vince elf rulers, however, that he knows what he is grants the character special knowledge about Realm-
doing, and that immediate action is necessaryurging space. A successful check allows use of the Realmspace
that may fall on deaf ears. accessory, Rock of Bral (if located in the Tears of Selûne),
and so forth. Materials on other crystal spheres cannot
Imperial Fleet advisors in Realmspace have the fol- be used, and the DM may also disallow certain areas of
lowing assortment of initial weapons: broad swords, long knowledge that the character would logically not know,
swords, short swords, daggers, long bows, short bows, such as details on the mind flayers operations at Glyth,
large weapons (CSH), and ambidexterity (CSH). They or any elements of an upcoming wildspace adventure.
are also familiar with smoke powder firearms and may
take proficiency with wheel-lock firearms (called star- Special Disadvantages
wheels in wildspace) as individual weapons or as a group.
Use the information on firearms from the PLAYERS OP- Once the advisor is dropped off on Toril by an Imperial
TION®: Combat & Tactics book, chapter 7. A 1st-level spelljammer, he is not likely to be picked up again for
advisor may buy a firearm before the start of play, but it is some time, anywhere from a month to several years. He
up to him to find more smoke powder and bullets once must work toward the completion of his mission, what-
he runs out. Any other new weapon may be learned after ever it is, during this time. He cannot summon assis-
1st level. tance from the Fleet, which has an unwritten policy of
studiously ignoring requests for assistance from everyone
Special Advantages on a planet, even its own officers. Only when the Fleet
returns to pick him up at a prearranged site can the advi-
An Imperial Fleet advisor starts with a Fleet uniform, in- sor make contact with the Fleet againunless, of
cluding one suit of elven chain mail used by the Imperial course, he gains the use of his own spelljammer in the
Fleet. He also gets a cloak, insignia, dress boots, etc. The meanwhile.
advisor then gains the usual starting funds. After spend-
ing that, he discards all remaining monies, then gains an Many evil wildspace forces would love to capture an
extra 100 gp in coins or gems for emergency purposes; advisor, torture him, gain all his knowledge, then kill
this bonus amount cannot be spent before the game him in a nasty way. Neogi, scro, mind flayers, beholders,
starts but can be spent normally during the course of the and other menaces from space might appear in the regu-
game thereafter. lar campaign.
The Imperial Fleet advisor can pick up the gun-
smithing proficiency, as he is familiar with firearms in
wildspace combat. This proficiency is described with the
artificer kit. The Imperial Fleet advisor is the only
Faerûnian character allowed to gain the following profi-
ciency, which cannot be learned except in wildspace.
18
Artificer, Overview
Gnome
An artificer is a Faerûnian gnome warrior-inventor who
Class Information uses mechanics, engineering, and other applied sciences
and technologies to solve problems in combat and ad-
Class Requirements Fighter (no multiclass- venturing. Humans build mechanical devices too, but
gnomes can perform very fine, precise tool-working over
Racial Requirements ing) long periods of time that would try the patience of any
Ability Requirements Gnome (rock) other being (one reason that gnomes are good gem cut-
Dexterity 11, Intelli- ters). The artificer is a very recent development, known
Prime Requisite gence 13, Strength 11 in Faerûn only after the Time of Troubles (1358 DR).
Dexterity, Intelligence,
Alignments Strength Artificers each specialize with a firearm at 1st level
Social Rank and are able to improve the power of their tools and in-
Hit Die Type Any ventions, including their weapons. Artificers make ex-
Attack as Middle class cellent gunsmiths (an unpopular profession in places
Save as d6 (see below) like Waterdeep and Cormyr), but they are also
Advance as Warrior (see below) renowned makers of toys, clocks, alarm systems, locks,
Spell Ability? Warrior traps, pumps, navigational and surveying instruments,
Exceptional Strength? Fighter microscopes, telescopes, eyeglasses, writing implements,
Exceptional Constitution? No and anything else up to the size of the average desk. A
Starting Cash (X10 gp) Yes few artificers go in for larger devices, such as printing
Yes presses, complex looms, adding machines, pedal- or
5d4 wind-powered vehicles, windmills, watermills, steam en-
gines, gliders, and big siege weapons but only as a hobby.
Proficiencies
Many artificers hail from Lantan, but scattered com-
Weapons Slots 3 munities of them are known across the Realms west of
Initial Weapons Any, plus one firearm the Sea of Fallen Stars and from Waterdeep on south.
(spec., see below) Notable groups of artificers appear in Zazesspur and the
Additional WP Slot 3 Purple Hills in Tethyr, and in Hardbuckler on the Sword
Additional Weapons Any (see below) Coast. Some artificers like to visit gnome clockwork
Nonproficiency Penalty -2 mages in Zakhara to the south, and some rumors hint
Nonweapon Slots 3 that crash-landed wildspace tinker gnomes are in
Additional NWP Slot 3 Faerûn, too.
Available Categories General, Warrior
Bonus Proficiencies: Gunsmithing (new), en-
gineering, locksmithing
(CTH), reading/writing
Recommended Proficiencies: Armorer, artistic ability
(drafting), black-
smithing, carpentry,
navigation, weapon-
Secondary Skills: smithing
Armorer, gunsmith (new
skill), engineer or me-
chanic (new skills),
scribe, weaponsmith,
woodworker/carpenter
19
Description Special Advantages
An artificer wears any sort of armor but is easily recog- A 1st-level artificer must specialize with either a belt or
nized for the profusion of tools he carries with him on horse pistol wheel-lock firearm (often called a starwheel),
hooks and belts or in his pockets. Scraps of paper and and may also select one other non-firearm weapon that
writing implements are also present, and the gnome may can be used by a gnome-sized being. The artificer begins
have reading glasses, a pocket watch with an alarm, a the game with a small supply of magical smoke powder,
padlock with key, a small abacus, a magnetic compass, a enough for 4d6 charges, that the gnome purchased earlier.
telescope, a pistol firearm, or other advanced nonmagi- Obtaining more of it is the gnomes problem, though some
cal devices. In the Realms, all gnome artificers worship temples of Gond and gnome communities sell it or trade
Gond Wonderbringer; the toothed wheel (gear) symbol it for about 25 gp per charge. Even then, only 2d4 charges
of Gond is stamped or engraved on each tool, device, are available per source. Smoke powder, if sold, always
weapon, and piece of armor the artificer owns, and sewn comes in its two component forms, which must be mixed
on the front of his clothing for good luck. to be effective (see the description in the DUNGEON
MASTER Guide).
Roleplaying
Specific details on belt pistols and horse pistols are
Many people in the Realms believe magic governs all af- given in PLAYERS OPTION: Combat & Tactics, chapter 7.
fairs. Artificers have faith that technology (with a little Through much experimenting, the wheel-lock weapon
magic on the side) can do the same. Faerûn does not becomes a snaplock when the artificer reaches 5th level,
lack for technological development of a medieval na- and the snaplock becomes a matchlock when the artificer
ture, but unusual advances are mostly one-of-a-kind and reaches 9th level. Though the basic combat statistics for a
regarded as curios rather than useful projects. Any me- belt or horse pistol remain the same for each type, the
chanical device appearing in Auroras Whole Realms Cat- chance for misfiring drops. A blunderbuss pistol can be
alogue, for instance, can be made by an artificer, given made at 10th level; a dagger-pistol of the proper sort can
the proper time and materials. (Nadul DaRoni is a very be made at 2nd, 6th, and 10th levels.
talented artificer.) However, except for toys and mun-
dane practical items, most complex gadgets never see An artificer has a base 30% chance to pick mechanical
use. This does not stop an artificer from making them, of locks with the proper tools (the same as thieves tools).
course. Artificers are often found with blacksmiths and Thieves tools must be purchased. He gains 5% per level
scholars, who aid them on their projects. at this talent.
When introducing technology into a fantasy cam- An artificer is capable of creating many technological
paign, limits should be set on what can be done to keep devices thanks to his interests in many areas of applied
the flavor of the campaign. The DM may decide that the science and engineering. The player and DM can work
most advanced technological invention allowable in the out the details of some of an artificers technical fiddling;
Realms is the steam engine, keeping their advancement the following are offered as guidelines for specific project
about the level reached in the early 1800s. Carried to an interests.
extreme, this would allow for the development of steam l Chronometry: Any mechanical clock (spring-wound,
locomotives and giant steam automobiles or tractors.
The DM should handle the situation as he sees fit to water-powered, or weights-and-pendulum type)
keep the campaign sane. made at 1st level either gains (1-3 on 1d6) or loses
(4-6 on 1d6) 6d10 minutes per day. For every level
It is tempting to play a Faerûnian gnome artificer like of the artificer beyond 1st, reduce the error in min-
a tinker gnome, but artificers are more sensible, speak utes by 1d10, and reduce the weight by half. At 7th
more clearly, and create projects on a much smaller level, the clock has an error of 1d8 minutes per day,
scope. They are inordinately proud of their achieve- then 1d6 minutes at 8th level, 1d4 minutes at 9th
ments, which do indeed work much of the time and level, 1d2 minutes at 10th level, and 1 minute at
even have many practical benefits (such as killing mon- 11th level (best possible accuracy). Error direction,
sters and protecting treasures). Artificers love to show gaining time or losing it, is re-rolled at each level.
off their devices to anyone willing to see. The comic el- Each clocks weight is 10d4 lbs., reduced by 1 lb. per
ement here is strong, but it is worth adding a bit of seri- level. A bell, chime, or other alarm can be added.
ousness to the playing of an artificer. l Locksmithing: Any lock made becomes more complex,
defeating attempts to pick it. For each level of the
20
artificer making a lock, the lock applies a -5 penalty Special Disadvantages
to a thiefs chances of picking it (for example, -25
penalty at 5th level). Also, the artificer gains a +10 Because he is focused more on inventing things than actually
bonus to his chance to pick any mechanical lock. practicing with weapons, an artificer gains proficiency with
l Optics: Any optical telescope or microscope starts only two weapons at 1st level; all other weapons are used at a
off at 10 (if made at 1st level). The device gains an- penalty until he gains his next proficiency slot. He starts out
other 10 (for every level afterward for example, 50 at with only three weapon proficiency slots, two of which are
5th level). A simple telescope weighs 1d4+3 lbs. and used for his weapon specialization with a pistol firearm.
is 1d3 feet long (possibly collapsible).
Artificers gain the proficiency of gunsmithing. An artificer does not use a shield, thinking that a tech-
nologically sophisticated offense is the best defense. He also
Gunsmithing likes to keep one hand free at all times in case he has to
grab a tool, and so cannot use a two-weapon fighting style.
2 slots; Warrior He refuses to use poisons because he constantly cuts his fin-
Intelligence, -3 modifier gers when messing with mechanical items and would risk
death merely by handling venomous substances.
This specialized proficiency allows the user to manufac-
ture and repair firearms that use smoke powder. (Smoke Artificers are by nature fascinated by mechanical de-
powder itself cannot be created with this proficiency.) It vices and objects that can be employed to make mechani-
takes about 60 days to make a pistol and 90 days to make a cal devices. They tend to forget everything else to study and
rifle; the total cost is one-fifth the sale price (see PLAYERS contemplate the possible uses of most things they find.
OPTION: Combat & Tactics, page 126, firearms costs Therefore, a -2 penalty is added to an artificers surprise
table). Bullets can be made 100 per day for only 1 sp. checks in the presence of unfamiliar devices or any object
Repair times and prices should fit within these limits. that might constitute a working part of a larger machine.
21
Barbarian, Overview
Arctic Dwarf
The arctic dwarves (Innugaakalikurit, pronounced EE-
Class Information nu-GA-ka-LEE-ku-rit) of the Great Glacier are among
the most reclusive and rare of all dwarven peoples. Be-
Class Requirements Fighter, ranger (no mul- cause of their long war with local frost giants, however,
some arctic dwarves have set off in search of knowledge
Racial Requirements ticlassing for latter) and devices to give them the upper hand against their
Ability Requirements Dwarf (arctic) enemies. Occasionally, such warriors arrive in the main
Constitution 15, part of Faerûn and gain great experience and wealth ad-
venturing before they return home to do battle with the
Prime Requisite Strength 15 giants. Repeat visits to the outside world are possible.
Alignments Constitution, Strength
Any (most LN; some Arctic dwarves originate from the mountainous and
frigid central Novularond region of the Great Glacier.
Social Rank LG, LE, N) There they make their homes in fortified surface villages,
Hit Die Type Lower class many with tunnel complexes beneath them for use when
Attack as d10 frost giants attack.
Save as Warrior
Advance as Warrior Description
Spell Ability? Fighter
Exceptional Strength? No (see below) An arctic dwarf stands about 3 feet tall, and looks like a
Exceptional Constitution? Yes normal dwarf who has been squashed. The male has long,
Starting Cash (x10 gp) Yes white, curly hair that hangs down to his mid-back, a short
None (see below) white beard, and a narrow, twisting mustache; the female
has no facial hair. Their eyes are bright blue, and cheeks
Proficiencies are red. The skin of the blocky body is white with a blue
tinge, and the dwarf has a pinched face, narrow eyes,
Weapons Slots 4 stubby legs, thick fingers, and wide, thick-soled snow-
Initial Weapons Primitive (see below) shoe feet that are always bare. Arctic dwarves are immune
to cold, and if the arctic dwarf has been sunbathing (as
Additional WP Slot 3 they love to do), he may be sunburnt cherry red from head
Additional Weapons Any (see below) to toe, though this causes no discomfort. Both sexes wear
Nonproficiency Penalty -1 only short tunics and loincloths of polar bear fur, though
Nonweapon Slots 3 scouts and hunters wrap themselves in white furs to serve
Additional NWP Slot 3 as armor (AC 8) and snow camouflage. An arctic dwarf
Available Categories General, Warrior has a high gentle voice and can sing well.
Bonus Proficiencies: Endurance, hunting or
Roleplaying
fishing, survival (arctic
Arctic dwarves are descended from a group of exiled
or mountain), weapon- shield dwarves in the Tortured Land, who arrived in
Novularond over 2,200 years ago. They adapted to their
smithing (crude, CRH) new land and generally have kept to themselves. How-
ever, just over 600 years ago, a group of arctic dwarves
Recommended Proficiencies: Appraising, blind-fight- were enslaved by frost giants after they were convicted
of stealing a catapult from the giant; the descendants of
ing, bowyer/fletcher these captives are still slaves of the giants, and this infu-
riates some of the dwarves. Further information on their
(eyklaksee below), homeland can be found in The Great Glacier.
camouflage (CRH), di- Most arctic dwarves lead peaceful lives of hunting,
raising children, and sunbathing. Their largest village is
rection sense, local his- Gomwemk, with a population of about 450 adults. The
tory, mountaineering,
set snares, singing,
tracking, weather sense
Secondary Skills: Bowyer/fletcher (eyk-
laksee below), fisher,
hunter, trader/barterer,
trapper/furrier, weapon-
smith (primitive)
22
village is a facade, as all the dwarves here live in tunnels dwarves gain no bonuses to attack humanoids such as
in the ice out of fear of attack by frost giants. A growing orcs and goblins. These dwarves have infravision to 60
number of dwarves here, called the Surfacers, are in feet in temperate climates, though this improves to 90
favor of moving to the surface again and challenging the feet under arctic conditions because their eyes become
frost giants, eventually freeing their enslaved brethren. far more sensitive at picking up heat sources on the
Arctic dwarves have received little support from other Great Glacier.
peoples of the Great Glacier, so some have turned to the
outside world for assistance, advice, and weapons. All arctic dwarves speak a dialect of Ulutiun, the lan-
guage of the human tribes of the Great Glacier. Though
Arctic dwarves are similar in most respects to shield it has roots in Thorass (Ancient Common) like Com-
dwarves except as follows. As a rule, arctic dwarves are mon, Ulutiun is not comprehensible to Faerûnians.
easy-going and amiable. They are not interested in crafts These dwarves could also know the languages of white
or mining and spend their recreational time engaged in dragons, frost giants, yeti, selkies, and a sort of pigeon
singing, storytelling, and contact sports like wrestling or Common, all initially chosen based on the Intelligence
boxing. (The growing rage they feel at the frost giants, score and available language proficiencies. More lan-
however, is sure to boil over in the near future.) These guages can be learned later.
dwarves do share a fascination with weapons, and some
have large collections of unusual weapons traded to them Arctic dwarves are similar to shield (mountain)
by (or taken from the frozen bodies of) adventurers. dwarves with regards to aging, saving throw bonuses, re-
sistance to magic, combat abilities vs. giants, and abili-
Arctic dwarves are all immune to the ill effects of ties to detect underground phenomena. Initial ability
normal or magical cold, and thus take no damage from scores are modified by a -1 penalty to Charisma and
sub-zero temperatures, cold-based spells, white dragons Dexterity, and a +1 bonus to Strength and Constitution.
breath, etc. Because of their long isolation, arctic The minimum/maximum ability scores for arctic
23
dwarves are: Str 14/18, Dex 3/16, Con 13/18, Int 3/18, Special Disadvantages
Wis 3/18, Cha 3/14. Use the height data for halflings,
the weight data for half-elves, and aging data for dwarves An arctic dwarf does not know how to use a shield. If
in the PHB, Tables 10 and 11. given the proper training, the dwarf can take a weapon
proficiency with the shield (using a small shield or buck-
Arctic dwarves can become fighters of unlimited lev- lers only) in order to use it properly.
els, or rangers or thieves of up to 8th level. Only fighters
gain weapon specialization. They cannot become pal- As a barbarian, an arctic dwarf starts out with no
adins, wizards, priests, or bards. Multiclassed Faerûnian money. He may choose up to 10 items other
fighter/thieves are possible but not ranger/thieves+ than weapons to take with him on his travels. These
Rangers cannot cast priest spells, but they can hide in items include sacks, dried food rations, capes, fishing
arctic terrain, rocky terrain, or shadows using their roll gear, rope, and tools (for skinning, sewing, or digging).
for hiding in shadows. All rangers have either yeti, white
dragons, or frost giants as their species enemy. Some are He also gains possession of four primitive but well-
regarded by their kind as troublemakers for deliberately made weapons that his tribe normally makes and uses;
seeking out lone frost giants to slay, provoking conflicts. these are also his initial weapons of proficiency. An arc-
tic dwarf must select initial weapons only from the fol-
Arctic dwarves eat fish, caribou, and polar bear meat, lowing: club (wood), mace (footmans, stone head),
and they hunt ice toads and winter wolves for meat and spear (stone point), stone dagger, eyklak (bulky bow),
body parts, too. They are accustomed to speaking their battle axe (stone head). Punching or wrestling may also
minds freely and openly, and enjoy family time, singing, be selected as weapon proficiencies, requiring no equip-
telling stories, and wrestling or boxing. Most are lawful ment. However, the arctic dwarf may learn new weapon
neutral and live in clans. They have a normal movement proficiencies as the situation allows.
rate of MV 6.
An arctic dwarf does not speak Common very well.
Special Advantages Any communication with him should be played out as
slow, halting, and hard to understand. Apply a 50%
An arctic dwarf fighters skin is toughened by outdoor chance that an NPC does not know what the character is
living. He cannot feel pain from light bludgeoning at- talking about, and a 25% chance if this happens that the
tacks that do not pierce the skin; he thus takes only half NPC thinks the arctic dwarf said something rude, insult-
damage (round fractions down to a l-point minimum) ing, or in very bad taste. Comic results are also appropriate.
from punching or wrestling. This applies to rangers, too
but no other class. The arctic dwarfs strange appearance produces a +1
modifier to NPC reaction rolls, though no result should
An arctic dwarf fighter gains a +2 bonus to all attack become hostile. Onlookers are merely put off by or curi-
rolls against frost giants. (Rangers gain this bonus, too, un- ous about the dwarfs looks. Frost giants of the Great
less they select frost giants as their species enemy, in which Glacier, however, always attack arctic dwarves and need
case they get the standard +4 bonus to attack.) Because not check reaction to them.
they are quite fascinated with weapons, arctic dwarf fight-
ers have only a -1 nonproficiency penalty when using An arctic dwarf is not accustomed to warm tempera-
weapons with which they are not familiar; other classes tures. If attacked by heat- or fire-based spells, he suffers
(including rangers) have normal nonproficiency penalties. +1 extra point of damage per die. He can get around
quite well in hot weather but sweats profusely and drinks
The favored weapon of an arctic dwarf is his eyklak, a vast quantities of water and other liquids. Sunburn never
bulky bow with a high-tension pull that fires long, thick, affects him, of course.
barbed arrows. Treat this as a short bow in all respects,
except that the long arrows inflict 1d8 points of damage. No metallic armor exists in the Realms that is sized to
The awkward-looking bow is carefully shaped for an arc- fit the squat, broad form of an arctic dwarf. If the arctic
tic dwarf to use, so he has a +2 bonus to attack rolls dwarf manages to gain and wear any sort of metallic armor,
made with it; other races have a -2 penalty to attack he takes a -1 penalty to all attack, damage, saving throw,
rolls when using it. Fighter specialization with this and proficiency check rolls, as the armor feels so unnatural
weapon is very common, as it is so useful in hunting and strange. This problem lasts for 6d6 days of constant
large, dangerous gameand for killing frost giants. armor use, then disappears as the dwarf finally adjusts to it.
The problem does not reappear for that dwarf.
24
Barbarian, Secondary Skills: Fisher, hunter, miner,
Jungle Dwarf trader/barterer,
trapper/furrier, weapon-
Class Information smith (primitive), wood-
worker/carpenter
Class Requirements Fighter Overview
Racial Requirements Dwarf (jungle)
Ability Requirements Constitution 15, In the steaming jungles of Chult live the wild dwarves,
who call themselves dur Authalar (The People). Once or
Prime Requisite Strength 15 twice every decade, a wild dwarf is captured by explorers
Alignments Constitution, Strength or slavers and taken unwillingly from the jungle to the
Any (most LN; some assumedly more civilized realms of Faerûn. If the dwarf
escapes or is freed, he may want to explore this new land
Social Rank LG, LE, N) before returning to his homelandif he decides to re-
Hit Die Type Lower class turn at all. Wild dwarves pride themselves on mastery of
Attack as d10 their environment, and the hostile lands of Faerûn are a
Save as Warrior difficult challenge to pass up.
Advance as Warrior
Spell Ability? Fighter Description
Exceptional Strength? No
Exceptional Constitution? Yes A wild dwarf is 3 feet tall, stout but nimble, and has dark
Starting Cash (x10 gp) Yes brown skin, dark eyes, and brown or black hair. In the
None jungle, his body is normally kept covered in animal
grease to ward off insects, and colorful tattooing is com-
Proficiencies mon and extensive. Beards and hair of both sexes are
worn long and braided, the braids often woven together
Weapons Slots 4 to form crude clothing (as they wear nothing else). A
Initial Weapons Blowgun (spec.), plus male going to war covers his woven braids with mud to
form armor (see below). Both sexes wear bone earrings,
two others (see below) bracelets, and necklaces but never wear metal orna-
ments or armor. Body odor is very unpleasant; this may
Additional WP Slot 3 be a natural defense against jungle insects or carnivores.
Additional Weapons Any (see below)
Nonproficiency Penalty -2
Nonweapon Slots 3
Additional NWP Slot 3 Roleplaying
Available Categories General, Warrior Jungle dwarves live in trees and caves across their land.
They see themselves as part of a single family or clan and
Bonus Proficiencies: Climbing, hunting, set are polygamous. Drums are used to communicate with
distant kinsmen.
snares, survival (jungle)
Jungle dwarves are similar to shield (mountain)
Recommended Proficiencies: Animal lore, appraising, dwarves with regards to aging, saving throw bonuses, re-
sistance to magic, infravision, combat abilities vs. giants,
blacksmithing, blind- and abilities to detect underground phenomena. An ad-
ditional +1 bonus vs. poison is added because of their
fighting, carpentry, cam- long experience in making and using poisons. Initial
ability scores are modified by a -2 penalty to Charisma
ouflage (CRH), direc- and a +1 bonus to Constitution. The minimum/maxi-
mum ability scores for jungle dwarves are the same as for
tion sense, endurance, shield dwarves. On Tables 10 and 11 in the PHB, use the
height data for halflings, the weight data for gnomes,
fire-building, fishing, and aging data for dwarves.
herbalism, jumping,
local history, mining, sig-
naling (CRH), tracking,
weather sense, weapon-
smithing (crude, CRH)
25
As he has lived in a jungle environment for so long, a firemaking kit with tinder, tools (for skinning, digging,
jungle dwarf gains a +4 saving throw (or similar modifier or sewing), fishing gear, rope, etc. These items can be
to a Constitution check) vs. any debilitating disease or made of forged iron, wood, bone, leather, or stone.
parasitic infestation. Additionally, he takes -1 point per
die of damage done by insect swarm spells or nonmagical The dwarf also gains possession of four primitive but
attacks (from the grease covering their bodies), and the well-made weapons that his tribe normally makes and
same reduction in damage from heat-related attacks, uses; these are also his initial weapons of proficiency.
even magical (from their own personal resistance). After a jungle dwarf takes the dart as a weapon specializa-
tion, he must select other initial weapons only from the
Jungle dwarves can become either fighters, clerics, or following group: hand axe, club (spiked, can be thrown),
fighter/clerics of the usual levels allowed to dwarves. dagger, knife, spear. These weapons can be made from
They can climb trees and other surfaces with ease, rolling forged iron, wood, stone, or bone. The jungle dwarf can
only during combat or other dangerous situations. A base learn to use new weapons later as the situation allows.
80% chance, +2% per level (98% maximum score). All
fighters gain weapon specialization with the dart, either A jungle dwarf does not speak Common very well.
from a blowgun or hurled. No other classes are permitted. Any communication with him should be played out as
All jungle-dwarf clerics worship Thard Harr (see Dwarves slow, halting, and hard to understand. Apply a 50%
Deep, pages 9 and 25-26); clerics must take herbalism to chance that an NPC does not know what the character
make hunting poisons for darts. is talking about, and a 25% chance if this happens that
the NPC thinks the jungle dwarf said something rude,
Further information on the jungles of Chult, useful insulting, or in very bad taste. Comic results are also ap-
for roleplaying adventures in that area and making up propriate.
details about a jungle dwarfs background, can be found
in The Jungles of Chult. The jungle dwarfs strange appearance and body odor
produces a +2 modifier to NPC reaction rolls, though no
Special Advantages result should become hostile. Onlookers are merely put
off by the dwarfs looks and smell.
The poison that jungle dwarves make and use is applied
only to their blowgun darts. These blowguns can fire two When first encountered, a jungle dwarf uses only
darts per round (ranges 1/3/5, or 5/15/25 yards). Each dried mud plastered over his own braided hair for armor
dwarf carries 1d10+6 barbed throwing darts that inflict (AC 8 until hit for 15 points of damage, then AC 9 until
1d3/1d2 points of damage. The poison forces the victim hit for another 15 points of damage). He sees no use in
to save vs. poison or be slowed for two rounds, then fall wearing anything else unless the benefits are explained
asleep for 1d4+2 rounds (slapping does not awaken him). and demonstrated to his satisfaction.
Each dart can be used twice before the venom wears off.
Jungle dwarves are immune to the effects of their own A jungle dwarf is not accustomed to cold tempera-
venom and get their +1 bonus vs. other poisons. tures. If attacked by cold- or ice-based spells, he takes +1
extra point of damage per die. He can get around quite
A jungle dwarf can use the set snares proficiency for well in cold weather in the proper clothing, but this pro-
creating deadfalls, covered pits, and other sorts of jungle duces its own problems (see following).
traps. Two outdoor traps can be set per day by a dwarf
with this proficiency. No metallic armor exists in the Realms that is sized to
fit the squat, broad form of a jungle dwarf. If the jungle
Special Disadvantages dwarf manages to gain and wear any sort of metallic
armor or must wear cold-weather clothing like boots,
A jungle dwarf does not know how to use a shield. If heavy coat, mittens, etc., he takes a -1 penalty to all at-
given the proper training, he must also take one weapon tack, damage, saving throw, and proficiency check rolls,
proficiency with the shield (using a small shield or buck- as the armor or clothing feel so unnatural and strange.
lers only) in order to use it properly. This problem lasts for 6d6 days of constant use of the
armor or clothing, then disappears as the dwarf finally ad-
As a barbarian, a jungle dwarf starts out with no justs to it. The problem does not reappear for that dwarf.
Faerûnian money. He may choose up to 10 items other
than weapons to take with him on his travels. These
items include one packet of dart venom (see above),
sacks, a drum, dried food rations, a waterskin or gourd, a
26
Barbarian, Secondary Skills: smithing (crude, CRH),
Lythari weather sense, weaving
Bowyer/fletcher, hunter,
Class Information leather worker,
tailor/weaver, trapper/fur-
Class Requirements Fighter (no multiclass- rier, weaponsmith, wood-
worker/carpenter
Racial Requirements ing) Overview
Ability Requirements Elf (lythari)
The lythari are elves who possess a rare form of lycan-
Constitution 13, Dex- thropy allowing them to change into wolves. However,
unlike most werewolves, lythari are good natured and
Prime Requisite terity 13, Strength 13 reclusive. Once in a while, a lythari still living on
Constitution, Dexterity, Faerûn has the urge to wander afar, usually in search of
others of its kind. Despite its shyness, it may travel with
Alignments Strength elf adventurers for a time, though it avoids other races.
Any (most CG; some
Most lythari inhabit primeval forests on Evermeet,
Social Rank NG, N, CN) however, very few lythari exist and they live unnoticed
Hit Die Type Lower class by civilized folk. Some can yet be found in Faerûn, such
Attack as dl0 as in the Forest of Tethir and old forests in the North,
Save as Warrior where they hunt deer, rabbits, wild boar, and other
Advance as Warrior game.
Spell Ability? Fighter
Exceptional Strength? No Description
Exceptional Constitution? Yes
Starting Cash (x10 gp) Yes A lythari looks like a very tall and beautiful elf, standing
None (see below) about 6 feet high with very pale skin, long silver hair, and
blue or green eyes. Both sexes wear furs, hides, thin leather,
Proficiencies and other natural garb, with bone jewelry, feathers, leaves,
and similar items for ornamentation; except for their size
Weapons Slots 4 and coloration, they could be wild elves. In wolf form, a
Initial Weapons See below lythari has light gray or silver fur, stands 30 inches high at
Additional WP Slot 3 the shoulder, and weighs its normal weight (see below). In
Additional Weapons elf form, a lythari wears no armor whatsoever. All lythari
Nonproficiency Penalty Any are nocturnal and hunt only at night.
Nonweapon Slots -2
Additional NWP Slot 3 Roleplaying
Available Categories
Bonus Proficiencies: 3 Lythari are very shy, reclusive beings. They are also rest-
General, Warrior less and nomadic, wandering endlessly through their
Endurance, hunting, sur- forests, enjoying their lives as hunters.
vival (forest), tracking
Lythari characters are generated exactly as normal
(see below) elves, as per the Players Handbook, with only minor
Recommended Proficiencies: Animal lore, blind-fight- changes. Lythari characters use the height and weight
data for humans, though their limbs and digits are long
ing, bowyer/fletcher, (PHB, Table lothe aging data for elves is used on
camouflage (CRH), car- Table 11). Lythari can only become fighters. In either elf
or wolf form, a lythari has AC 6 and MV 18 (the elf form
pentry, direction sense, seems to run incredibly fast). The elf form uses weapons
to fight; the wolf form uses its bite for 2d4 points of dam-
healing, herbalism, age. Both forms have 60-foot infravision, 90% sleep and
jumping, leatherwork-
ing, local history, rope
use, running, seam-
stress/tailor, set snares,
swimming, tightrope
walking, weapon-
smithing, weapon-
27
charm resistance, and improved chances to surprise foes a rate of 3d4 hit points per day. Cure wounds spells do
but no abilities to detect secret or concealed doors. An not allow for recovery of hit points lost in this way. A
additional penalty of -2 is applied to a foes surprise roll lythari can eat cooked meat but hates the taste.
if the lythari is attacking at night, and the foe has no
light source or infravision available. A lythari must take on his wolf form during the three
days of the full moon every month. The DM should plot
While a lythari can transmit his condition to any other out these times in the campaign so the lythari follows
elf in the same way any normal lycanthrope can transmit Selûnes cycle. The lythari has no choice in this matter
lycanthropy to other humans, no other demihuman or but no objection to it.
human is affected in the slightest. Transmission is per-
formed only if the recipient requests it; a lythari in wolf As a barbarian, a lythari starts out with no Faerûnian
form never bites other elves or half-elves if they can help money. He may choose up to 10 items other than weapons
it. A half-elf must save vs. poison each time he is bitten or to take with him on his travels. These items include sacks,
else take 1d4 points of extra damage for 1d4 rounds as the dried meat, a waterskin, tools (for skinning, digging, or
lythari influence is cast out of his system. sewing), fishing gear, rope, etc. These items can be made of
steel, wood, bone, leather, stone, or other materials; many
Brief notes on lythari society (a primitive anarchistic are gained from trading with other elves.
communism) are found in Elves of Evermeet.
The lythari also gains possession of four weapons that
Special Advantages his people normally make and use; these are also his initial
weapons of proficiency. The lythari must select initial
As a sort of werecreature, a lythari can be struck in com- weapons only from the following: hand axe, bow (any but
bat only by silver or enchanted weapons, or by monsters crossbow), club, dagger, dart, javelin, knife, sling, spear,
with 4+1 or more Hit Dice. A lythari character has no sword (any). These weapons are very similar to those used
reaction to wolfsbane or other normal plants used by wild elves in form and make. The lythari can learn to
against ordinary lycanthropes but takes extra damage use new weapons later as the situation allows.
from weapons enchanted to harm lycanthropes.
Discovery that the lythari elf takes on wolf form
In wolf form, a lythari has enhanced senses of smell produces immediate, dangerous reactions from most
and hearing. He can follow a scent on a trail as if he had non-elf NPCs, who hate and fear werewolves. A +6
the tracking proficiency with a +6 bonus. He also has a modifier is applied to NPC reaction rolls, and immediate
+6 bonus to avoid being surprised by anything that has a flight or attack is possible.
scent or can make noise. He also gains a bonus equal to
his level to saving throws made against illusion/phan- Lythari never sport any armor, and they dont use
tasm spells, detecting any illusion for what it truly is. shields. Wearing any sort of armor when attempting to
Once he smells a subject, he remembers that subjects change into wolf form can injure the lythari during the
scent for life; he can identify any number of individuals transformation. If this situation happens anyway, take the
of any race or species by their body odor. The DM may base Armor Class of the armor worn (excluding all
allow the wolf character to learn details on what a sub- bonuses for magical armor and other devices) and subtract
ject has eaten, who he has touched, etc., to also be de- this from 10; the result is the damage in hit points taken
tectable with a tracking check at +4 on the roll. Most from crushing and constriction. Double this damage if the
lythari proficiencies not requiring the use of hands can armor is magical, as magical armor (ironically) affects a
be used in wolf form, too. lythari just as a silver or enchanted weapon can; more in-
juries result. Then, the DM must roll 1d20; if the result is
Special Disadvantages equal to or less than the damage taken, the lythari is en-
tangled by or trapped in the armor. Thus, a suit of plate
A lythari is a carnivore and never eats plant matter of mail armor +3 (base AC 3) causes 7 points of damage; if a
any sort except for herbal medicines. If forced to live 7 or less is rolled on 1d20, the lythari is also stuck.
without fresh meat, a lythari loses 1-4 hit points per day;
the moment the lythari falls below one-half his usual hit When changing into wolf form, the wise lythari first re-
point total, he must make a system shock roll or pass moves his clothing, carefully placing it and all other pos-
into a coma, from which he dies in 3d8 hours unless sessions in a secure place. Returning to this spot is easy for
given ground meat and water to swallow, or unless given the lythari in wolf form, thanks to his olfactory sense, but
a heal spell. Resuming a full-meat diet allows recovery at it does make the lytharis possessions vulnerable to theft.
28
Barbarian, running, seamstress/tailor,
Wild Elf set snares, swimming,
tightrope walking, track-
Class Information ing, weaponsmithing
(crude, CRH), weather
Class Requirements Fighter, ranger (no mul- Secondary Skills: sense, weaving
Armorer, bowyer/fletcher,
Racial Requirements ticlassing for latter) fisher, forester, hunter,
Ability Requirements Elf (wild), half-elf (wild) leather worker, scribe,
Constitution 11, Dex- tailor/weaver, trapper/fur-
Prime Requisite terity 11, Strength 13 rier, weaponsmith, wood-
Alignments Dexterity, Strength worker/carpenter
Any (most CG; some
Social Rank NG, N, CN) Overview
Hit Die Type Lower class
Attack as d10 Wild elves, who call themselves SyTelQuessir, have the
Save as Warrior least organization and most primitive culture of any of the
Advance as Warrior elven subraces of the Realms. While they are not complete
Spell Ability? Fighter or ranger savages, they tend to be nomadic hunters and gatherers,
No (Yes for high-level having little interaction with other peoples and staying
close to their beloved temperate and subarctic forests.
Exceptional Strength? rangers) Many wild elves can read and write, but their oral tradi-
Exceptional Constitution? Yes tions are far more extensive than their written works,
Starting Cash (x10 gp) Yes which rarely survive long in the wilderness. Some wild
None elves travel extensively through their forests in their con-
stant search for food and shelter, and they may take on ad-
Proficiencies ventures during this time.
Weapons Slots 4 Wild elf barbarians are found on Evermeet and in Cor-
Initial Weapons Long bow or short bow manthor, the Forest of Tethir, the Greycloak Hills, and
many other old forested regions of Faerûn. They are the
(spec.), plus two others most common types of elves on the mainland since the
Retreat, except for Evereska moon elves. Wild elves were
Additional WP Slot (see below) formerly known from the Chondalwood, in the Vilhon
Additional Weapons 3 Reach, but those appear to have all gone to Evermeet.
Nonproficiency Penalty See below Many half-wild elves of the Yuirwood, in Aglarond, and
Nonweapon Slots -2 some in Cormanthor use this barbarian kit.
Additional NWP Slot 3
Available Categories 3 Not all wild elves should use this kit, as some are more
Bonus Proficiencies: General, Warrior civilized and have established permanent homes and even
Animal lore, endurance, cities, though always in heavily wooded areas. This is true
in places with much contact with humans, such as Deep-
fishing or hunting, sur- ingdale and parts of the Forest of Tethir, in Tethyr. Many
wild elves of the High Forest are secretly attempting to set
vival (forest) up a kingdom there, called New Eaerlann, and these elves
Recommended Proficiencies: Animal handling, animal would not use this kit.
lore, animal training, ap-
praising, boating (CRH),
blind-fighting,
bowyer/fletcher, camou- Description
flage (CRH), carpentry, A wild elf of Faerûn stands about human height (5 feet 6
direction sense, fire-build- inches or so), with coppery skin with tinctures of green.
Hair color is usually brown or black, with occasional reds
ing, healing, herbalism, and blondes; the eyes are green, brown, or hazel.
jumping, leatherworking,
local history, rope use,
29
Clothing in warm, temperate forests is kept to a mini- falls to +2. In his own forest, he can creep up on intruders so
mum, down to loincloths, sandals or moccasins, and as- carefully as to add another -2 penalty to their chances to be
sorted decorative touches like earrings and arm bands. surprised, cumulative with the normal elf chances for this.
Tattooing is widely practiced. In cool weather, wild elves
wear light leather clothing like buckskin, expertly A wild elf barbarian may fire his bow without penalty
stitched, and high, fur-lined boots. Hair decorations in- while traveling at MV 6. Trick shots and called shots are
clude feathers, leather bands, berries, and so forth. possible. The normal elf bonus of +1 to attack rolls with a
Leather armor is the only armor that wild elf barbarians bow is added to all other bonuses. Attack options with the
willingly use. Wild elf barbarians use horses only rarely, if bow are in The Complete Fighters Handbook, The Complete
at all, though more civilized wild elves do so more often. Book of Elves, and PLAYERS OPTION: Combat & Tactics.
Roleplaying Special Disadvantages
A wild elf barbarian wants most to simply be left alone. He As a barbarian, a wild elf starts out with no Faerûnian
is in tune with the forest, engaged in a simple struggle for money. He may choose up to 10 items other than weapons
survival that he believes is all that the elven gods intended to take with him on his travels. These items include
for him. Hunting, gathering, eating, sleepingthis is what leather armor, sacks, dried meat, a waterskin, tools (for
makes life worthwhile for him, and he gains wisdom from skinning, digging, or sewing), fishing gear, rope, etc. These
living so close to the land and so much at the mercy of na- items can be made of steel, wood, bone, leather, stone, etc;
ture. Contact with other peoples interferes with his appre- many are gained from trade with other elves.
ciation of the forest and can anger him greatly. Wild elf
barbarians are emotional beings, not rational ones. The wild elf barbarian also gains possession of three
weapons that his people normally make and use; these are
Certain elements of civilization intrude on this life, but also his initial weapons of proficiency, one being a bow,
the wild elf accepts them grudgingly. He may be a nomad, with which he must specialize. He must select his other
but small communities of settled wild elves that he visits initial weapons only from the following: hand axe, club,
may have forges for blacksmithing, stockades of domestic dagger, dart, javelin, knife, sling, spear, sword (any). The
animals, and trading posts with links to the outside world. wild elf can learn to use new weapons later on but diverges
He does not fully approve of this, but he understands it is the from the previous list only for very good reasons. Nothing
only way to create and maintain the iron weapons he uses. could convince him to learn to use a siege weapon or a
firearm, but he might learn to use a pike if fighting danger-
While a barbarian fighter has few other worries, the bar- ous monsters at a distance.
barian ranger is responsible for the safety of his people. He se-
lects the creatures he views as most dangerous to his people, Wild elf barbarians do not trust or like humanity, and
then attacks them with a vengeance in a never-ending war. they arent crazy about dwarves. NPC humans and dwarves
have an immediate negative reaction to all wild elves unless
Special Advantages these NPCs come from areas known to be friendly with the
forest folk (for example, Deepingdale). Humans and
All proficiencies that a wild elf barbarian takes are ori- dwarves apply a +2 modifier to all reactions checked on
ented toward life in the forest. The bonus proficiencies he Table 59 of the DMG; hostile reactions are possible.
receives each include an additional +1 bonus on their
checks when used in any forest, and a +2 bonus when used Wild elf barbarians have a particular aversion to the
in his home forest. Underdark, oceans (surface or undersea), cities and towns,
deserts, wildspace, other planes, and arctic conditions. On
A wild elf barbarian may use animal lore to understand any adventure in these regions, a wild elf barbarian takes a
the actions of wild birds and mammals as if he were able to -2 penalty to all proficiency checks and saving throws, as
talk with them. If a proficiency check is made with a -4 a result of feeling oppressed by the lack of a true forested
penalty, he learns something from the creature, if anything wilderness. This penalty is permanent. (Even lythari are
is there to be learned. The wild elf can communicate to more flexible about their living conditions, so long as they
some extent with the creature and can use his Charisma get meat.) Wild elf barbarians tolerate grasslands, swamps,
score to influence the creatures reaction, if the creatures subarctic conifer forests, and tropical jungles well enough
Intelligence score is 1-4. to avoid this dramatic penalty, however.
In his home forest, a wild elf has a +6 bonus to avoid Finally, wild elf barbarians have no abilities to detect secret
being surprised, even if asleep. In other forests, this bonus or concealed doors, as they are never around them in the wild.
30
Beggar, Overview
Professional
Demihuman beggars began their careers cursed by
Class Information prejudice or misfortune. Some, however, earn extra
money on the streets by selling information, running er-
Class Requirements Thief (no multiclassing) rands or messages, picking pockets, and serving as look-
outs for other thieves. They are superb con artists, often
Racial Requirements Half-elf (moon, wild), able-bodied but capable of faking any sort of injury or af-
dwarf (shield), gnome fliction to play on the sympathies of passers-by. They
twist their poverty into a minor source of wealth and
(forest, rock), halfling power in the urban realms of mankind. A few beggars are
spies for foreign demihuman powers. Demihuman beg-
Ability Requirements Charisma 9, Dexterity 9 gars are seen in human-dominated cities from Water-
Prime Requisite Charisma, Dexterity deep south to Calimshan, and in many cities around the
Alignments Any nonlawful Sea of Fallen Stars.
Social Rank Lower class
Hit Die Type d6 Description
Attack as Rogue
Save as Rogue A demihuman beggar has filthy hair, dirty skin, ragged
Advance as Thief clothing, a wooden bowl for alms, and possibly a bat-
Spell Ability? No tered musical instrument for playing to a crowd. The
Exceptional Strength? No beggar might have bandages, appear to be maimed, or
Exceptional Constitution? No show symptoms of disease. He is an expert at faking in-
Starting Cash 3d4 gp (see below) jury and disease, but some of his disabilities could be
quite real. Weapons are always disguised or hidden.
Proficiencies
Roleplaying
Weapons Slots 2
Initial Weapons Club, dagger, dart, knife, Finding any advantage to being homeless, poor, and de-
spised by society is quite a trick. A demihuman who is a
quarterstaff, sling professional beggar, however, desires this sort of life be-
cause of the anonymity and special contacts it provides
Additional WP Slot 4 which allow him to take advantage of the upper classes
Additional Weapons Standard thief (see (and often, the humans) he hates. The professional beg-
gar is a parasite. He works with many elements in a
Nonproficiency Penalty below) citys underworld, begging for coins and food while
Nonweapon Slots -3 dealing in information with thieves, smugglers, thugs,
Additional NWP Slot 3 spies, or assassins.
Available Categories
Bonus Proficiencies: 4 Sometimes a beggar leads a double life, sneaking out
General, Rogue of a city to go adventuring with others and seek his for-
Begging (CTH), dis- tune. Often, the beggar-adventurer quickly spends what-
guise, information gath- ever riches he gains and returns to his old city, again a
ering (CTH), survival beggaruntil he next goes out on a quest for wealth..
(urban) Special Advantages
Recommended Proficiencies: Alertness (CRH), ap-
A beggar gains an exceptional knowledge of the city in
praising, endurance which he lives. He knows of passages through sewers and
(CTH), fast-talking alleyways, abandoned rooms, and other escape routes
(CTH), forgery, gaming, and hiding places. If a beggar is being pursued but man-
ages to elude his pursuers for only one round, he has an
musical instrument, ob- 8% chance per level of completely evading pursuit by
servation (CTH), seam- seeming to vanish into thin air. He is not visible to any
Secondary Skills: stress/tailor, singing,
trailing (CTH)
No skill applicable
31
form of magical true seeing as he is hidden behind other A beggar cannot have the reading/writing proficiency
objects and possibly moving farther away with every sec- at 1st level, though this may be gained normally later
ond. Unless extraordinary magic is used (DMs option), on. No points can be allocated to his read languages
he cannot be found until he decides to come out again. thieving skill at 1st level, but these can be added later,
The maximum chance to hide in this manner is 96%. too. Because opening locks and finding/removing traps
involve specialized training, the beggar takes a -10
If a beggar must flee but cannot evade pursuers in this penalty on these abilities.
manner, he can attempt to make a Dexterity check on
1d100, subtracting his level from the roll to better his While the character is being generated, the player of
chances for success. Success means he outruns his pur- a demihuman beggar must make a Constitution check
suers in an incredible burst of speed. on 1d20. Failure indicates the beggar has an actual afflic-
tion of a serious nature: a missing limb, a damaged sense,
Pickpocketing is so important a survival skill that the scars from a disease, a pronounced stutter, etc. The
beggar gains a +15 bonus to his chances to use this tal- player must select the affliction, which should have an
ent. This skill is used to filch food from street vendors, actual penalty in game terms (for example, reduced
palm coins found on the pavement, or perform minor movement, loss of Charisma or other ability score,
sleight of hand tricks for passers-by. penalty to surprise or initiative checks, or penalty to
rolls for saving throws, attacks, damage, proficiency
When the disguise proficiency is used to mimic an in- checks, etc.).
jury or affliction but not to disguise his actual identity,
the beggar gains a +2 bonus on the proficiency check. Some of a beggars proficiencies rely on his looks and
perceived social station: begging, fast-talking, informa-
The beggars survival skill lies in urban areas. He is so tion gathering, and trailing. If a beggar dresses and looks
good at this skill that he can successfully find food, shel- better than a pauper, these proficiencies suffer a cumula-
ter, and clothing for himself without making a profi- tive -1 penalty per week that the beggar seems better
ciency check under normal city conditions. He raids off, to a maximum penalty of -8. This keeps the beggar
garbage and sleeps in hidden spots, managing to stay from plowing his gains from adventuring in bettering his
alive with the barest necessities. During wartime, nat- lifestyle in public. If the beggar returns to looking awful
ural disasters, extreme heat or cold, major civil disorders, again, the penalty freezes and begins to improve by 1
and so forth, a check must be made daily to thrive; if it is point each week thereafter until normal proficiency
failed, the beggar is hungry, thirsty, or cold. checks can again be made.
If the beggar normally appears to be carrying no Additionally, if at any time a beggar appears in any sort
weapon but has one or more concealed weapons on his of armor in public, the above proficiency checks immedi-
person, he gains a +2 bonus to his first initiative roll if ately drop by -8. He also draws all suspicion normally
threatened or attacked. This happens as he pretends to gained by using a banned weapon. No one treats him as a
cower or turn to flee, instead pulling out a weapon and real beggar if both armor and weapons are displayed.
confronting his attacker.
A demihuman beggar receives reactions of pity and
Special Disadvantages disgust on a daily basis from all around him. This equals
a +2 modification to rolled NPC reactions using Table
The first disadvantage of being a demihuman beggar 59 in the DMG, though a hostile reaction is not reached
concerns the money initially gained (3d4 gp). More unless the beggar attacks or the NPC hates beggars any-
funds might come later from other helpful characters, way. Only other Rogues treat a beggar without a nega-
but the beggar starts out at rock bottom. tive reaction.
Initial weapons are restricted to those that cost a Finally, a demihuman beggar who reaches 10th level
small amount, are simple to make or find, and are easy to gains as followers only other beggars, though the beggar
hide or conceal (for example, a quarterstaff or club can in charge can certainly set up a thieves guild in this
be used as a walking stick, splint, or blind-mans stick). manner. The demihuman beggar gains the ability to read
Out of the normal thieves weapons, this excludes short magical or clerical scrolls at 10th level only if he has de-
bows, swords, and hand crossbows. Lassos have little voted a reading/writing proficiency to any language, and
place in a city and are also excluded. At higher levels, a only if he has also raised his read language thief skill to
beggar can learn to use these excluded weaponsbut if 50% or more.
he is seen using them, word spreads rapidly and he draws
great suspicion that he is an assassin, spy, or thief.
32
Cat Burglar Overview
Class Information A cat burglar is a highly sophisticated thief with great
experience at breaking into secure buildings, bypassing
Class Requirements Thief locks and traps, passing sentries undetected, stealing the
Racial Requirements Elf (moon, wild), half- most valuable loot, then escaping as quietly as he got in.
elf (moon, wild), dwarf The demihuman cat burglar is often a renegade with an
elitist attitude, snubbing thieves guilds or offering them
(gold, shield), gnome minimal attention. However, he is sometimes hired by
(or forced into serving) powerful demihuman patrons
Ability Requirements (forest, rock), halfling such as nobles, so that his skills benefit governments like
Dexterity 13, Intelli- Evermeet, Evereska, Citadel Adbar, Eartheart, etc. A
demihuman cat burglar may have reasons of his own to
Prime Requisite gence 13, Strength 11 recover treasures from evil forces and turn them over to
Alignments Dexterity, Intelligence his peopleor keep them for himself.
Social Rank Any nonlawful
Hit Die Type Middle class Demihuman cat burglars usually get their start in
Attack as d6 major cities, invariably human ones. Waterdeep, Sil-
Save as Rogue verymoon, Baldurs Gate, Suzail, Athkatlathe list of
Advance as Rogue cities of origin goes on and on. They may travel from
Spell Ability? Thief city to city to avoid capture but love the urban life and
Exceptional Strength? No all its sophistication and riches.
Exceptional Constitution? No
Starting Cash (×10 gp) No Description
2d6
A demihuman cat burglar has strong tastes for finery and
Proficiencies discretion, not wishing to appear gaudy or craving atten-
tion but still showing sophistication. Clothing is of fine
Weapons Slots 1 quality but subdued in tone, simple and elegant, yet very
Initial Weapons Dagger stylish. Weapons and tools are cleverly hidden on the
Additional WP Slot burglars person. The burglar can be mistaken for a well-
Additional Weapons 4 to-do merchant or minor noble on the street. Working
Nonproficiency Penalty Standard thief clothes are usually tight, dark or camouflage-patterned.
Nonweapon Slots -3 The burglar takes pains to travel unencumbered and
Additional NWP Slot 3 thus move freely and quickly when he needs to.
Available Categories 4
Bonus Proficiencies: General, Rogue Roleplaying
Appraising, alertness
(CRH), looting (CTH), The cat burglar is a specialist, focusing all of his thief
skill points into only a few areas. He is called a cat bur-
rope use glar because of his great silence and climbing ability.
Recommended Proficiencies: Artistic ability, disguise, Lacking the pick pockets and read languages skills (see
below) allows the cat burglar to boost his remaining
information gathering skills with extraordinary speed, as he still receives the
(CTH), gaming, gem normal supply of thiefs skill points.
cutting, herbalism, A cat burglar is a natural for a double life: a quiet, pas-
sive, ineffectual-seeming person by day, and the master
jumping, languages of stealth by night. He values perfection in a job and
(modem), mountaineer- picks over details to make sure everything comes out just
ing, observation (CTH), right. A demihuman cat burglar is often interested in ac-
quiring (stealing is too crude a word) magical and valu-
reading lips, swimming, able items that once belonged to his people. Many of
these items are now in the hands of humans. As a result,
tightrope walking, tum-
Secondary Skills: bling
Gambler, jeweler, lim-
ner/painter, scribe
33
theft becomes a sort of grand strategic game played out level as a die-roll modifier to a single roll, be it an attack
with the cat burglar on one side and humanity on the roll, saving throw, proficiency check, ability check, or
other. If the cat burglar loses, he is caught and forgotten. whatever. The player must designate the roll to which
But if he wins . . . who knows what will happen? The cat the bonus is applied before the roll is made. He does not
burglar plays the game to find out. have to apply this modifier to any roll during a day, but
he cannot save an unused application from one day to
Some cat burglars are secretly sponsored by demi- the next. It is wise to save this bonus only for life-threat-
human governments, particularly Evermeet, in order to ening situations in which failure means death.
recover certain important items that will either assist
the Retreat, keep Evermeet secure, or be used in warfare Special Disadvantages
or assassination against Evermeets rulers or people.
Dwarf burglars are well employed retrieving treasures If wearing armor better than studded leather, the cat
stolen from lost dwarven cities and citadels. Halflings burglar suffers a cumulative -1 penalty to tumbling,
and gnomes work for themselves, like most dwarf and elf tightrope walking, and jumping proficiency checks per
cat burglars. point of Armor Class over 7. Bonuses to Armor Class
from Dexterity or magical devices do not engender this
Cat burglars favor small, useful gadgets and tools, penalty; only the wearing of bulky armor (mundane or
such as those described in chapter 5 of The Complete magical) does this.
Thiefs Handbook. Many cat burglars get the itch to in-
vent new useful items themselves, often one-use devices A cat burglar receives only one weapon proficiency
for special missions. slot at 1st level, which must be taken with a dagger. A
cat burglar may gain followers upon reaching 10th level,
One set of devices that cat burglars rarely use is weap- but he cannot use magical or clerical scrolls.
onry. Fighting shows a lack of planning and finesse; the
best burglars never need to fight at all. They strive to Cat burglars insist on traveling light to best use their
take no life without cause on a mission, though they do talents. They do not carry more weight (as shown on
so if they feel they have no choice. As a result, they seem Table 1, PHB) than would slow down their normal
to be entirely without prejudice toward any race or so- movement rate. If the optional rules for encumbrance
cial class. (PHB, chapter 6) are used, a cat burglar always travels
with light encumbrance at most. They avoid carrying
Special Advantages heavy, cumbersome loads unless caught in a life-or-death
emergency in which they must immediately escape or
The cat burglars primary weapon is his mind. During die. (They abandon treasure but can save companions by
each level, a cat burglar may attempt to invent a minor carrying them.) They go back to their usual habits once
nonmagical and nonlethal device or aid to assist him in temporary safety has been reached.
his exploits. The invented aid should roughly mimic the
effects of a 1st- or 2nd-level wizard or priest spell (it can- Because they disdain lowly forms of getting rich, cat
not be more powerful than this). The exact details of burglars refuse to learn to pick pockets, considering it
this device are left up to the player and DM; this should beneath themselves. They have no score in this area.
be an excellent opportunity to creatively develop new Cat burglars are also uninterested in learning and read-
areas of the game. Possible devices could include suction ing new languages, having so little time for it in their
cups for the hands and knees, allowing the thief to climb lives. They can read and write Common and their racial
perfectly smooth surfaces and even ceilings (spider language; that is quite enough, they say. Learning a read-
climb), a minor drug causing drowsiness when inhaled by ing/writing skill can come only after 1st level.
one person (sleep), a chemical that makes copper tem-
porarily look like gold (fools gold), a parachute (feather A cat burglar is regarded with a degree of respect and
fall), a steel clamp that can jam a door shut for a brief awe by law enforcement officials, who admire the bur-
time (wizard lock), and a slippery oil that can be put into glars finesse and reputation. But this also means they try
eggshell grenades and thrown to hinder pursuit to ensure that if the burglar is captured, he never es-
(grease). Only the cat burglar knows the secret of per- capes. They may treat him quite well, but he is chained
fecting each device, and he never reveals his secrets. and watched every moment, and his prison cell is unusu-
ally secure. The DM should administer this outcome to
Like the proverbial cat, a cat burglar can be said to make it very hard for a captured cat burglar to ever es-
have nine lives. Once per day, a cat burglar can apply his cape, even with outside aid.
34
Explorer, Secondary Skills: survival, tracking,
Winged Elf weaponsmithing (glass),
weaving
Class Information Bowyer/fletcher, hunter,
leather worker,
Class Requirements Fighter limner/painter, scribe,
Racial Requirements Elf (winged) tailor/weaver, weapon-
Ability Requirements Charisma 13, Constitu- smith (glass), wood-
tion 13, Dexterity 11, worker/carpenter
Intelligence 13, Overview
Prime Requisite Strength 13, Wisdom 11 Recently, a new elf subrace was discovered in Faerûn:
Charisma, Intelligence, the avariel, a winged people only known from a single
colony of several hundred individuals that was recently
Alignments Strength discovered in Sossal, on Mount Sundabar east of the
Any (most CG; some Great Glacier. After contact was made with them by of-
Social Rank NG, N, CN) ficials from Evermeet, some avariel chose to explore be-
Hit Die Type Middle class yond the confines of their realm above the clouds, meet-
Attack as d10 ing with other peoples as semi-official diplomats and
Save as Warrior testing the waters for future trade and alliances. A good
Advance as Warrior bit of adventuring naturally came in the deal.
Spell Ability? Fighter
Exceptional Strength? No Description
Exceptional Constitution? Yes
Starting Cash (x10 gp) Yes Thanks to their huge, soft wings, avariel cannot be mis-
5d4 taken for any other folk in Faerûn. Wings, which spring
from the shoulder blades and have spans of 12-18 feet,
Proficiencies are usually white but may also be gray, maroon, brown,
black, speckled, or striped. Skin, hair, and eye color are
Weapons Slots 4 much the same as for moon or gold elves, in every com-
bination and with white or black hair predominating.
Initial Weapons Any (see below) Their eyes are slightly larger than normal. Avariel stand
about 5 feet 9 inches tall on average, with thin, graceful
Additional WP Slot 3 limbs and chiseled, angular facial features. They appear
more delicate than other elves despite their height.
Additional Weapons Any (see below) Togas and other light, wraparound garments are pre-
ferred. They use no armor except for rare magical de-
Nonproficiency Penalty -2 vices, relying on dexterity and ranged attacks to escape
harm. Weapons are made from glass or obsidian.
Nonweapon Slots 3
Additional NWP Slot 3
Available Categories General, Warrior
Bonus Proficiencies: Endurance, jumping,
hunting, weather sense
Recommended Proficiencies: Animal lore, animal
training, artistic ability, Roleplaying
blacksmithing, An avariel is generated as per the usual Players Hand-
book rules for elf characters, with the following changes:
bowyer/fletcher, carpen- To the initially generated ability scores are added a +1
bonus to Intelligence, a +2 bonus to Dexterity, and a -2
try, cartography (CRH), penalty to Constitution. The normal elf resistances to
sleep and charm spells, 90-foot infravision, bonuses to
direction sense, fire- surprise opponents, and ability to detect secret and con-
cealed doors are retained. In addition, the avariel has su-
building, healing, perb vision allowing her to notice distant objects as if
herbalism, leatherwork-
ing, local history, moun-
taineering, religion, rope
use, running, seam-
stress/tailor, set snares,
35
they were 100 times closer (as per eyes of the eagle); this are made from heavy glass. If a natural attack roll of 1 is
gives her a +2 bonus to avoid being surprised by visible made, a 1d6 roll of 1-3 indicates the weapon has shat-
opponents outdoors when she is flying. She walks at MV tered when striking the opponent; only half damage is
9 and flies at MV 18 (maneuverability class C). If she delivered by the blow.
carries more than light encumbrance, her maneuverabil-
ity class falls to D; if she carries more than her own body If a winged elf loses over 50% of her hit points in
weight, her wings cannot support her and she must walk. combat or to illness, she becomes too weak to fly. She
Flight is painful for an avariel. After each hour of flying, immediately glides down to the ground and continues
a Constitution check is made on 1d20; failure means the the fight from there. If she loses over 75% of her hit
avariel must land and cannot fly again for 30 turns for points in flight, however, she falls, unable to slow her de-
every two hours spent in flight prior to the landing. scent, and suffers falling damage. The feathers of an
avariels wings are flammable, so a fireball or other area-
On Tables 10 and 11 in the PHB, an avariel uses the effect fiery spell is feared by them. No avariel trusts a
height and weight data for humans (though she is thin fire-using wizard.
and light, her wings add the extra weight) but uses ages
as a gnome. An avariel automatically has the jumping A winged elf is susceptible to claustrophobia in an en-
proficiency. Further information appears in the Intro- closed space like a house, cave, or dungeon. In a closed
duction of this book. space, an avariel makes a Wisdom check once per day,
starting 1-4 hours after confinement. Failure results in
A winged elf never wears metallic armor or uses a temporary insanity; the insane avariel tries to attack
shield, as this weighs her down too much to fly. Leather everyone around her (1-2 on 1d6), goes catatonic and
armor is used instead. Magical devices lowering Armor curls into a ball (3-4 on 1d6), or attempts to escape by
Class must be small, light in weight, and not able to in- any means possible (5-6 on 1d6). This insanity lasts
terfere with the wings (rings, belts, bracers, and neck- until the avariel reaches open air. If more than four Wis-
laces are okay but not cloaks, robes, etc.). Only open- dom checks are failed, the insanity becomes permanent
faced helmets are used. unless cured by a heal spell. The spell remove fear, if ap-
plied after temporary insanity has struck, allows a new
Similarly, the avariel cannot use heavy, long weapons Wisdom check with a -4 modifier. The cloak of bravery
in flight, as these risk striking her wings and are too spell, if applied before entering an enclosed space, also
clumsy to operate properly. As a rule of thumb, any applies its saving throw bonus as a negative modifier to
weapon of size L and weighing over 10 lbs. would not ap- Wisdom checks for insanity.
peal to her, unless it was a piercing/thrusting weapon
like a spear or trident. The avariel uses large weapons The avariel of Mt. Sundabar belong to a
only when on the ground and her wings are folded safely warrior/thinker society, as described in The Complete
behind her. Flails, whips, and similar flexible weapons Book of Elves and MONSTROUS COMPENDIUM Annual,
are not used because of the risk of damaging her wings. Volume Two. Either of these sources should be studied
An avariel gains a +1 bonus to attack rolls when using for further information on avariel life.
the bola, lasso, broad sword, long sword, or short sword,
as these are their favorite weapons. Special Advantages
Long and short bows are used, but one fired in flight The benefits of being an avariel are detailed above.
takes a -2 penalty to the attack roll. An avariel does Avariel explorers gain no other benefits.
not gain a +1 bonus to attack rolls with long and short
bows as do other sorts of elves. An avariel can learn to Special Disadvantages
use almost any weapon, but those commonly used in
massed ground formations, such as polearms or pikes, are Winged elves have been known to the Red Wizards of
not to their taste. Thay for several decades. These wizards and their agents
now hunt avariel for their wings, which are used to make
Avariel do not work with iron or forges, fearing for potions of flying and wings of flying. Some giants in Sossal
their wings. They do know how to work glass into very and on the Great Glacier also hunt avariel for their
durable weapons using additives to strengthen the glass wings, but the giants use the wings for decorating their
when melted in a furnace. (Working the molten glass is helmets. Avariels are in danger of being hunted into ex-
done at a distance from the furnace using long rods on tinction.
which tools are mounted.) Avariel swords and bola balls
36
Exile, Secondary Skills: Hunter, leather worker,
mason, miner,
Gray Dwarf trader/barterer,
trapper/furrier, weapon-
Class Information smith
Class Requirements Thief Overview
Racial Requirements Dwarf (gray)
Ability Requirements Dexterity 9, Wisdom 10 Usually, the only gray dwarf met on the surface of Faerûn
is a desperate one, as duergar loathe the sunlit realm.
Prime Requisite or less Unlike some Underdark races, gray dwarves have no
Alignments Dexterity urge to conquer the surface world. They wish to destroy
Any nonlawful (rarely their enemies on the surface, of course, but they plan to
conquer and rule only the Underdark, leaving the sur-
Social Rank good) face alone otherwise.
Hit Die Type Lower class
Attack as d6 However, some duergar do not fit into their grim,
Save as Rogue bleak, regimented society. They hold the wrong political
Advance as Rogue beliefs, take up the wrong religion, and perform the
Spell Ability? Thief wrong deeds (usually theft). Those renegade duergar
Exceptional Strength? No who are not immediately executed are exiled from their
Exceptional Constitution? No people on penalty of death, with the understanding that
Starting Cash (x10 gp) No any other duergar may later hunt them down, slay them,
2d6 and return with their heads for a special bounty. Exiled
duergar often come to the surface to hide alone in shal-
Proficiencies low wilderness caves, where their gray brethren are un-
likely to follow. There the exiles survive as best they can.
Weapons Slots 2 A few become adventurers, but they risk much in doing
Initial Weapons Footmans pick, war- so, as duergar are hated by many surface-dwelling folk.
hammer, and standard Exiled duergar could appear almost anywhere in the
less inhabited regions of the Underdark, away from
Additional WP Slot thief weapons major communities of any race. Very few ever go up to
Additional Weapons the surface, as sunlight harms their vision and abilities so
Nonproficiency Penalty 4 greatly, but those that do are found near any entryway
Nonweapon Slots As above into the Underdark, even in Waterdeep (thanks to
Additional NWP Slot -3 Skullport and Undermountain).
Available Categories 3
Bonus Proficiencies: Description
4
General, Rogue Exiled gray dwarves stand about 4 feet tall and possess an
Blind-fighting, endurance evil, starved visage. Faerûnian duergar, males and fe-
(CTH), fungi recogni- males, are bald; females have no facial hair, but males
tion (CBDw), survival grow long beards that are often combed or braided in
(Underdark, CTH) clan styles. Skin and hair color range from medium to
dark gray. Clothing is drab, in black and dark shades of
Recommended Proficiencies: Animal lore, appraising, maroon, gray, and brown. Metal surfaces are kept dull,
blacksmithing, direction and jewelry is dimmed by a light wash of dark dye or
paint. Leather made from subterranean beasts is widely
sense, fire-building, used. Duergar eyes glow faintly red, a result of their pow-
erful infravision. Many duergar wear medallions or in-
herbalism, hunting signia showing clan identity, but exiles have no such re-
(CTH), intimidation, galia. The faces and arms of exiles are covered with
languages (modern),
leatherworking, mining,
mountaineering, reli-
gion, set snares, stone-
masonry, weapon-
smithing (crude, CRH)
37
tattooed yellow Dethek (Dwarvish) runes identifying to Charisma scores are applied to initial ability scores.
them as criminal outcasts under sentence of death. Their Ability score maximums and minimums are the same as
clothing, armor, weapons, and other equipment are in for normal dwarves.
poor condition, scavenged from corpses or trash piles in
the Underdark. (Exiled duergar are stripped of all posses- A gray dwarf is immune to paralysis and poison, so
sions when cast out.) But even an exiled duergar is proud many use poisons in combat without fear. They are also
in his rage and ruin. immune to all illusion/phantasm spells, seeing them for
what they are. Constitution bonuses vs. attacks from
Roleplaying wands, staves, rods, and spells are normal. Duergar move
so quietly in leather or studded leather armor that a -2
A duergar exile does anything to stay alive and regain penalty is applied to opponents surprise rolls if the duer-
some of his lost power. He could become an menial la- gar are 90 feet ahead of other beings. Duergar are them-
borer, grave digger, miner, mason, or other mundane selves hard to startle, taking a +2 bonus on their own
occupation in a human-dominated area, or he could rolls to avoid surprise.
work on his own as an assassin, thief, Underdark guide
or adventurer. This assumes that other elves and Duergar normally possess magical powers of enlarge-
dwarves in the party do not kill him out of hand first. ment and invisibility, as per the MONSTROUS MANUAL
Only humans, halflings, and gnomes are likely to give a tome, but these powers are cancelled for exiles (see
duergar a chance to join them in exploring the world below). A different system for using these powers ap-
and getting rich. pears in The Complete Book of Dwarves.
A gray dwarf character is generated like any other Magical items have the same 20% chance for mal-
dwarf as per Players Handbook rules, with the following functioning as for other dwarves. Infravision is 120 feet
changes: A +1 bonus to Constitution and a -2 penalty in darkness; if bright lights or major heat sources are
present, the infravision ceases. Dwarven abilities to de-
38
tect underground phenomena are unchanged. On Special Disadvantages
Tables 10 and 11 in the PHB, the height and aging
data for dwarves is used with the weight data for half- As a part of the exiling process, a duergar is forced to un-
elves, as duergar are thinner than normal dwarves. Ini- dergo a magical ritual conducted by a duergar priest that
tial language choices and classes are given in this permanently removes the normal duergar powers of en-
books introduction. largement and invisibility. This makes it easier for the
exile to be found later and destroyed. The yellow tattoos
Daylight and continual light spells affect a duergar as are also permanent; as they scar the skin, their outlines
follows: His infravision and enhanced ability to gain sur- can be seen through most facial makeup, whether ashes
prise are negated, his Dexterity is reduced by 2, his at- are rubbed on the skin or sophisticated disguise paints
tacks take a -2 penalty on the rolls, and opponents sav- are applied.
ing throws vs. the duergars attacks are at +2. If oppo-
nents are brightly lit but the duergar is in darkness, his The negative effects of sunlight on a duergar are
surprise bonus and Dexterity score are unaffected, but given above. A gray dwarf exile on the surface copes best
his attacks are at -1 on the roll and opponents gain a +1 by simply becoming nocturnal, hiding from the sun to
bonus to saving throws against his attacks; infravision is sleep in the daytime.
lost. Light from torches, lanterns, bonfires, magical
weapons, and light or faerie fire spells do not adversely af- Duergar are not as well known as drow elves, and so
fect the duergar. are not widely reviled in the Realms by humans, half-
lings, and surface gnomes. However, shield and gold
Because they have not fought with humanoids to the dwarves and deep gnomes know enough about duergar
extent that surface dwarves have, gray dwarves gain no to recognize them as dangerous enemies, and gold,
attack bonuses against orcs, goblins, etc. Giant-type be- moon, and wild elves still tell tales of how duergar joined
ings in the Underdark of Faerûn still take a -4 penalty forces with the drow to destroy the Elven Court cen-
to attacks against them, as trolls, ogres, stone giants, and turies ago. (The dwarves remember this event in their
the like exist underground. tales and legends, too.) A duergar cannot expect sympa-
thy from races who suffered so much from drow and
A gray dwarf exiles religious beliefs are not necessar- duergar treachery. Apply a +8 modifier (toward hostile
ily good or evil. A few have repented their ways and results) to NPC reaction rolls from these races toward a
taken up worship of Moradin All-Father, but an equal duergar, and a +4 modifier from humans, halflings, and
number have gone with Abbathor, god of greed. Some surface gnomes.
have stayed true to their old duergar gods. There is no
consensus on post-exile deities. An exiled duergar cannot expect any sympathy from
his own people either. Other duergar wont even check
Special Advantages reaction to him, attacking instantly if they recognize the
offender. Drow capture exiles as slaves and for hideous
Few advantages are gained by being a gray dwarf exile, private amusements. Mind flayers snare them for well-
though it does pose many interesting challenges in known purposes that need no further detailing here.
roleplaying.
Because he is immune to poisons, an exiled gray
In addition to thieves weapons, a gray dwarf exile has dwarf often uses them regularly for hunting. Many be-
the additional options of using the footmans pick and ings have extremely negative reactions to individuals
warhammer, which are widely used in duergar warfare using poison, and the duergar might poison an ally by
because of their additional use as mining tools. accident as he never gives his own safety around poison
a second thought.
Because the AD&D 1st Edition games version of the
duergar had them as psionic, anyone with The Complete An gray dwarf exile is often characterized by his bad
Book of Psionics can have a gray dwarf exile gain a wild tal- judgment (hence, the low Wisdom score). Wise duergar
ent, as per the rules in that book on pages 19-21. At the keep their personal opinions to themselves and are care-
DMs option, the roll to gain the wild talent is skipped and ful to cover up their community misdeeds. Exiles obvi-
the character receives a randomly generated wild talent, ously werent that wise, and so they got caught. A Wis-
the existence of which is known to no one but the charac- dom score below 9 should affect roleplaying, as the gray
ter. Perhaps the existence of this secret talent had some- dwarfs willpower is not very good.
thing to do with the gray dwarfs exile in the first place.
39
Forester leatherworking, riding
(land-based), rope use,
Class Information set snares, tumbling,
weaponsmithing,
Class Requirements Fighter weaponsmithing (crude,
Racial Requirements Elf (gold, moon, wild), CRH), weather sense
Armorer,
half-elf (gold, moon, Secondary Skills: bowyer/fletcher, farmer,
forester, groom, hunter,
wild), gnome (forest, leatherworker,
teamster/freighter, trap-
Ability Requirements rock), halfling (hairfeet, per/furrier, weapon-
tallfellow) smith, woodworker/car-
Prime Requisite Constitution 11, penter
Alignments Strength 11
Social Rank Strength Overview
Hit Die Type Any (rarely evil)
Attack as Lower class Many old, mighty forests have shrunk greatly over the cen-
Save as d10 turies from the depredations of monsters and battle magic.
Advance as Warrior Human civilizations hunger for lumber and wood products
Spell Ability? Warrior is also relentless. Many trees are cut or burned by settlers to
Exceptional Strength? Fighter clear the land for farming, by shield dwarves creating sur-
Exceptional Constitution? No face mines, or by humanoids attempting to destroy demi-
Starting Cash (x10 gp) Yes human foes. As a result, demihuman foresters are not un-
Yes common now and possess strong combat abilities. Foresters
5d4 negotiate with loggers on the taking of reasonable
amounts of wood from forests but in extreme cases lead
Proficiencies military actions to stop extensive woodcutting, fire-set-
ting, game-taking, and so forth.
Weapons Slots 4
Initial Weapons Any bow or sling All of the places named as gold, moon, or wild elf
homelands are sure to have elf foresters. Half-wild elf
(spec.), plus any two foresters are known in Deepingdale, parts of Cormanthor,
and the Yuirwood in Aglarond. Halfling foresters appear
others around Luiren and Tethyr. Gnome foresters are rarely seen
except in deep old forests undisturbed by human or demi-
Additional WP Slot 3 human civilization. A few rock gnomes become foresters if
necessary to defend their forest surrounded homes.
Additional Weapons Any
Nonproficiency Penalty -2
Nonweapon Slots 3
Additional NWP Slot 3
Available Categories General, Warrior
Bonus Proficiencies: Bowyer/fletcher, hunt-
ing, survival (forest), Description
tracking A forester relies on stealth to move through the woods un-
seen and unheard. Clothing is chosen for comfort. He usu-
Recommended Proficiencies: Agriculture, animal ally wears gray, green, or brown clothing when traveling in
a summer forest; reds and browns in autumn, and white
handling, animal lore, and gray clothing is worn when it snows (a cloak and
gloves are usually worn in cooler weather). His armor is
animal training, ar- usually leather if combat is not anticipated, enabling him
to move and hunt quietly. Armor more encumbering than
morer, artistic ability chain mail is rarely worn, even during wartime. Foresters
rarely bathe, except by accident, and their clothing, boots,
(woodcarving), black- and armor are often dirty but well maintained.
smithing,
bowyer/fletcher, camou-
flage (CRH), carpentry,
cooking, direction sense,
endurance, fire-building,
fishing, jumping,
40
Roleplaying growth at two-thirds normal speed and gains a +2 bonus
to save vs. entangle spells.
A foresters first priority is to protect and care for his
chosen woodland. He is no enemy of civilization, but he A forester learns to cover his tracks in any terrain.
certainly wishes to see his woods preserved for all time. When doing so, he moves at half-speed but applies his
Game animals, fruits, and wood can be taken from the level as a negative modifier to anyones attempt to track
area by those the forester feels can be trusted to protect him using the tracking proficiency. He can cover the
the forest and share his love for it. tracks of other people and beings with him, but for each
person whose tracks are being covered, a +1 bonus is
A forester can have many allies, though each has dif- given to the trackers proficiency check. A mount or
ferent priorities and goals. Elves and other sylvan pack animal, being heavy and four-legged, grants a +2
peoples are not always reliable but love the forest with a bonus to the tracking proficiency. The forester can
great passion; they might wish the forest to be their own simply cover his own tracks, of course.
domain, however, shared with no one else. Druids care
for forests but might not wish civilization to approach A forester is such a superb hunter that he can find
anywhere near their woods. Rangers are most inter- food for others, by hunting or gathering, in addition to
ested in destroying the wilderness enemies of civiliza- himself. Each day, a forester can find food and drink for
tion, clearing a forest of evil humanoids, dragons, and gi- as many extra people as he has levels if he successfully
ants. Halflings and gnomes love the woods but are often makes his hunting proficiency check.
isolationists and refuse to help out if a problem does not
immediately concern them. Scouts love the woods but Special Disadvantages
arent concerned about poaching or overcutting trees;
they are spying on enemy forces. The use of metallic armor (anything better than studded
leather) is frowned on by foresters, as it is hard to prevent
The enemies of demihuman foresters are well-known rusting and makes enough noise to spoil most attempts to
ones. Red dragons, illegal loggers and poachers, hu- move silently through the forest (apply a flat -60 penalty
manoids, and giants deliberately destroy forests and their to percentile rolls to move silently, or use Table 38 in The
inhabitants. Groups who declare war on elf kingdoms, Complete Thiefs Handbook). Heavy armor also spoils acro-
like the Zhentarim and evil drow, may ruin forests as batic proficiencies (same book, Table 37). Shields are not
part of their strategy. Natural disasters like lightning-cre- used as they are very encumbering.
ated forest fires, volcanoes, great storms, and floods are a
serious problem, but the forester is more likely to accept Foresters intensely dislike the Underdark, oceans (sur-
damage from natural sources than monstrous ones. face or undersea), cities and towns, deserts, wildspace,
other planes, and arctic wastes. On any adventure in these
A forester can purchase useful items from The Com- regions, a forester takes a -1 penalty to all proficiency
plete Thiefs Handbook, chapter 5. In particular, a forester checks and saving throws, as a result of feeling oppressed
may wish for a set of silenced elven chain mail armor, by the lack of a true forested wilderness. This penalty can-
each link being wrapped in light leather or cloth. This is not be removed. (Even scouts and rangers are more flexible
very expensive (750+ gp), grants unwanted penalties, about their living conditions.) Foresters tolerate grass-
and also rusts and corrodes, becoming useless in five lands, swamps, forested hills, subarctic conifer forests, and
years; nonetheless, it is the best quiet armor available. tropical jungles well enough to avoid this penalty.
Special Advantages Any elf or half-elf forester has no abilities to detect se-
cret or concealed doors, as he is never around these struc-
A forester gains a +1 bonus on all proficiency checks tures in the wilderness. A gnome or halfling forester loses
with the bowyer/fletcher, hunting, survival (forest), and all abilities to detect underground phenomena. No forester
tracking proficiencies. He can hide in natural terrain gains followers upon reaching 9th level as a fighter.
with a base chance of success of 20%, plus 5% per level
(95% maximum success; racial and Dexterity bonuses A forester is out of touch with civilization for long peri-
applicable as for thieves hiding in shadows) and can ods of time. Important news can miss him, and no one
move silently at half-normal speed through natural ter- knows for sure how to reach him. Being a forester produces
rain with the same base and cumulative chances (racial a -2 reaction from urban-dwelling and upper-class folk for
and Dexterity bonuses applicable as for thieves moving his lack of social graces, though peasants, scouts, rangers,
silently). The forester can move through tangled under- and many wild elves enjoy the foresters company.
41
Giant Killer jumping, local history,
mountaineering, riding
Class Information (land-based), rope use,
running, signaling
Class Requirements Fighter (CRH), survival, tum-
Racial Requirements Elf (gold, moon, wild), bling, weaponsmithing,
weather sense
half-elf (gold, moon, Armorer, forester,
groom, hunter, weapon-
wild), dwarf (gold, Secondary Skills: smith
Ability Requirements shield)
Charisma 13, Dexterity
Prime Requisite 13, Strength 13 Overview
Alignments Strength
Social Rank Humanoid hordes have long plagued many regions of
Hit Die Type Any Faerûn, which led to the creation of rangers to defend
Attack as Any class elven homelands. Special tactics have also been devised
Save as d10 over the centuries to deal with the largest foes, such as
Advance as Warrior giants, ogres, trolls, and other giant-kin; these tactics
Spell Ability? Warrior were best developed by shield dwarves but have been
Exceptional Strength? Fighter taught to warriors of other races as well. Giant killers are
Exceptional Constitution? No especially valuable as true giants often unite and lead
Starting Cash (x10 gp) Yes huge bands of smaller humanoids; destroying the leader
Yes may cause their surviving armies to either be dispersed
5d4 or fight among themselves.
Proficiencies Giant killers come from all over Faerûn, but most
begin their careers in the North, where giants are most
Weapons Slots 4 often sighted these days. Giant killers may travel widely,
Initial Weapons Two-handed sword or following rumors to destroy any evil giants in existence.
battle axe, throwing Dwarf giant killers outnumber elf ones many times over.
hammer or hand axe
(spec. in one of these Description
four) plus others; no A giant killer travels heavily armored in the outdoors,
riding a powerful steed and unconcerned if anyone hears
missile weapons his approach. Regardless of his race and size, the giant
killer is a being of mythic status rivaled only by dragon
Additional WP Slot 3 slayers, and he knows it. He often wears clothing that
seems larger than normal for him: thick belts, high
Additional Weapons Any (no missile weap- boots, huge gloves, oversized helmet, jewelry, and rings.
Old legends lead the giant slayer to seek magical girdles
ons) and gauntlets of strength, then combine their power with
throwing hammers or axes. Two-handed axes or swords
Nonproficiency Penalty -2 are widely used for their damage-causing potential (elves
typically use swords, and dwarves use axes). A large band
Nonweapon Slots 3 of fellow adventurers or henchmen is needed if the giant
has many humanoid followers.
Additional NWP Slot 3
Available Categories General, Warrior
Bonus Proficiencies: Ancient history
(Faerûnian giants), en-
durance, languages
(giant), tracking
Recommended Proficiencies: Alertness (CRH), ani-
mal handling, armorer,
blacksmithing, blind- Roleplaying
fighting, bowyer/fletcher, A giant killer is a being of legend, a violent warrior dri-
ven to prove himself by destroying giants. He has a wide
camouflage (CRH), di- aggressive streak, often with a bad temper. A giant killer
rection sense, fire-build-
ing, fishing, hunting,
42
grudgingly accepts aid from others but insists on leading bat. (Hammers and axes are much preferred.) The giant
any attack on giants, whom he hates with a single- killer thrives on the emotional high of battle and risking
minded fury. Being denied this right to kill a giant his life to destroy his perceived enemy.
causes the giant killer to turn his anger on those who
cheated him of combat. Special Advantages
All the awards and medals a giant killer wins for his A giant killer carefully studies the bodies of his giant en-
actions bring no relief from his compulsion to destroy emies to determine how best to kill them. As a result, he
the giant race, for this kit is founded more on a compul- receives a +1 bonus per level to all damage rolls against
sion than a real need. (Rangers could deal with giants giants, giant-kin, ogres, trolls, and related beings. The
quite readily.) The giant killer looks confident and self- damage bonus (and those bonuses for Strength, Dexter-
assured, but he fears failure or looking foolish, and he ity, and magic) applies to hurled weapons, too. From his
cannot rid himself of this or discuss it with anyone. Most studies of ancient giant history in the Realms, he knows
giant killers lost loved ones to giant attacks, but they are in general the special abilities that certain giant types
driven by far more than mere revenge, and they achieve have (fire giants are immune to heat, frost giants are im-
renown from their pride and terrible inner conflicts. mune to cold, etc.), and so can tailor his attacks to fit ap-
propriate types of giants.
The giant killer must choose a two-handed slashing
weapon at 1st level, such as the battle axe, bastard Use of this ancient history proficiency allows the
sword, or two-handed sword. This is the weapon with player access to much of the information in the
which the giant killer does exceptional amounts of dam- FORGOTTEN REALMS Giantcraft accessory. The DM
age to his foes. Bows, slings, and crossbows are seen as should decide which parts the giant killer knows without
cowardly and are never used, though any hand-hurled making a proficiency check, and which he needs a profi-
weapon is acceptable to contribute to close-range com- ciency check to recall. Some parts of the book might be
43
kept secret from the giant killer, but, again, this is up to penalties for a giant to hit a dwarf (if the attacker is a
the DM. dwarf) and with modifiers for the tumbling proficiency, if
this is used.
A giant killer can make called shots with his hurled
weapons in order to achieve special effects. From long Because he trains himself so rigorously for battle, a
practice and because his targets are so large, the giant giant killer gains 1d8+2 hit points per level instead of
killer suffers no initiative penalty (normally a +1) and 1d10. This increases his hit-point average but keeps his
takes only a -2 penalty to the attack roll (normally a - maximum-possible hit-point total the same as for other
4). Possible results follow. fighters. Thus, an 8th-level giant killer has 8d8+16 hit
points, plus whatever bonus hit points are granted for
l A called shot against a hand causes a giant to drop exceptional Constitution.
whatever he holds in that hand. A second called shot
against that same hand within 1 turn causes the giant Special Disadvantages
to be unable to use that hand for a full day afterward.
If the hand was the giants usual weapon hand, he In order to gain a new experience level, the giant killer
makes attacks with his other hand at a -2 penalty on must personally fight and slay at least one giant, giant-
the attack roll. kin, ogre, troll, or the like per level he currently has. No
other assistance in killing the giant can be had; if any di-
l A called shot against a foot causes a giant to fall, tak- rect help is gained, wanted or unwanted, the giants
ing 1d6 points of damage for every full 10 feet the death does not count toward the necessary total. Fur-
giant is tall. A second called shot against that same thermore, the giants slain cannot each have fewer total
foot within 1 turn causes the giant to be unable to Hit Dice than the giant slayer has levels. Thus, a giant
walk for a full day afterward, forcing it to crawl, hop, killer must kill three giants by himself during the time
or limp at one-third normal speed. he is 3rd level before he is allowed to train up to 4th
level. If he gains sufficient experience to reach a new
l A called shot to a giants head has a percentage level but has not killed his allotment of giants, the giant
chance per point of damage done of stunning the killer takes a -2 penalty on all attack rolls, saving
giant for 1d2 rounds afterward. throws, and proficiency checks until such time as he has
killed the required number of giants. The wise giant
l A called shot against an unarmored part of the giants killer can be selective about his giants, of course, picking
body ignores armor considerations, if any. ogres at low levels and so forth.
Called shots against a giants weapon rarely have any Not all giants are evil, but all giants hate giant killers
useful effect, and giant killers know this by using com- regardless of alignment considerations. A widely known
mon sense. giant killer can become the target of varied assassination
attempts and plot hatched by giants who have heard of
A giant must take a -1 penalty to all attack rolls it his reputation. Giants often have many helpers, and
makes per five levels of the giant killer, as the latter these can be brought in to take out the giant killer be-
knows many special defensive techniques against these fore he finds more giants. Good-aligned giants might be
bigger folk. This modifier is cumulative with normal strongly defended by good humans and demihumans,
and the giant killer might be forced to pick on other tar-
gets. Good-aligned giant killers do not attack good-
aligned giants unless the latter become a problem.
Because a giant killer has such a big ego and presents
himself so aggressively, he is often targeted by local bul-
lies and toughs for harassment. This kind of reaction is
almost as common as adoration. A giant killer should be
on guard against this.
44
Gladiator, Secondary Skills: brewing, cobbling, cook-
Fugitive ing, fire-building, fish-
Hillsfar ing, pottery, swimming,
weaving, etc.)
Any reasonable skill or
none (prior to capture)
Class Information Overview
Class Requirements Fighter (no multiclass- One notorious human city on the Moonsea, Hillsfar, has
racist policies that promote the destruction of nonhu-
Racial Requirements ing) mans. Any nonhumans captured by the citys army, the
Elf (gold, moon, wild), Red Plumes, are brought to Hillsfar to the Hillsfar
half-elf (gold, moon, Arena, where they are forced to fight to the death
wild), dwarf (gold, against various monsters and each other. Some demi-
shield), gnome (forest, human gladiators manage to survive multiple combats in
the arena and eventually escape by overcoming or trick-
Ability Requirements rock), halfling ing their guards. A faction of human and demihuman
Constitution 11, Dex- wizards also rescues a few gladiatorial slaves every year as
Prime Requisite terity 11, Strength 11 well. Demihuman gladiators from Hillsfar are often mo-
Constitution, Dexterity, tivated to get as far from that city as possible, though
Alignments Strength some return in hopes of overthrowing its evil rulers.
Social Rank Any (rarely lawful)
Hit Die Type Lower class Though most escaped gladiators in the Realms fled
Attack as d10 from Hillsfar, others have fled gladiatorial enslavement
Save as Warrior in Calimshan, Thay, or the Vilhon Reach. Their home-
Advance as Warrior lands of old are usually in the Moonsea area or near
Spell Ability? Fighter Thay, but many former gladiators avoid going home out
Exceptional Strength? No of guilt for having been forced to slay good people,
Exceptional Constitution? Yes members of their own race, or even their own family
Starting Cash (X10 gp) Yes and friends.
None (see below)
Proficiencies Description
Weapons Slots 5 When he finally escapes from the Hillsfar dungeons be-
neath the city arena, the demihuman gladiator has noth-
Initial Weapons Any except missile ing more with him than a single weapon and ragged
clothing. One in three is given a few more items by res-
weapons (two must be cuers or other kind beings; in this case, he might have
leather armor, a crude shield, a change of clothing, and a
exotic) sack. He is tired, dirty, and determined to never be en-
slaved again.
Additional WP Slot 3
Additional Weapons Any
Nonproficiency Penalty -1
Nonweapon Slots 2 (see below)
Additional NWP Slot 3 Roleplaying
Available Categories General, Warrior Anyone playing an escaped Hillsfar gladiator should
carefully read the Moonsea accessorys Players Guide
Bonus Proficiencies: None (pages 4-6) and Reference Guide (pages 5-10). This of-
fers much information on the city and its Arena, all suit-
Recommended Proficiencies: Blind-fighting, en- able for roleplaying. Some material on Hillsfar might not
be known to gladiators, who arent allowed to see the
durance, gaming, heal- whole city; the DM and player should discuss what can
be known by the character. A local history (Hillsfar)
ing, jumping, local his-
tory (Hillsfar), tumbling;
possibly one minor Gen-
eral skill gained prior to
capture (agriculture,
45
proficiency allows for considerable knowledge of the by his people (long sword and short sword for an elf, for
city, undoubtedly gained from rumors and conversations example, and a battle axe and hammer for a dwarf). The
with trainers and slavers. other two weapons chosen, however, must be very ex-
otic and unexpected: cestus, whip, net, trident, chain,
It is very unlikely that a demihuman who was once a odd polearm, lasso, mancatcher, Oriental weapon, etc.
Hillsfar gladiator speaks of his experiences or even re- No long-range missile weapons can be used, as too often
veals his actual past to others, even close friends and these wind up killing a spectator in the crowd (if not an
family members. The guilt and rage he feels at his abuse Arena manager!). Hurled weapons are permitted, ex-
may drive him to wander the Realms far from his old cept for javelins. In addition, special combat proficien-
home, leaving his family to believe that he died in Hills- cies and options from The Complete Fighters Handbook
far (unless they later hear of his escape). or PLAYERS OPTION: Combat & Tactics can be intro-
duced, such as martial arts, two-weapon fighting, and so
If the gladiator ever encounters elements of Hillsfars forth. Shield use is allowed in the Arena and need not
Red Plumes (and many ex-gladiators deliberately hunt be taken as a separate proficiency. From his wide experi-
the Red Plumes down for such a confrontation), the ence with weapons in the Arena, the escaped gladiator
character makes a Wisdom check on 1d20 upon sighting has only a -1 penalty on attack rolls with nonprofi-
the Red Plumes. A modifier of -2 is applied to the roll cient weapons.
for every level of experience the gladiator has; no spells
have any effect on this roll. If the check fails, the gladia- Special Disadvantages
tor cannot conquer his old fears of the powerful Red
Plumes, and takes a -2 penalty to all attack and damage Because a demihuman Hillsfar gladiator was forced
rolls against them in this encounter. Subsequent en- into this life, the character has trouble at first using
counters with the Red Plumes are at normal odds, with- weapons in actual battle. While the character is still
out penalties. However, if the Wisdom check succeeds, 1st level, he makes all attacks with a -1 on damage
he is seized with a near-berserk hatred of the Red Plumes dice (1 point damage minimum), as he hates fighting
and gains a +4 bonus to attack and damage rolls against anything and was also trained to pull his punches to
them in this first encounter, fighting as if hastened by prolong combat for the crowds. This penalty disappears
magic (thought he is not magically aged). In all subse- from 2nd level onward.
quent encounters with the Red Plumes or any Hillsfar
city official or human citizen, a +2 bonus to attack and No missile weapons are known to 1st-level escaped
damage rolls is gained. gladiators, because gladiators in Hillsfar are never
given the chance to use them. Thrown weapons like
If the DM and players have access to The Complete spears, warhammers, javelins, clubs, and hand axes are
Gladiators Handbook for the DARK SUN® campaign set- often used, however.
ting, they may wish to adopt new abilities, proficiencies,
advantages, and disadvantages from that material for use A gladiator starts with a limited repertoire of non-
with this kit, as appropriate. weapon proficiencies. Regardless of the gladiators Intelli-
gence score, he starts the game with only two proficiency
Special Advantages slots and can gain no more at 1st level. (Skill training is
very rare among gladiatorial slaves in Hillsfar.)
An escaped gladiator enters a campaign at 1st level with
2d4 × 100 XPs already earned in gladiatorial combat. Hillsfar gladiatorial slaves are commonly branded on
These previous battles are not played out; the player may the arm to show their status and mark them in the un-
invent details of these battles within reason when de- likely case they escape. Demihuman gladiators with high
scribing the characters past. Charisma scores are often widely known to everyone in
Gladiatorial sports draw huge numbers of spectators Hillsfar and visitors from other evil cities around the
who want their moneys worth in wild, unusual combat. Moonsea, famed for their exploits in battle. They are
As a result, the escaped demihuman gladiator has one easily recognized for years after they escape unless they
more weapon proficiency slot than usual, to be used are disguised. Gladiators who escape are likely to be
only in gaining specialization with one of the first four hunted for a long time by evil thugs, bounty hunters,
weapons the gladiator chooses to use. Hillsfar Arena and assassins hired by Hillsfars rulers.
managers worked out a system in which a demihuman
gladiator must learn two melee weapons normally used
46
Hound Master running, set snares, sur-
vival, swimming, veteri-
Class Information nary healing (CRH),
weather sense
Class Requirements Fighter, ranger (elf or Secondary Skills: Forester, groom, hunter,
trapper/furrier
half-elf only)
Racial Requirements Elf (moon, wild), half- Overview
elf (moon, wild), dwarf A humans best friend is also a demihumans best friend.
The elves have elven dogs (cooshees), the halflings have
(gold, shield), gnome, hunting and guard dogs, and dwarves sometimes capture
wolf cubs and raise them. Some warriors of these races
(forest, rock), halfling devote their lives to breeding, raising, and training ca-
nine packs that track down intruders, bandits, hu-
Ability Requirements Charisma 11, Intelli- manoids, or escaped prisoners; patrol regional bound-
aries; guard special buildings or people; sniff out illegal or
gence 9, Strength 9, dangerous cargoes; and scout wilderness lands for enemy
forces. A common love of dogs led some trainers to infor-
Wisdom 11 mally share their knowledge over the centuries, leading
to the development of experienced hound masters.
Prime Requisite Charisma, Strength,
Hound masters come from every homeland of the
Wisdom demihuman types allowed to take this kit. They tend to
be rural characters and love the wilderness.
Alignments Any
Social Rank Lower class Mention is reluctantly made here of the rock gnomes
Hit Die Type of Saradush, Tethyr, who use tame giant weasels exactly
d10 as other races use dogs. No one has grown accustomed to
calling them weasel masters, however, and their con-
Attack as Warrior trol over their bloodsucking companions is doubted by
all. Mention is not made of the tinker gnomes from wild-
Save as Warrior space who are said to have imported giant space hamsters
Advance as Fighter to an unrevealed location and now claim to be hamster
Spell Ability? No (Yes for high-level mastersno, they will not be mentioned at all.
Exceptional Strength? rangers)
Exceptional Constitution? Yes
Yes
Starting Cash (x10 gp) 5d4
Proficiencies
Weapons Slots 4
Initial Weapons Dagger or knife, whip,
missile and melee weap-
ons
Additional WP Slot 3 Description
Additional Weapons Any Hound masters use similar methods of training and com-
Nonproficiency Penalty -2 manding their charges, and so have much in common
despite racial and cultural differences. At home, hound
Nonweapon Slots 3 masters do not wear armor around their dogs, instead
choosing rustic, serviceable clothing that the hounds are
Additional NWP Slot 3 accustomed to smelling. Dull, natural colors (maroon,
brown, dark green, gray) are most common. On a mis-
Available Categories General, Warrior sion, a human, elf, or half-elf hound master is often
mounted on a light horse; dwarves and halflings ride
Bonus Proficiencies: Animal training, ap- ponies. Medium armor (up to chain mail) is worn so as
not to encumber the mount. Thick gloves offer protec-
praising (dogs), hunting, tion from dog bites when dragging dogs off their prey.
Hounds are allowed to run free if in full pursuit but kept
tracking leashed if the hound master must travel on foot.
Recommended Proficiencies: Animal handling, ani-
mal lore, blacksmithing,
direction sense, en-
durance, fire-building,
fishing, gaming, herbal-
ism, languages (sign),
leatherworking, riding
(land-based), rope use,
47
Roleplaying once, with an additional animal added with every new
slot given this proficiency. Each slot added to this profi-
Of the first four weapons chosen, one must be a dagger or ciency (including the initial bonus) reduces by one week
knife used to cut leashes, free dogs from briars, fight in the time needed to train the animals, down to a mini-
close quarters, and so forth. A whip is used to control the mum training time of two weeks. Each slot added also
dogs when they are too stirred up to obey orders; merely increases by one the total number of tasks that can be
cracking the whip over their heads provokes a moral taught. Thus, an elf hound master at 1st level could train
check on their part, and this can be done twice a round four cooshees at once, teaching them a task in 2d6-1
if necessary. Actually hitting the dogs with the whip is weeks with the potential to teach each of them a total of
bad, as the dogs fight back and could be seriously in- 2d4+1 tasks.
jured. A hand-to-hand weapon such as a sword or axe is
also chosen (with which to kill prey), along with some If wild animals like wolves, worgs, or giant weasels are
form of missile weapon (crossbow, bow, sling, etc.) for being trained, the hound (or weasel) master gains a +4
hunting and self-defense. bonus to tame them if the animals were from a litter of a
mother that the hound master has trained himself.
Dogs are usually trained to attack their prey and kill it, When working with such animals, the hound masters
unless the prey escapes up a tree or into a cave. If pos- commands are obeyed on a roll of 1-19 on 1d20, and are
sible, a hound master trains his dogs to chase but not at- ignored on a 20.
tack certain types of unkillable prey, like trolls or lycan-
thropes. Some dogs are trained to hunt silently, not bark- A hound master can teach his charges to respond to
ing to alert their prey until they actually see it. Many commands in foreign languages or even sign language,
hounds respond to sign language or coded horn blasts. If coded light signals, horns, etc. The hound master must
prey is anticipated to be very dangerous, light armor can first have proficiency in either the language to be used,
be placed on the dogs to give them AC 6 or AC 5. Some signaling, music instrument, or other appropriate talent.
canines are trained as pack animals for very light loads,
but none are trained as mounts, even by small races. A hound master can appraise the value and condition
of the specific type of animal he is training. With the ap-
Most hound masters work with war dogs, but praising proficiency, he can tell an animals health with
cooshees (elven dogs), wolves, and even giant weasels great exactness. (For game purposes, he knows how
are also trained in exactly this manner, as noted earlier. many hit points it has.) If he has the blacksmithing and
Some evil hound masters have great luck with worgs, but leatherworking proficiencies, he can make leather armor
coyotes, dingoes, and dire wolves can be trained if avail- with metal plates, or spiked collars for his hounds.
able. (Whatever is said about dogs or hounds here also
applies to these related species, including the giant Hounds make no morale checks if defending their
weasels.) Canines that cannot be trained in this way in- master from attack and, because of their senses, hounds
clude species whose Intelligence exceeds the low rat- are able to tell instantly if their master is afraid or feels
ing, have magical powers, or are wholly evil in nature: threatened. If the master is attacked, the hounds gain a
blink dogs, winter wolves, death dogs, shadow mastiffs, +4 saving throw vs. magical fear or enchantment/charm
moon dogs, etc. Small canines like jackals and foxes are spells.
unsuitable because of their size and nature.
A hound master with herbalism or veterinary healing
Special Advantages proficiencies improves the health of his dogs over time.
With every level he gains and with every slot devoted to
A hound master is so skilled at training dogs that he either of these two proficiencies, each of his trained
gains the animal training proficiency with an automatic hounds permanently gains one extra hit point, up to the
+1 bonus, but this skill can be used only with one of the normal maximum allowed for that species (for example,
allowable creatures named above. A hound master who 24 hit points for a wolf).
trains wolves cannot use his skills on war dogs, as the
two species have very different behaviors and responses A trained hound, wolf, or other relevant species has a
to training. If a second animal training proficiency is +6 bonus to avoid being surprised by anything that
taken later, it does not have this +1 bonus. makes noise or gives off an odor, and tracks as if using
the tracking proficiency with a -6 modifier on the die
The initial animal training proficiency, with bonus, roll and an assumed Wisdom of 12.
allows the hound master to train up to four animals at
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Special Disadvantages master finds the being that killed his beloved canines,
these penalties ceases and he gains instead a +2 bonus to
A hound masters armor must be light enough to allow attack and damage rolls against the killer, bonuses that
his mount the fastest possible movement, necessary when last until the killer is dead.
the hounds are in full chase after their quarry. This could
be a disadvantage if the hound master suddenly faces a Caring for his animals is an important part of a hound
monster his hounds have cornered. The hound master masters daily rituals. Working dogs need quality food
uses no shield larger than a buckler or small shield, as he (scraps will not be sufficient), plenty of fresh water,
often holds his dogs leashes in his shield hand, too. grooming, and daily training. Establishing and maintain-
ing ownership of (and dominance over) a hound means
If the hound masters dogs are killed or injured in an providing for it; hounds that are forced to fend for them-
encounter, he must train a new group of dogs. It is rec- selves soon learn that they need no master and become
ommended that a hound master have plenty of dogs on increasingly difficult to control. Therefore, unless a
hand at home, cared for at all times by his family or hound master carries a food supply for his animals (or if
trusted hirelings. He should consider armoring his he runs out of food and the hounds have to hunt for their
hounds and should always use them wisely in battle, call- supper for more than three days), the hounds become
ing them off if the prey is too dangerous. eligible to make morale checks when their owner is
threatened. Furthermore, characters who do not interact
The death of a hound is very traumatic for a hound with (train) their hounds on a daily basisthose
master, who loves his charges greatly. For 2d4 days after who simply treat them as equipment, to be used when
the death of one of his dogs, a hound master takes a -1 convenientmay (at the DMs option) be called upon to
penalty to attack rolls and saving throws. An additional make animal training proficiency rolls during any
penalty of +1 days and -1 to attack and saving-throw occasion in which above-average control is needed.
rolls is applied for every hound beyond the first that is
killed in the same encounter. However, if the hound
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